Jump to content

Cavscout74

Members
  • Posts

    1,690
  • Joined

  • Last visited

Everything posted by Cavscout74

  1. I haven't tried to mess with drill/ISRU parts in a while but IIRC, heat producing parts have a line in their config file that limits the maximum cooling they can use. I can't speak specifically for MKS, but it could be the max cooling is limited to only being enough for a single active operation at a time.
  2. I have seen a few craft posted to KerbalX that used that idea but I also never tried them. Those were also a few years ago, so I'm not sure if it still works in newer versions of the game.
  3. I can't believe I missed that when I was installing JNSQ. I'll see what its doing tonight with SVE removed. Thanks! Update - Finally had a chance to get on KSP after deleting SVE and a) Sun is the correct size & so far no weird cloud textures and b) After launching a test rocket, the sunset as I was coming down via parachute was the most beautiful sunset I have seen in KSP so far!!!! Truly beautiful work you all!!
  4. I will get it up tomorrow - I'm not on my game laptop & won't have a chance to get on till tomorrow evening
  5. Load an older save from before the station was deleted - there should be backup saves, but I'm not on my game computer to look up where they are kept
  6. Now that I'm managed to get kerbals into orbit with early career craft, I'm back with another question - I'm assuming either I missed something or I just need to adjust some settings somewhere in SVE or Scatterer, but the problem is specific to my JNSQ install so I'm asking here first. There are two main problems, actually - 1) The sun is tiny as seen from Kerbin: 2) clouds (and sometimes ground textures) turn weird depending on which direction the camera faces: Any help is greatly appreciated
  7. Spent a little time messing around in my JNSQ game - built a fairly low tech rocket capable of putting a single kerbal into orbit with <18 tons on the pad. Actually ended up with 84 m/s remaining in the tanks in an 86x94 km orbit. Second stage climbing through the atmosphere Second stage separation, third stage ignition Val performing an EVA in low orbit First sunset Safely splashed down I also placed a relay/science satellite into high orbit using the same launcher
  8. Thanks for the inspiration, @OhioBob , I built a 14.15t rocket using stock & Restock+ parts (all LFO, all low tech), that is coming SOOOOOO close to orbit. My best attempt ran 12 m/s short. I'm pretty sure I just need a slightly better flight path - its showing almost 4600 m/s available total. I knew the launch mass limit was going to be the big limiting factor, I just wasn't sure how limiting - but I can see now that making orbit is possible. Edit - After some small changes - including one more very small fuel tank - Val became the first kerbal in my JNSQ science save to reach orbit. Jeb is pretty ticked off over that whole 12 m/s short of making orbit thing.
  9. That sounds remarkably close to the hydrolox rocket I built - down to only having a few m/s remaining to get a Pe back in the atmosphere. I got like a 88x85 km orbit on just about same mass, and could only get Pe down to around 65 km with the fuel remaining.
  10. Being new to JNSQ, I'm curious if it is even possible to get a Mk 1 pod to orbit with the 18 ton limit of the starting launch pad with stock parts or if it will require a pad upgrade before you can make orbit? I did manage a <18t orbital rocket, but it used Nertea's Cryogenic Engines. Using stock parts, the lowest mass I've been able to get a Mk 1 pod to orbit was around 22 or 23 tons IIRC.
  11. Are you in career mode? Prior to upgrading the Tracking Center, you don't get such niceties as encounter markers or all the other things we take for granted
  12. This is why I still use Better Burn Time mod even after fixing the worst of the issues with the stock burn time indicator - it is able to recognize engines are shut off and just calculate burn time for the active engines. (And it has a great suicide burn countdown as well)
  13. Is anyone else encountering extremely high drag (8 to 10 times stock parts) with some Airplane Plus parts in 1.8.1? I've mostly noticed it in the 1.875m parts, but haven't really looked at other sizes yet.
  14. Today I spent banging my head against multiple walls and pretty much had zero fun in KSP. 1) Missing smoke trails from several engines - updated Restock & Restock+ (no help), tried a test install with no other mods except Restock (still no help), cussed, went back to my main install to deal with a different issue... 2) Ridiculously high drag on some Airplane Plus parts - installed latest version of Airplane Plus - no change, most of the 1.875m aircraft parts still have drag values as much as 10x higher than stock parts in 1.8.1. Heck with this, I'm at least going to do something fun with an airplane today.... 3) Tinkered with a DLC prop plane - got up to a whopping 4.3 m/s on the runway. Cussed. Reverted. Made the engine stronger & tried again. Reached 6 m/s. Cussed some more. Reverted. Exited KSP, shut off game computer, and came on the forums to vent.
