nascarlaser1
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Everything posted by nascarlaser1
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suggestions/critics needed
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
ok thanks! I built big because I'm never sure what will actually get the job done... to get to the mun I need a mk2 booster and transfer stage, and an mk1 lander/return craft so.... yeah... I tend to over compensate where possible . I will make a second version of the ship (for easier comparison) and change some of the engines and fuel tanks. What would be your recommendation for a smaller engine/fuel tank combo on the main shuttle? -
suggestions/critics needed
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
thxs for explaining fins to me., I will make sure to remove them later (not playing ksp right now) . You are right. I have gone to the Mun and minimus in pure stock and modded, but I have never gone farther then that (stock craft or modded) without using hyperedit to get me into orbit around duna (I've been testing the lander using hyperedit to make sure it doesn't explode 100% of the time, only 10% of the time. -
suggestions/critics needed
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
Here is my new and improved version of the ship! Thank you for your help guys! https://imgur.com/a/9gZGd -
suggestions/critics needed
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
thanks! I am right now working on my ship using everyone's suggestions. The little green bags on the lander are from my life support mod. They are mostly there incase I mess up the landing and my kerbals have to stay for longer then 2 days on the surface (the current planned time on Duna's surface). I don't know the TWR of the lander right now because my game is still loading, but I will find out as soon as possible*. I will also remove some of the fins and perhaps only have 2 (they are there for the return to orbit trip, not the actual landing. * Edit: the landers current TWR without modifications is 1.28 (2.13). Lander's TWR with 2 of the fins removed is 1.28 (2.14). readouts are from KER -
suggestions/critics needed
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
Thank you! I completely forgot that I could attach them to the engines fuel tanks. I am using the smaller of the inline recyclers. I have 1 behind each engine. I will try and rearrange the lander so that it is more inline with the rest of my ship. perhaps I will strap it to the nose and move the greenhouse somewhere else. I have already dumped all oxidizer off the ship except for what's in the lander, I mostly use the big tanks because I liked how they looked. I will ditch some of the oxidizer on the main craft, but I plan on leaving some so mechjeb can use RCS for any minor corrections without burning my LF. I did not realize that I would not need the nuclear waste containers (I've never used the nuclear reactors before, only the containers) so I will ditch those as well. -
suggestions/critics needed
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
Thxs! I am not even going to try to fly that thing to orbit. I am using hyperedit to teleport it up to a stable orbit and fly it from there. Tomorrow I'll add some struts to the girder to try and keep it stable. I will spawn it on launch pad however to keep it from breaking apart (didn't realize that could happen. -
suggestions/critics needed
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
Thxs! I only had enough space to strap enough deepfreeze resources for a 1 way trip, so the supplies are for the return trip, and for any time spent in orbit. I'm also going to leave 1 Kerbal awake at all times to help drive my ship because I don't have a coms network working that far out so probes wont work. I am going to use the rcs on the main ship to help mechjeb not use as much LF (I think I have enough to get to where I am going but I'm not going to take chances),as well as fueling EVA packs (I use an eva fuel mod). The big tanks are emptied of oxidizer, but I could not find any round fuel tanks with just LF in them. As for the getting to orbit part I plan on just hyperediting it into a stable orbit around Kerbin to save time and the need to go through the atmosphere. -
Hi guys! After lots of times where I'd start this project and never finish it, I have decided that I will go interplanetary no matter what happens. To start I am going to go to Duna. Canyou guys take a look at my ship and give suggestions/critic it so I know what to change on it? I currently have a big interplanetary ship that will take 4-5 kerbals and a 3-4 kerbal lander to Duna. The lander is docked to the side of the ship and I will be using mechjeb to set up the transfer and to do any required docking. https://imgur.com/a/1koLm Mods in use: USI core USI LS Deepfreeze Mechjeb Thanks!
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ok thxs
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I seem to have a problem when trying to return to the space center. I have a lynx rover by @Nils277. I hyperedit my rover to the northern ice shelf, move it around in circles a little, and then follow the directions to get my rover to go to a waypoint (I am using scansat to find the easter eggs in the game). My rover continues driving in a straight line toward the anomaly, but I am unable to go to the space center without it resetting my game to the last saved state due to it saying my vehicle is in motion.
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I haven't done interplanetary yet (still waiting for the window to get to duna) but I will be using either, multiple launches and docking, or just building 1 ship in the VAB and using extra planetary launch pads to get it into orbit.
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Fastest to Ocean!!!
nascarlaser1 replied to rockets-don't-make-toast's topic in KSP1 Challenges & Mission ideas
well I was going to do this... then I saw @Eidahlil's 0 sec achievement... and there is no hope for me . -
I just started a new save so currently my debris are all littered around a Kerbin or munar orbit due to me launching frequent rockets there looking for easter eggs. As I expand outward the debris fields will grow and expand along with me. I never get rid of my debris , they are a reminder of all my past missions.
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Your creepiest/loneliest KSP moments!
nascarlaser1 replied to Ultimate Steve's topic in KSP1 Discussion
hunting the polar ice caps for the anomaly.... all I see is white.... just white as far as the eye an see..... https://imgur.com/a/kAjm2 -
How does someone find anomalies using this mod? I am currently scanning with a RADAR altimetry sensor around a almost complete polar orbit at the ideal altitude around kerbin. My map is 99% clear (one or two small spots around the oceans mostly). The map is gray scale, and despite me having hem enable, no anomaly symbols are appearing. Am I using the wrong sensor or did I mess up a setting?
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Am I allowed to use hyperedit to get my stuff where its going? I really want to join but I don't currently have the experience to launch stuff to laythe (or anywhere outside the Kerbin system). Everything I build will be using stock craft, I'll just use the hyperedit to teleport it where it needs to be.
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My latest KSP mission where I visited all easter eggs
nascarlaser1 replied to DiscrafTsk's topic in KSP1 Mission Reports
awesome!!- 1 reply
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- easter eggs
- 1.3
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(and 3 more)
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Does this contract pack work in 1.3.1?
nascarlaser1 replied to nascarlaser1's topic in KSP1 Mods Discussions
how would I recompile it if necessary? I've only ever edited part conifgs for making custom parts for myself. -
Hi guys! I found this contract pack by @nightingale: Does anyone know if there is any reason why, with the current version of MM and Contract configurator it wouldn't work in 1.3.1? I would really like to try it out but I cant find any version past this one. Thanks!
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The drills are deep enough and the ore concentration should be above zero (I didn't launch a satellite since I was using hyper edit and mechjeb to drop everything on them Minimus flats. I was able to mine some ore for a little while but then it just randomly stopped after I delivered a module to the base. I am not sure about electricity (I was not at my ksp computer at first but now the game is loading so I'll find out in a few).
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Can someone help me? I have been building a base on minimus lately, and all of a sudden my drills that I've attached say 0 thermal efficiency and refuse to mine. Is this a bug or am I doing something wrong? Pic of my base: https://imgur.com/a/NuraP the mining rig has the 3 giant radiators on them. Incase its hard to see I am using the bigger of the 2 stock drills, 4 each. Mods in use: PBS, USI containers (I forget the actual name) USI LS, Extra planetary launch pads, and dangit.