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Leafbaron

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Everything posted by Leafbaron

  1. You are absolutely right, I should have included it. That is my mistake. Thanks for covering my back and posting it for me. I appreciate it. -leafy
  2. There is a mod... I just found it, but it adds a top door to the MK1 crew cabin. Very useful and well done i must say.
  3. Totally doing a fresh install of ksp for a fresh career playthrough with: KIS KAS outer planets community tech tree Mk IV/ OPT (if i can figure out how to get all the parts to show up, seems I'm missing some OPT J parts) MkII expansion RPM EVE + Sci High KAC MRS Possibly near future tech and all the associated mods that go with the above list. Should be an excellent playthrough as outer planets also includes Custom barn Kit and from what I gathered last night, changes the science values for at least Kerbin SOI to have a multiplier of only 1
  4. Does the default configuration change the science value of experiments, i guess im just not sure exactly whats going on with this mod. seemed like i was getting base science for experiments done over minmus. Edit: i guess it wouldn't be the default configurations since it was installed with outer planets mod.
  5. press "F" when moving parts with the part mover for awesomeness and less faffing around.
  6. Downloaded the Mk4 Spaceplane parts mod and was doing some testing with that. Very nice mod, the first plane I constructed made it to orbit easily, I then tried a new cockpit and OMS and the damn thing flew like a brick. Will have to research the drag problems.
  7. Is there a comprehensive parts list for this mod, Im not sure if im missing anything. It seems be all there except for the crew cabin unless that has been taken out. Thanks in advance, -Leafy
  8. I wish the anomalies did something. Like if you visit them all it unlocks a hidden tech tree node for dark energy drives or something.
  9. First off welcome! always glad to see a new player getting involved! I find that going to Minmus is much easier than the Mun. Even though it is on an inclined orbit. for about 100 m/s more dv you can go to minmus but when you get ther it requires much less dv to capture and land. If you mess up the landing and fall sideways the gravity is so low, most reaction wheels will give enough torque to right the ship. Easily identifiable biomes to boot, that are perfectly flat to land on. If you make a lander for the Mun that is capable of returning to kerbin from the surface of the mun, expect that same vessel to be able to do 2-4 biome hops on Minmus. I start by getting in a highly inclined orbit and collecting all the EVA science from the biomes (Minmus also rotates faster than the Mun so this can be done easier). I then land on either pole and biome hop my way to the equator for an easy return burn to Kerbin. This will net you about 2500 science in one trip! (assuming you have mystery goo, science jr. barometer, and temperature. More if you have the seismic experiment.) -leafy
  10. I was wondering why I had such a hard time getting the OPT planes to fly. I tried this mod cause I'm really into spaceplanes now and was very disappointed because no matter what I did, they all flew like bricks. Glad to know B9 Procedural wings are working, definitely going to get that mod tonight. Thanks for the testing! P.S. while your CoL is far behind your CoM that shouldn't be too much trouble as long as you have the control authority with gimbaling engines or ailerons. I have found that when my Dry CoM is just before my CoL the planes are still unstable during re-entry. So having CoL further behind CoM is better for high atmospheric flight.
  11. I would highly recommend using the debug menu in a sandbox game. I always start with a career save and name the sandbox game "Proving Grounds" it basically acts like a simulator in which I can test designs free of penalty before I actually implement complicated designs in my career mode.
  12. Thanks! If a dually will fit in the cargo Mk3, I will do dually. Always liked the look. I can land my giant cargo plane in a safe place near by the target. Roll out the tank/tow truck to pick up or refuel. I'm stoked to try this tonight!
