Jump to content

Leftotian

Members
  • Posts

    33
  • Joined

  • Last visited

Everything posted by Leftotian

  1. You shove single kerbal with some sciense stuff to polar orbit once and leave him there forever. Now you can do infinite "above" missions, no matter where they are, because polar will cover all of the planet, you just need to timewarp. Doesn't get cheaper than that. "Below" you need to fly with no or very low timewarp, it takes forever. You can do multiple space missons with much higher reward each in time it takes to do one long range plane misson. Flying plane long range is the most expensive thing you can do if you consider how much money you can make in same amount of time. "Below" missions next to ksc are fine, but op was asking about the ones that are like on the other side of the planet.
  2. Yup, had this problem with ore recovery mission. Floating in the ocean didn't count. On my second attampt it broke in half and ore sunk to the bottom - contract complete. Kinda silly. Floating on the surface? Nope, to difficult to recover, we won't pay you. Oh, it's at the bottom 1000 meters deep? Sweet, here's your cash!
  3. Move them down to the fuel tank, they only cool stuff one part away. 1 small radiator/small drill is enough.
  4. The "above" ones can be done from polar orbit with time warping. Not really worth it, but doable in reasonable amount of time if you really want to do them. The "below" ones are ignored 100% of the time because they are the biggest dumbest waste of time you can do in KSP.
  5. I'm not sure how ore drilling is calculated, but isru will only use what you have in your ore tank when you leave the craft and ignore all the ore that was drilled after you left. It will try again every 6 hours. So in every 6 hour chunk it will only convert as much as your ore tanks can hold assuming your drills can fill them that fast.
  6. Actually you need to make sure that you have no room for ore left before leaving or you will get less fuel in your first day away from the craft. It will not affect performace after that.
  7. The only thing that wastes ore is small isru. Drills are always produce 1:1, they can't waste any ore. D asteroid will give you 5-20 orange tanks of fuel.
  8. They f-d up(yay filters) something in 1.1, it's laggy but it works, just keep spamming the button.
  9. I just memorized stars in those two spots and use them to timewarp to right position. Easier than switching ships.
  10. Left click + drag your mouse. But the dumb thing will reorient itself in the most inconvenient way as soon as you try to move. You can disable aoutoorientation of kerbals to camera in options, but that one also sucks.
  11. Nope, no benefit, no difference in drag or anything, just kills your engine.
  12. General advice is: throw all monoprop into garbage because you have no use for it, move all fuel tanks up as much as you can, then just keep adding wings at the bottom untill it's stable enough to not flip over.
  13. Judging by two fires on a black rectangle that you call screenshot, you blow your shuttle away with 2 SRBs.
  14. Nope, they don't care. I had to claw one around to complete the contract. Now i always check first and rename/delete empty satellites.
  15. Game will generate "position satellite in adjusted orbit" contracts for those things, free money if they still have fuel. Also can use them for "send science data from space around...". If you are not interested in those contracts, just blow them up.
  16. Yeah, pretty sure he roasted himself by mixing up momen of inertia and moment of force.
  17. Do i have to? He didn't. From my two years of theoretical mechanics in university i remember, that there should be no difference. To be fair, it was more than a decade ago and i don't remember much, but just imagining forces applied to the stuff it doesn't look like there will be any difference.
  18. Should they? There should be no difference, where they are, torque doesn't care.
  19. First link doesn't go anywhere. For the second one, it's hard to tell from a picture, but my guesstimates is it's around 20 tons of a lander, that needs to go to low mun orbit and can go to the surface and home from there. If that's correct, than the entire ship should be around 100-150k(depending on contents of cargo/service bay). Your lifter looks like a huge overkill for that payload.
  20. Don't do suicide reentrys. Low orbit into shallow dive and once in atmosphere, nose up as much as you can. You go prograde - you burn(usually).
  21. Drills don't overheat because they take extra coolant away from isru, so they get way more than they need, while isru doesn't get enough. Also i can make a setup where isru will work just fine, while drills will overheat, but it's dumb and impractical. Numbers support my claim perfectly with 100% accuracy. I can calculate the exact amount of extra retractible(or fixed, if they are all attached to the same part) radiators i need to run everything without overheating, because i know how the bug works. Can you?
  22. Klawing is basicly docking, it turns two crafts into one. Pretty sure you cant dock with a planet/moon.
  23. And you are wrong. Not enough testing, no understanding of mechanics and a random guess on which part is bugged, based on converter overheating. As i said already, drills are bugged. But that drill bug in practice makes radiators not work properly, which in turn overheats a converter. Converter is not bugged, converter will not overheat if it has overabundance of cooling, converter will not overheat even when it has the exact amount of cooling. The problem is that it does not get this amount because of a drill bug, drills will consume up to 500%(actually up to infinity, if you provide that, but in practice it doesn't matter after 500%, at that point you will have enough coolant to feed every part in the game even with the bug) of their normal amount, taking away from a converter and overheating it. Dividing radiators in drill only and converter only by using surface radiators prevents drills from starving converter. It's an old bug, it was here since at least 1.0.4. Actually in 1.0.4. and 1.0.5. converter was also buged in a same way, but it was fixed in 1.1.0. Drills were not.
×
×
  • Create New...