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Posts posted by AHeroReborn
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I just want to let you know that Kerbal engineer does not show correct T/W ratios for your engines. It tells me a vasmir engine gives a craft a T/W of almost two when in actuality, its more like .1
Also can i condense the nitrogen resource into liquid nitrogen?
(final edit! i found the frikin refrigerators.)
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Hi, me again. I was wondering if there was a way to harvest nitrogen or make it in one of the ISRUs. It appears to e the best propellant in terms of ISP.
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Just as the title says, I'm trying to provide extra deuterium and tritium to a fusion reactor, but I can only find cryostats. Is there any liquid to gas converters or something?
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Wow, thanks for all the replies and good mod!
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How do reactors work? and can i use solar panels instead. Is there a differents between Electric charge and Megawatts?
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Is there any wiki or video tutorials that give a full tutorial on every part in interstellar parts pack? I really want to understand these engines and reactors, but theres like 50 new resources I have no idea how to get, even in sandbox mode.
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Does anyone have any craft concepts that work well for these types of contracts. I am currently testing what is essentially a command pod with 2 Junos on it. It works well except for the fact that jet engines don't immediately respond to a change in thrust, making landing accurately almost impossible.
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Can i get a list of all crafts currently in game (including tugs)?
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I'm looking for new ideas for launching big payloads. can you share your reasonably big stratolauncher?
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thanks alot
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that makes a lot more sense.
so if the root part is sandwiched in between 2 other parts, it won't work?
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When ever i bring in my launch vehicle to merge with a new payload, there is no green joints to place the launch vehicle on. it simply cannot be attached anywhere. try it yourself.
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On 6/5/2017 at 10:29 AM, bewing said:
Well, probably best to fix one problem at a time anyway. The "loss of power" issue may disappear with a small redesign to make the wheels work properly.
-- And actually, structural panels do not crossfeed. So depending on where your batteries are attached, one set of wheels or the other set should probably run out of power very quickly.
I wass actually thinking about this ind that s probably the problem
i think i got it friends, thanks for the help
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Just now, bewing said:
Is there some reason why you didn't want to use a girder or two for the central section? Since girders have sides, you wouldn't have to do anything wacky to attach the wheels.
Those mondo wheels use a tremendous amount of EC, and you have no batteries. So the wheels quickly use up all the stored charge in the MK3 cockpit's battery, and once that is gone they are limited to what the solar panels can provide.
oh, i guess my picture didn't show the batteries on there..
i have over 1000 EC
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6 hours ago, GluttonyReaper said:
I'm not sure why it isn't moving normally (too much weight, maybe?), but I can explain why it moves why you use A and D. Those particular wheels use 'tank' steering - rather than turning physically, they increase the throttle on one side of the vehichle to create a turning motion. This throttle increase doesn't seem to obey the usual rules - throttle usually tapers off as speed increases, but this is not the case when steering, allowing you to run your wheels constantly at full speed. Hence, if you just tap A and D repeatedly, you'll actually accelate forwards, much faster than you could normally.
Not a solution, just an observation.
this is what i have observed
11 hours ago, bewing said:I'm going to assume that the MK3 cockpit is your control point, so that looks good. I don't see nearly enough EC storage, but let that pass for now.
Usually this problem is caused by an incorrectly positioned control point, but that doesn't look like the right answer with your rover.
So the next possibility is that you've done a lot of manipulation of the wheels with the rotation gizmo. Doing that can confuse the game about which direction is "forward" for a particular wheel. And this seems pretty likely to me, because I don't even understand how you have those front wheels attached.
First off, i appreciate a member of squad responding, thanks for making this game! Second, i did have to use a lot of manipulation to get the wheels on a structural sheet. Is there a way to fix this, or should I just make a new design?
P.S.: why does the wheel power degrade when i go forward. It works fine for a few seconds after i launch it, but then i can see the motor power randomly drop.
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My rover only moves forward when i use the A and S keys (of course, it turns when this happens as well as moves) All wheels are touching the ground.
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On 6/3/2017 at 7:31 PM, HiThere!2 said:
Not too much harder, maybe 100.
I concur. It may take a lot more delta V to change from a equatorial orbit to a polar, but not to hard to do with the keybindings altered once you're up here
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4 hours ago, Starman4308 said:
There has been an entire challenge to that effect. Man, I loved that challenge.
To the OP, may I suggest the following rules:
No kOS, MechJeb autopilot/Smart A.S.S. (possibly no MechJeb period), no RemoteTech (which has a flight computer), etc.
Ideally, submissions should require a significant degree of manual piloting; you may, for that matter, insist on some specific rocket (probably designed to not be too terribly stable).
I'm probably not going to participate here (it's just not my cup of tea), but I thought it might help to close a couple loopholes before somebody tries to rules-lawyer it up.
Well i said in the rules no autopilot mods, but i'll include KOS just in case
I think if they can make a rocket that will fly without the controls being touched, that deserves points.
I am also adding more challenging tasks so everyone check if they want to attempt those!
On 5/30/2017 at 5:32 PM, qzgy said:Ummmmmmmm
Yeah no, this is gonna be hard since you conveniently bound A(left) to full throttle and right to the brakes.
Is that intentional?
Breaks shouldn't be needed, and if you really need the max throttle button, you may assign it a different key.
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I've never done this challenge myself, but it's possible
So, someone on the construction team didn't wire you're controls correctly
Rules:
No autopilot mods
No KOS script
No using these buttons to the left of the navball
Here are the new controls:
W=Q
A=Z
S=P
D=B
Q=J
E=K
(if someone has a better keybinding idea, i will change the rules, but keep the previous scores)
Points :
Get Above 15 KM :100
Above 30 :200
Suborbital flight : 600 (no Periapse)
Get a Periapse: 1000
Achieve Orbit :1300
Achieve Munar SOI encounter 200 KM
Land on the Mun: 3000
Bonus points :
Achieve an equatorial or polar orbit less than 5 degrees off: 300
Get a periapse without the use of maneuver nodes: 800
Do not turn on SAS at all :1500
Return to kerbin: 100
All points you collect during a mission will be added up
I have no badge, so just write it down in your description
a GIF or video of your entire mission should be used
Either have a camera pointed at your keyboard showing which buttons you're using or have an uncut video of you changing the keybindings
SCORES :
3600- @icantmakemodels
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8 hours ago, Wanderfound said:
That's a good revision, but it's still massively oversupplied with intakes.
One ramscoop will feed two jets, one intercooler will feed three. There's enough there for fourteen engines.
Swapping out some intakes for tankage and nosecones would reduce drag and improve its range substantially.
It also wants a Mk2->1.25m adaptor on the back of the central fuselage.
aren't more intakes better for high altitude flight? They keep you're jet engines running.
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so, your advice is angling the wings (down if their behind the COM and up if in front) and getting rid of the canards? If it doesn't work,i may just experiment witht he stock craft or download a good one from somewhere in the forums.
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to clarify: it starts when i'm high in the second layer of the atmosphere/ early in the third.
JX-4 "whiplash" engines are still producing sufficient thrust for flight
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Whenever I perform the last step of the ascent profile (high altitude), I flip out despite having a reaction wheel and pitch an yaw control surfaces.
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I.......
Docked
in the tutorial....
it was the first time.....
i got an erection....
NASA should call me right now....
YYYYYYYYYYYYYYEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Mars or venus?
in Science & Spaceflight
Posted · Edited by AHeroReborn
Which planet should we be focusing our efforts on colonizing?
Here are some pros and cons of both:
MARS city:
pros
cons:
VENUS floating city:
pros:
cons: