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Everything posted by NHunter
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Kerbal Space Program Update 1.5 Grand Discussion thread
NHunter replied to UomoCapra's topic in KSP1 Discussion
My experiment with my workhorse OPT spaceplane showed a tiny drop in dv (enough that I can chalk it up to being a little out of shape after flying nothing but conventional rockets for the last week). I haven't noticed any really serious problems with "new" aerodynamics yet. What I did notice problems with is map view. For whatever reason trying to switch to it from craft view causes the application to stop responding to ~15-20 seconds every single time. This doesn't happen when switching away from the map view, for whatever reason.- 388 replies
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- kerbal space program
- update 1.5
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And my brave little Gaelans have finally made their first landing on Iota. The launch vehicle. Nothing fancy (aside from tweak-scaled SRBs and 'chutes) here, but it does it's job. Adjusting inclination prior to the transfer burn. For some reason, the game decided to stop showing clouds,... Collecting some science while approaching Iota: On Iota. Actual landing happened during an eclipse, so the ship ended up sitting on a slope at the bottom of a hill. Thankfully, despite its retro-rocketedness, the design is stable enough to ensure no flips even on 6 degree slopes. Time to go home!
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
NHunter replied to Galileo's topic in KSP1 Mod Releases
Speaking of which, how can I safely remove trees from around GSC? They don't look good enough in my game to justify their existence.- 7,372 replies
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Today, I've come a step closer to making Galileo, Jade, Bobert and Poody the first Gaelans to walk on Iota: I've sent a satellite to map the moon so that I can determine the best spot for a gaelan-ed craft to land. Some much needed science was also welcome. ^ I got a bit bored with my stock + OPM career and started a new one on GPP + GEP secondary.
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[1.12.x] Near Future Technologies (September 6)
NHunter replied to Nertea's topic in KSP1 Mod Releases
Ah, right, KSPI-E, that's where I must be remembering the on EVA thing from (unless you don't need it even there. Quite honestly, I never got to play KSPI-E all that much, and that was awhile ago) Anyway, I finally got to run some tests this morning, and in the sandbox mode everything had worked fine. The problem is likely somewhere on your side, @Cyrious. Check your install for rogue configs, it looks like you have one somewhere that is screwing you up. -
[1.12.x] Near Future Technologies (September 6)
NHunter replied to Nertea's topic in KSP1 Mod Releases
Guess, I was remembering things wrongly then. And I can't really boot the game up right now, so any testing on my side will have to wait till tomorrow... Still, taking a peek at an NFE part's code: MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } If I read this right, you need lvl1 engineer to transfer enriched fuel and lvl3 engineer to transfer depleted fuel. Do you actually have an engineer of appropriate level? On the second thought, "nuclear fuel tanks" have same module. Perhaps something might have broken in transfer logic after all... -
[1.12.x] Near Future Technologies (September 6)
NHunter replied to Nertea's topic in KSP1 Mod Releases
AFAIR, you need engineer on EVA to transfer from reactors. -
There wasn't much going on in my game recently - pretty much everything was either en-route to their destination, or en-route back home. Today, one of my exploration missions has finally returned home. And, they've picked quite a nice moment for landing too. Almost full Kerbol eclipse!
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Today KSS Voyager has performed a massive direction-changing burn and is now on the intercept course for the Sarnus system. Encounter is expected in 1 year 194 days. (not pictured: epic struggle of 6 extremely-powerful radiators against the heat produced by the engine) Normally even I would consider the flight plan to be rather wasteful, but this ship has a lot of dV, so I decided that speed was more important than fuel efficiency. And, don't worry about the 6 brave kerbals on-board: there will be enough dV left for them to visit every moon and then return home. Meanwhile, another expedition arrived to Ike. This time, landing spot was picked in higher latitudes. All for the majestic view of Duna in the skies, of course.