  13. I like the responses! I'm gonna have to make a tanker to refuel spaceplanes that come in shy of KSC and a flatbed truck with an AGU to fit inside a cargo plane for picking up capsules. What an excellent way to add some realism to the game while also milking it for all the fun! In my current career, it is all space plane/ space glider driven. so nothing is launched on a conventional rocket and my funds depend on being able to recover full amounts for parts. Even the deep interplanetary missions are being planned to be launched to LKO via space plane, then either assembled or launched from there. I've been able to get a vessel in orbit this way that had 2300 m/s of dv with all the science equipment i had available. That's enough d/v to do quite a lot! I was able to explore 4 biomes on minmus with it. I'm sure with the right piloting it could make it Duna orbit and back. I would love to see more space centers around kerbin. It would be nice for those inclines orbits as well. I know RSS and RO have something like that where you can choose your launchpad.
  14. When you realize smoking crack would have been preferential to starting KSP.
  15. @Red Iron CrownI imagine you are right! I like this response as well!
  16. as far as I know, Kerbin is modeled as a perfect. so going 1884 km north would put you in the same place as going 1884 km east or west.
  17. Use KAS to connect the tractor and trailer together for added Realism think of it as electric and air lines. using the winch with some slack would work excellent! Sweet rigs man!
  18. Was just thinking today about how much each recovered parts were worth and found some information on the wiki. Recovery factor = .98 - distance from KSC(Km)/2150, unless you are on the launchpad or runway in which case recovery factor is 1. This got me thinking how far away would you need to be to get 0 funds back on recovery and the answer is 2107 km. The problem with this is that the equatorial circumference of kerbin is less that 4214Km, Meaning that at the complete opposite side of KSC on Kerbin you are only 1884.96 Km from KSC, which plugging into our equation would net a recovery factor of .22. However, If KSP solves the equation by direct distance from KSC by measuring through the planet. Being on the opposite side of Kerbin from KSC is only 1200 km. The short of it is, that no matter where you land on Kerbin, you will get funds from recovered parts!
  19. Hello all, I was hoping for some assistance with 1.2.1 crashing when launching spaceplanes. I recently installed OPT and the game was working fine, I then realized I had no display in the cockpit without RasterProp so i manually installed that since it is no longer available in CKAN. I then tried launching a spaceplane to orbit and the game crashed when i reached about 10,000m. I uninstalled RPM and the game still crashes around the same altitude, I have only tried launching spaceplanes with OPT parts. Have not tried with regular stock parts to see if it still crashes. I will upload the Crash reports when i get home from when RPM was installed and when it was uninstalled. I would really like to solve the issue rather than doing a clean install of KSP and all mods. I could live without OPT as i have had a lot of trouble getting these parts to orbit anyway. Thanks for any information in advance! -Leafy
  20. I've got a question for those of you who have mentioned the ETT. Does that mod integrate parts packs or is just compatible with them? I think I'd very much like to try this mod a fresh new copy of KSP. Basically just tell me about the mod, I reviewed the mod page but it was ambiguous to me, and first hand experiences are worth more to my decision making process than just reading the mod page. Thanks in advance, Leafy
  21. I just recently started a new career mode with the idea that any and all missions would be launched via spaceplanes. Not saying that the space planes are traveling the kerbin system. They are just the launch vehicles taking payloads to LKO rather than large rockets that end up exploding on the ground or floating aimlessly in orbit. The challenge of designing spaces planes is fun in and of itself. Designing and tweaking to make the perfect plane that can handle a certain weight limit or payload size is exhilarating. Nothing sharpens your piloting skills like flying a space plane. In addition designing vehicles to fit inside your space plane with weight restrictions is another fun challenge. Doing this makes tech tree decisions that much more important because you are limited and you need to use specific parts to achieve the mission goal. The next design is an ultra heavy space plane that can lift a exploration vehicle with ISRU.
  22. I very much agree with what @Streetwind said!
  23. yeah i would say locking prograde and not checking his/her flight instrumentation. If you wanna fly with little to no intervention, have mechjeb do the piloting. But if you're flying manually just check to make sure the right mode is selected even if it changes during a burn be quick to change it back or don't lock prograde until you're sure it won't change again. I just don't see how its Squads responsibility to fix a problem that can and has been solved by diligent piloting.
  24. just kidding thats from like a couple posts up.
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