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Jimbodiah

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Everything posted by Jimbodiah

  1. 1.) yep, docking lights worked 2.) moar radiators! 3.) I'll use the deprecated ones for now, as I can't transfer anything in career mode. I hope they pump out 1.1 soon, it's about time.
  2. The Orion SM (old one) does not seem to pull any Ec when it is turning; no CM attached and no other source of energy.
  3. - Don't know if this is "textures WIP"... but the cabin lights on the new Orion don't work. - The Orion CM/SM light up red from heat after burning for 30-45 seconds (for 50m/s dV no less, this is just painful). - The GUI is so long on the Orion CM that I can't get the bottom lines in my screen (a.o. all the crews and transfer). Start fuel-cell is the last one I can fit.
  4. Gheghe, can of worms You keep working around the stock fuels... you could opt just to use LF instead of LOx to keep it within stock resources. You can go all out and do real-fuels, but that will scare off people I think. Community Resources would be a lower threshold as almost all the mods I use already refer to this pack anyway.
  5. You could just make your own resource for LH2, or use the CommunityResource dependancy for the fuel-switch. I know KSPI has their tanks that need active cooling (Ec/s) or they lose vloume even faster, and Near Future is looking into LH2 with boil-off as well.
  6. Re the bouncing betty... I landed on water plenty of times, never had issues. Only had it happen once so far. PS: I was under the impression the HUS/IPCS would be redundant with the modular tank version for these stacks. Besides the integrated engine I don't see any different in favor of the HUS/IPCS.
  7. The Apollo SM has 4x the thrust and that thing takes forever to maneuver, with 11kN it will be agony. btw: I just did a re-entry with the A-CM, all went well until I hit the water at 7m/s... the capsule bounced off the water at 40m/s and crashed on the rebound. Two land landings after that were fine.
  8. aaargh.... Replaced the Orion CM/SM for some builds and took it for a spin around the block. I thought the engine did not work until I saw the thrust in the VAB It went from 250kN to 11kN, whahaha... Is this accurate?
  9. I happened to notice when I was testing an engine that needs LH2 and used a KSPI tank that the rocket was dead at the launchpad for some reason, turend out it was draining current to cool the LH2. Other, non-kspi, LH2 tanks don't have this Ec effect so I didn't even notice they used that mechanic. Without cooling active I lose about 1 unit per second.on a tank with 7K storage, don't know if it's a flat-rate or a % as I didn't test further. But it sure drains the Ec fast if you are not prepared for it.
  10. Kspi LH2 tanks have an option to cool the tank at cost of Ec. Boiloff is very low when cooling is active, and higher when turned off. Maybe an option?
  11. Angel, I launched a huge station and now a heavy engine section. One had a DR-375 docking port, and the other a HexPort docking system (yeah, my bad). I sent up an adapter iwht one of each port that would go between the two ship sections, but none of these ships want to dock (DR375 to DR375, or hexport to hexport). Both ends have power/Ec and I tried rotating every 60° as maybe that was an issue. Any idea what I am doing wrong? Hmmm... tried with a test ship, and when I bump into the hexport, it starts to bounce up and down like it's repelling and them attracting (at around a 0.5Hz rate). Something is up with the ports. The same test with two clampotron Sr. behaves normally. edit: CLampotron Sr to hexport seems to work fine. Grrr... Problem solved.... I embedded a probe core through the port on both the adapter I sent up and one of the craft... these ports do not seem to like that. Going to suicide burn and watch it explode before building a new ship
  12. I know what you are thinking!!!! But it's not like that... at all!!!!!
  13. 1.) I actually have no issues with the current weights of the pods. If you want to make them lighter, by all means, but I do not find it an issue. The thust on the A-SM is weak, the B-SM is really awesome for traveling around the Kerbal system. What kind of thrust/isp does the Orion come to with the new engine? It's 250kN right now, I can live with a little less, but at 40kN like the A-SM I might want to stick on a different engine 2.) I personally use clusters for F1 (1/3/5x). F1B (1/3/5x), RS25 (1/2/3x), J2 (1/2/3x), on occasion some with 6-7x F1/F1B engines for monster lifters, but could live with them being put in a separate mod. All the low thrust ones I only use in singles, doubles and triples, if I use them at all (!) as it does not make sense to me to use 7x RL10x when I can get more thrust with just a single J2, and it's cheaper too in career mode. Save the Orions!!! But in all seriousness, please keep the Orion and Apollo close to real life like they are now. These are the flagships (pun intended) of your pack and I love them to bits.
  14. You make it all sound so easy, Mage! I admire your work and can't think of playing KSP without these parts anymore. Recognise this one?
  15. Stuck, figuratively. If I board then I lose the data (which I do as I want to get back). I don't think it is the same science, and it happens quite often. As I am about to go to Duna etc, I want to figure out if I am doing anything wrong before I miss out on a lot of science.
  16. Hi, On a lot of missions I collect data with a lot of science value, but sometimes it will not let me store the data in the capsule/pod for some reason and I have my Kerbal stuck outside with 300-400 science that will get lost. Now I take one or two extra pods with me (cupola or hitchicker etc) to store them there. Is there any way to maximize science storage on missions? NB: I get that of I run six of the same science test at the same location that I will only be able to take 1 of those and the rest will have 0 value or not fit on board.
  17. If ISP (vac) is a problem, use nukes, ISP of 800-1500 and no boil-off. Or use a upscaled Ion engine with onboard reactor, ISP of 3K-11K. I just launched a 300 ton space station (career mode, 2.5M credits just for the lifter) and will be sending up the engine section (nukes) later to get it to Duna, crew will follow later. 3500ton launch weight to get to 1000km kerbin orbit for assembly with the EDS. Lander, probes and life-support prep mission will follow soon, but also nukes to get to Duna. Same will go for the crew ship later. Ion would be an option, but burn times take too long and you need a huge/expensive reactor that will be discarded later on, so will just strap on a bigger tank with some nukes.
  18. Yeah, but this should be logical. I don't get why Fraz is doing all sorts of calculations on a fuel that dissappears so he can time his Duna missions. There is no worse fuel to use on long periods of transit than one that dissappears on it's own. It's not like cryos are that much more efficient that regular LOx engines, so why go through the trouble. Launch your rockter from kerbin, insert into orbit, launch towards planet, forget. Hence boil-off is not even of interest while launching as it will be over in a matter of hours and you should have enough dV with you to be negligable. Or is it just me? I use regular LOx engines for Duna, or NERV/Lightbulb, cryo doesn't even come to mind.
  19. If you are using cryogenic engines for interplanetary missions, you are doing it wrong. This is not a fuel system meant for long hauls.
  20. If you have a modular SM then I guess I can hack the cfg for my resource needs. It's mainly for esthetics; I can use the default containers, but it looks awfull with all the strapped on parys and different containers. I tend to use ProceduralParts or the WildBlue tanks with personal configs to keep part count down and looking decent. i guess I could use the current SM-A for this.
  21. Hi, I noticed that when I use the mk4 passenger module that KSP has a huge problem handling it. The physics timer is yellow all the time and frame rate is abonimable. Has anyone else noticed this, is it related to having 16 kerbals on-board? Is there a fix?
  22. Any chance for an update on the reactors? I have nothing reliable to make a power network with. Whenever I try to launch a Pebble Rock reactor (the only one that seems to work and not freeze up the PC) into space it explodes the entire ship the moment I get into orbit and just messes KSP up (black screen). I'm down to solar panels as a power source.
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