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First of all, @taniwha, great thanks for your work. And for the 1.4.5 update. The Construction Drone seems to have broken ELConverter config. It's like it can't decide, whether it wants to be a recipe-controlled ELConverter like that in the workshop, or a more stock resource converter. This seems to fix the issue: @PART[ELConstructionDrone] { !MODULE[ELConverter]{} MODULE { name = ELConverter ConverterName = Part Production StartActionName = Start Part Production StopActionName = Stop Part Production ConverterRecipe = MetalWorking Rate = 0.25 // or whatever value you think is good for an autonomous fabricator } } Once again, thank you for your hard work.
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[1.12.x] Near Future Technologies (September 6)
NHunter replied to Nertea's topic in KSP1 Mod Releases
Technically, IntakeAir would be a subset of IntakeAtm (being "atmosphere with Oxygen"). I guess, IntakeAtm was introduced to make engines that use atmosphere as a propellant and don't rely on fuel combustion (propellers, nuclear jets) work properly in places like Duna or Eve. -
Today I've visited a certain mini-moon. And landed on it (something that required a bit of tinkering with engines as they are normally a bit too powerful for a low-gravity world like Gilly) And then I took a look at remaining dV and decided to visit the other two biomes as well, landing near a green obelisk along the way just for the heck of it. That said, I'll probably need to tinker with my save file to unlearn a few nodes: I'm not only 15k science away from transcending into "sandbox with limited money and unleveled kerbals" game mode. Or I can just set science modifier to 10% and see what happens...
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I've finally assembled KSS Voyager from a few pages ago in my career game, and now I'm docking the lander to her. Ready to departure for Sarnus.
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Today I've played around in the sandbox, designing a new mothership. Meet KSS Voyager. Ain't she a beauty? Has enough dV to go anywhere in OPM-extended system and then return home without refuelling. Unlike its predecessor, however, carries only a few scientific instruments on its own: most of the instruments will be on the lander (not pictured). Now I need credits to actually build and launch into LKO this thing in my career...
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Performed another Duna landing, this time in polar regions: ...Why is it so pink here?
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Today, I did some pretty screenshots 1. Launching a rocket at Dusk 2. Kerbin is just beautiful! (A bit dark, though ) 3. A lander about to begin its descend towards Duna's surface Congratulations! I'm still about 60k science away from completing my tech tree - I'm using CTT though...
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
NHunter replied to K.Yeon's topic in KSP1 Mod Releases
It works just fine in 1.4.* as far as I can tell need. There might be some issues, but I don't routinely run into them. And I use OPT spaceplanes for a good half of my kerbal'ed mission. -
SPACE STATIONS! Post your pictures here
NHunter replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Not very fancy, but here it is, my Minmus Refueling Station (with ore miner docked) -
Today, I've landed on Duna: Obligatory flag planting: And once all of the science was collected, it's time to begin the long journey home (no botanists were forgotten on the surface): Goodbye, Duna! All in all, it was a pretty successful mission, though I don't think I will continue using this particular design of landers. It's much less stable than the one I've used for Ike and Moho (due to being in 2.5m form-factor instead of 3.75, thus ending up with CoM way higher off the surface). Oh, and stock 2.5m probe core doesn't allow one to store surface samples, unlike (even resized) NFLV ones.
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
NHunter replied to JadeOfMaar's topic in KSP1 Mod Releases
Well, "no cryogenic fuels" in cockpit does make sense. As for Lithium... I don't think I actually ever used such engines outside of haul/test contracts in career, but, maybe, someone does use them, so... -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
NHunter replied to JadeOfMaar's topic in KSP1 Mod Releases
@JadeOfMaar, is it intentional that OPT Spaceplane Cockpits don't have LqdH2 / Hydrolox but do have LF, LFOx and Ox options for tanks? Also, Lithium tanks are way too small on OPT parts (e.g. OPT J 4m Fuel tank can store only 2520 Lithium, but LFT-A20 from Near Future Propulsion (2.5m diameter and a bit shorter than 4m -- it can fit inside J-sized cargo bay) stores 17600) -
@LushChicken, almost all parts here are from mods. I don't actually remember which exact mods everything in that ship came from, but that lander is definitely using stuff from Near Future Solar, Near Future Electrical, Near Future Launch Vehicles, Station Parts Expansion Redux, OPT Legacy and DMagic Orbital Science.
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Today, I landed on Moho for the first time.