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4x4cheesecake

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Everything posted by 4x4cheesecake

  1. Agree on these and I would like to suggest a reaction wheel (mk2 can use the drone core but mk3 always needs a normal reaction wheel in a cargo bay) and, if you want/can create new models, a streamline air intake at least for mk2 (like a combination of the mk2 bicoupler and xm-g50 radial air intake). I prefer the RTG but a Fuel Cell with higher capacity and an input option sounds really interessting. How about an additional processing step for the ISRU like an ore crusher. Needs more energy and is slower but you will get more fuel for the same amount of ore. Would be a nice way to compensate low ore rates of unmanned drills.
  2. Usually, I put all my chutes at the very top of the staging list but like I've described in my OP, this strategie does not work with stages which are decoupled at low altitudes.They hit the ground before anything can be recovered. It is still kinda strange, that the chutes ignore the "open when safe" option but not the settings for atmospheric pressure. Anyway, it is a way to work around and thats fine for me.
  3. Hey there I've got the stage recovery mod installed and try to recover as many stages as possible for every launch. But I ran into a problem with stages in low atmosphere (~2000 - 10000m) because the chutes on my boosters try to open as soon as the stage is decoupled. The chutes are set to open "when safe", at 1500m altitude and it requires a pressure of min 0.5 but these settings are ignored and the chutes are destroyed due aerodynamic forces. The chutes are in the same stage as the decouplers and usually displayed with a red background (not safe to open) when I want to decouple the booster stage. Unfortunatly, the chutes must be toggle together with the decouplers, otherwise they are destroyed (by hitting the ground) before 'stage recovery' can recover them. Additional infos: KSP 1.4.3, stock chutes Any ideas how to work around this problem? (except for probecores and using FMRS instead) Modlist (copied from log):
  4. Yes and no. Avrg. data of huge biomes like low-, mid- and highlands are pretty useless, but for craters and other small biomes it can be still usefull. Also you need to land to perform the analysis with a surface scanner module, so if you want to look for a good spot on a planet/moon without landing, you can still use the narrow band scanner to get slightly better results. The most precise solution is to perform the analysis with an surface scanner module and then use the kerbnet access of the narrow band scanner (while in orbit) to mark a spot.
  5. Well, now I'm no longer confident in my description. I'll do a quick test as soon as I have repaired my sounds (stupid win 'update' ) edit: @wile1411 is absolut right. Without an analsysis performed by the surface scanner module, the narrow band scanner shows only avrg. values for each biome. Thanks for correcting me So after performing an analysis in every biome, you can use a narrow band scanners kerbnet access in orbit to search for high ore concentrations.
  6. Oh, I'm sorry, misunderstood that. The M4435 is the most precise scanner and shows the ore concentration of your very exact position. The surface scanner module will give you just more accurate informations about the biome you are in. So you can sort them like: 1) M700 (planet) 2) Surface scanner module (biome) 3) M4435 (Spot)
  7. The "Rendevouz" group contains a target selector which allows you to select a target by clicking through some filters (can be a body, vessel, probe, rover, etc..)
  8. The M700 is pretty inaccurate, thats the reason why there are additional surface scanners
  9. Calculating the dV requires two things: 1) The informations about wet/dry mass, engine isp, gravity and 2) something to put these values into an equation. (AFAIK) the KSP API provides the informations, KER calculates everything and it is totally possible that bugs can happen on both sides as soon as some weird root stuff is going on. It's just a thought, but maybe it is possible that the API cannot provide correct (er even any numbers) as soon as the root part is switching around the vessel. Wouldn't be the first time that errors occures during a reroot process (at least for me).
  10. Usually, they got a description like this but who knows^^ Is the targeted vessel manned or unmanned? If it is unmanned, does it have a signal back to KSC or an other control point? Afaik, you need to be in control of both vessels, so maybe a probe without signal is not valid?
  11. Was the contract already running when you have started the first vessel? Maybe you have to start both after acepting the contract.
  12. Glad to hear it's working now but still pretty strange. Would be nice to know if this is a KSP problem or a KER problem.
  13. Well, me too, pretty strange behaviour. Maybe @jrbudda knows more about it.
  14. Do you have an engine as root part? KER can be confused when building a rocket "from bottom to top"
  15. There is a fork of KER for KSP 1.4+ by jrbudda, you might want ot try this one: https://github.com/jrbudda/KerbalEngineer/releases
  16. Thanks for your detailed answer. I'll take a look at your other part mods, if the new engines are not too op, I'll give it a try.
  17. Sounds like you got the very same bug like me.. Try to delete your "PartDatabase.cfg" contained in your KSP install folder and restart the game. The PartDatabase will be recreated and should fix this problem.
  18. Also check the crossfeed options of the radial decouplers. If the first stage keeps burning even though their tanks are empty, it indicates that crossfeed is enabled
  19. I got curious about these parts and took a quick peak at them in a sandbox save. The MK2 and MK3 parts are looking good but I have some questions about the intakes: 1) How can I use the "IntakeAtm" ressource? I've tried to use it as "less efficent" Oxygen replacement, using it to make jet engines work in very high altitude/vaccum, using it to keep the atmosphere filter running after reaching the vaccum but I cannot find a way to use it. It is just there and adding wight to my craft. 2) Are the atmospheric filters supposed to work even while standing still and/or while the intakes are closed? Well, they do and especially the latter doesn't make any sense
  20. @Mark Kerbin Well, I guess I have to reactivate the stock rescue missions until you found a way for this contract pack Sounds reasonable but the offered contract shows a 100% refund ^^
  21. I'll be glad to give you some more detailed feedback as soon as I can use the parts May take some time, kerbalism got a pretty steep learning curve...
  22. @JadeOfMaar Just started a new career with kerbalism and didn't realised yet, that kerbalism itself does not contain such useful mk2 und mk3 parts. This mod is just a perfect addition, thank you Anyway, I would like to suggest to add "B9 Part Switch" as a dependency to the OP, it's kinda hidden in the changelog. Also, the "Readme.txt" contained in "GameData/DeepSky/AirlineKuisine/" still says "Some features require Firespitter".
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