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VoidSquid

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Everything posted by VoidSquid

  1. For me, it's only Blizzy's. Was good before the Unblur dependency, was good during the Unblur dependency, then when you removed the Unblur dependency, TAC Fuel Balancer went purple, and with 1.7.22.1, TAC FB was fine again but ScienceAlert ReAlerted became purple.
  2. Did I ever tell you how absolute USEFUL this mod is? Had to uninstall Kopernicus the other day due to incompatibilities with KSP 1.7.3 (BG to be precise). All solar panels, as expected, reverted to stock. And all AG assignments were lost as well Heck, this mod saved me sooo much trouble and time to reassign my AG key for toggling solar panels, thank you guys
  3. Not much to add to @Geonovast's extensive and excellent explanation, well done. Just an example then. I did put sets of three equally spaced relay sats around every celestial body (see here https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Setting_up_a_CommNet_system ), the upper stage of my rocket looks this: Each relay sat consists of the antenna, a probe core, solar panels plus battery, a fuel tank, and a small maneuver engine, and has a small decoupler upside-down between the engine and the interstage node. After deploying all three sats, the carrier rocket which also has a probe core (below the fairing base), small batteries (just inside the fairing), and a reaction wheel, can easily be deorbited to avoid space junk..
  4. I remember when upgrading from 1.7.2 to 1.7.3 an installing BG, my game got borked too. Turned out, MH got updated as well. Steam verify files did solve the problem.
  5. Not fixed yet, hopefully in the next patch, it has assigned high priority in the bug tracker. https://bugs.kerbalspaceprogram.com/issues/23172
  6. I remember this video about testing different ascend trajectories, maybe it's of interest here
  7. No idea why your scientist can't reenter the pod, but a rescue mission usually takes only about 15-20 minutes to do.
  8. Regarding flow priorities, this can also help to prevent rockets from flipping over, emptying tanks via flow priorities close to engines first can often prevent flipping over
  9. You can classify engines in roughly two categories, vacuum and ASL=at sea level, the former have a poor ISP at ASL and a high ISP in vacuum, the latter have a good ISP ASL but their vacuum ISP is not much greater than their ISP at sea level. In general, ASL engines have a much higher thrust than vacuum engines. For reaching orbit, my first stage when starting is usually SRBs until about 12-15km altitude, next stage are liquid based ASL engines like the Reliant or Skipper or Mainsail, depending on the thrust needed. In space, best use vacuum engines like the Terrier or Poodle. If you need a lot of dV, use atomic engines like the Nerv, which have a very high ISP but not much thrust. SRBs are in general cheaper than liquid based engines plus tanks, if possible, I prefer simple SRBs over asparagus staging.
  10. Or you could get yourself a 2-Kerbal pod, there are several mods for that, plus the MH pod.
  11. I still don't get it: how is it possible that your stock, non-Kopernicus, solar panels give you that significant less EC/s ? Very odd, to say the least.
  12. More or less an academic question, I know. But what weights more then, which one is more dV efficient? Oberth plus rotational velocity (ofc, both are related)? Or direct vertical ascend, avoiding some air friction, shorter path?
  13. Hmm... that's odd. I also reluctantly had to uninstall Kopernicus (as a dependency for SVT). What I did see is that every solar panel reverted to stock (as expected), and every solar panel was retracted and its action group assignment was gone. The amount of EC generated though was unchanged. I'm still using BV 0.14.9, don't know if that makes any difference (why would it)?
  14. Well... either nobody has a good answer, i.e. a satisfying, good reason for using the Skiff... ... or nobody cares
  15. Just what I'm thinking here, yes. LKO, then to Mun. Numerous advantages, imo.
  16. Just thinking to myself... Getting into a stable LKO requires a minimum dV (=energy). Getting for that LKO to Mun is another given amount of dV (=energy). Now, is going directly from the Launchpad to Mun requiring significantly less energy than of going to LKO and, from there, to Mun? Thinking about Oberth and that...
  17. Newer used that avionics nosecone, what's the difference compared to a probe core (I did check the respective wiki page, still clueless, sorry)?
  18. What do you mean by this I don't understand? Or maybe you're referring to the search/filter function which brings up the old depreciated parts as well? To be able to differentiate those, I'm using LGG's part info mod
  19. You'll need about 3400 dV for a LKO, ending with a speed of about 2300 m/s For my first stage, I usually go with about 1200-1500 dV, which brings my rocket to about 10-15 km altitude and a speed of about 500-700 m/s You might want to check out this dV map:
  20. Looks like this bug again, if I'm not mistaken?
  21. So it's NOT like this, "No Control", "Missing antenna"?
  22. Maybe a mod conflict / outdated mod? What mods are you running? Can you provide your save game? Logfiles?
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