  15. Has anyone else encountered multiple ReStock & ReStock+ engines not having smoke trails? Originally I figured it was a conflict with some other mod, but after recently playing an alternate version with mostly different mods, I encountered the same issue. At that point, I installed ReStock & MM (only) in my Test install and deleted all other mods as well as the partsdatabase.cfg. And I'm still seeing the same issue: Twin Boar: MH Kodiak with 4 Cubs: I haven't checked every engine in this save, and I remember the Restock+ Boar had the same problem in my main install, but I never made a complete list. Thanks for any help
  16. There are mods that get around this or you could just circle close by till it lands. I haven't specifically dropped probes from aircraft but I've bailed out my share of pilots from damaged or out of control planes and had some or all of the plane survive while the pilot was close by.
  17. If you got more than 2.5km away before it landed, it was probably deleted. Past about 2.5km is out of physics range so the game stops tracking it in detail. In "on rails" mode (out of physics range), the game just sees the trajectory going below a certain altitude & deletes it.
  18. You are probably correct. The Tac Self-Destruct mod (in a previous version - fixed in 1.8), the little destruct charge took up over 300 liters despite a physical size of around 25 cm x 10 cm x 10 cm (my guess anyway). And I know I've run into other parts that I was shocked I couldn't fit into KIS containers and ended up just surface attaching to something else for deliveries.
  19. Lately my only landers that don't have either 2 or 4 Cubs are the ones big enough to need Thuds. Between its intended use as a vernier engine and using it as a lander engine, the Cub has become my favorite small engine
  20. Didn't have a whole lot of time, but managed to make a rocket in JNSQ that can (barely) send a Mk1 pod into orbit with <18 tons and <30 parts. Of course, it required Hydrolox engines from Cryogenic Engines, which I'm sure are nowhere close to the bottom of the tech tree - I'm just experimenting in sandbox for now, to relearn KSP in the larger scale. The 7 m/s dV remaining after entering an 88x86 km orbit were enough to drop my Pe to just over 60 km, allowing Jeb to reenter. Eventually. Second stage, still on Hydrolox. Only the 3rd stage used to LFO
  21. My preferred method is sky crane - this is a pretty large manned rover I landed on Minmus. A pair of Cubs (from Making History) provided the thrust. I have the skycrane attached to the rover via a decoupler. Once I'm landed, I throttle the engines up a little, and stage away the skycrane, letting the engines (and sometimes sepratrons) carry it far away from the rover. I usually stick a small docking port on top of the sky crane to provide a control point
  22. Downloaded JNSQ & Kopernicus and started playing around with the intent of restarting my Out of the Sands career in JNSQ. I also installed Tetrix tech tree and a very few parts mods to start with. First launch in sandbox easily made orbit - of course it was sort of an N-1 with an Apollo CSM on top and no LM, so if I hadn't made orbit I would've been pretty upset. I had set Ablator to 400 - expecting to use more than stock KSP, but I actually ran out of ablator on reentry from a 200km orbit. The bare heatshield was still enough to protect the crew by that time, but still a surprise. Then I started messing with smaller rockets to attempt to build a <18t/<30 part manned rocket that could make orbit. I managed to get a 1.25m manned rocket to make orbit, and it only had 19 parts but it tipped the scales at just over 22 tons. So far, attempts at a redesign have made if heavier. Only grabbed a single image, preparing for reentry: Then I jumped back to my science save to fly a few low-tech missions into the upper atmosphere & even a quick sub-orbital hop: First one, without decouplers unlocked. The upper stage Flea (with thrust set to something like 40%) didn't have enough power to blow up the Hammer below it, so my flight was even shorter than expected: Later mixed SRB & LFO design with just enough dV to poke a few km above the atmosphere and grab science And coming back down: Next step is to see how it handles the rest of my mods.
  23. Now that Kopernicus & JNSQ are updated to 1.8.1, I'm going to play around with them for a bit - if all goes well, I'll start an Out of the Sands 2 career in JNSQ. If not, I'll be back to continue this. EDIT: I'm not sure JNSQ will run well enough on my computer to make a viable career. Also, I'm getting some graphics glitches that I need to figure out & try to fix. For now, I'm going to continue this career while tinkering with the JNSQ build as well.
  24. Got several more flights done in my career. I'm still getting some parts from one mod with ridiculously high drag values (nearly 10x higher than the highest stock part on the aircraft) - testing a new airliner, I couldn't get over 200 m/s at 8000m. I tried deleting all the MM files (configcache, etc) and the partsdatabase.cfg but that didn't help so I'm guessing its something between the mod & 1.8.1 - previous versions didn't have this issue as far as I can remember. <Looking now, I see there is a new version out, so maybe I just need an update - fingers crossed> Anyway - a few highlights from my career update: Before: After, with Jeb going for an unplanned swim after his near-death experience: Less disastrous aircraft testing: Second crew arriving at Minmus Station
×
×
  • Create New...