Jump to content

ExtremeSquared

Members
  • Posts

    311
  • Joined

  • Last visited

Everything posted by ExtremeSquared

  1. Edit: Nevermind, that guy's issue cleared itself up. Disregard entirely. I'm suggesting that whatever stops NDAI from activating on the navball when a probe core is the target may be causing issues with a mod docking port. It works fine with the SpaceY docking parts that I use, so I can't really help troubleshoot further.
  2. I'm pretty sure the indicator only activates when the target is a docking port. I assumed this was intended behaviour.
  3. Only take "Science data from XXX" contracts if you have some fresh science to sell. I don't care that those contracts feel like an exploit. This provides a reason to park a science base on bodies, and NOT immediately collect all experiments. Over the next few years in game, that base gets fully paid for by all these companies wanting to lease its capabilities. It forces me to not abandon surface bases. Also, capitalism.
  4. I wonder how relativistic speeds would play havok with the inner working of a rocket turbine... This being on reddit is amusing as well. It's like finding a peer-reviewed neuroscience article on buzzfeed.
  5. In old versions, the joints weren't locked, but the second set of ports still provided strength through collision/attraction. Closed loops were impossible in general for a while.
  6. The one scenario in which I find them useful are small jumping rovers on low-grav bodies, especially if there's a fuel depot in orbit or isru nearby. If they are built with rcs blocks for safety anyway, then avoiding LF/Ox can be worth the extra simplicity at the cost of a little dV. One fuel tank instead of two, which is actually worthwhile on small rovers.
  7. Trying to figure out if it will hit an altitude/time to catch the sun while a viewing position on the ground is in the dark... it's close at least. Still not as ideal for visuals as a sunset launch.
  8. Good luck justifying the biology. Kerbol system contains life on both Eeloo and Moho, which is... unlikely based on existing organisms.
  9. The relay function of the SIGINT dishes sort of ruins balance when playing with hard comms network settings. All that should be necessary to kill that function is changing RELAY to DIRECT in the SIGINT cfg file DataTransmitter modules, right?
  10. Ike is way more problematic considering its value when doing irregular Duna capture gravity assists. "10km should be fine" were the last words of one of my Duna crews.
  11. Have had same problem with small deployable solar panels and regular fairings. Non-outermost part, large clearance, still breaks. Larger clearance/clamshell/larger ejection force seemed to help, but it is still unexpected behaviour.
  12. On a sun-diving science mission, the thermometer was one of the first parts that overheated and blew up. It seemed KSP-appropriate.
  13. That 10m/s/s gravity loss is a killer. It adds up real quickly with low TWR rockets. Even though you're trying a spaceplane style shallow ascent, you'll still take way too long to get up to altitudes where you can approach orbital velocity.
  14. Seems like this should be stock behaviour, but is there any mod that deletes debris with a Periapsis that dips far into atmo in orbit around bodies with atmospheres? I could probably write a python script to process the savefile that accomplishes this, but have no experience with modding.
  15. Using ions for manned missions is usually a huge pain, but this mission is pretty much begging for it. That close to the sun, you can power multiple ions with fixed panels, or one pair of 1x6. Most of the deltaV will be spent close to the sun. Hope you got paid for this contract -- ions are expensive.
  16. *Pulling a somewhat flexible craft. Beware the Pendulum Rocket Fallacy.
  17. A mining setup on Gilly is nice here, because the Gilly - Eve assist - Moho transfer is not nearly as bad as Kerbin - Moho. My single-LVN-core deep space relays with six radial drop tanks have around 15km/s deltaV, and if you were to drain them instead of dropping them on the way to Gilly, refuel, and then drop them as you do the rescue, you'd definitely have enough to get back to Gilly and refuel the remaining core. Make sure your relay network is comprehensive -- that close to Kerbol, coverage is terrible.
  18. The PC version was pretty broken for at least a year after its "release" also. Not excusing anything, but I feel like it was worth the wait at least.
  19. Given his immortality, I assumed that was caused by Jeb's first attempt at a soft landing.
  20. Gone are the days where basic interplanetary missions required an intricate lacework of struts and fuel pipes holding dozens of small 2.5m tanks together. Those lifters took a fair amount of time and testing to build. Now lifters are the most painless part.
  21. According to the game, all bodies currently contain life. Biomes contain biology. Probably anaerobic bacteria, but it is on literally ever body. According to the game.
  22. Stable Kerbin orbit at 20km, complete with non-stop plasma.
  23. The most efficient ascent is usually ball-of-fire ascent. I'm not sure how that is debatable. If that's immersion-breaking, and you're not willing to do an inefficient ascent of your own accord, you could turn up re-entry heating. That way the most efficient successful ascent will not be a ball-of-fire.
  24. May very well be a mod issue. The timewarp overheating bug seems to have disappeared in stock KSP in the last few releases, from my experience.
  25. The fact that sin(theta) / tan(theta) approaches 1 as theta approaches zero ends up being somewhat horrifying in real life. Tracking down huge discrepancies in calculations is usually way easier than a result being consistently off by 0.3%.
×
×
  • Create New...