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Olorin

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Everything posted by Olorin

  1. Ahaha but please buff the regolith drills! Nerfing the universal and putting the performance of the regolith drills at what current universal drills do would be fine with me lol. - I typed out a detailed example before my browser crashed, but I've noticed the thermal mechanics helper seems to be inaccurate. Comparing area of radiators required to maintain a certain radiator temperature and obtain a given efficiency, it differs markedly from the in-game information. Upon testing in-game, the efficiency operates according to the math given through the formulas on the discord wiki and not according to what the thermal window would suggest.
  2. Hey FreeThinker. I recently set up a helium-3 mining and refining operation on the mun. I was surprised to discover that specialised and enlarged regolith drills are massively inferior to the general purpose and smaller sized universal drills. Using a scaled up regolith drill, 7.5 metre size, each drill only gives 0.1044 units/sec per drill. Using four of these, my total was 0.4176 units/second. As you can see, they are also very power hungry, wanting 16.9Mw per drill. Now compare that to using 6 universal drills of the standard 5m variety. Each of these drills is producing 1.123 units/second, AND the drill only asks for 100Kw of power. Doesn't seem to make much sense that a specialised drill is performing so poorly against a smaller, more flexible, less energy demanding universal drill.
  3. Hey DMagic, I'm currently doing a modded playthrough and ran into a bug using version 19.1 of SCANsat. Currently running KSP 1.91 and also running the Interstellar Extended mod. Issue is basically that the Uraninite resource is not showing up. Shows as unknown avg. at all times on the scanner device itself, and cannot be selected in any of the UI options. Link to output log: https://drive.google.com/file/d/1t8hAu47X8jjWSnPw_k2aqgPTbWazMPf1/view?usp=sharing
  4. Yeah, though there's no reliable information to go on before launch. Which means I'd have to calculate delta v by hand. If it was just the other readout mods I could say it was them that needed updating. But the vanilla delta v readout per stage is also affected.
  5. Ignore the COL indicator, as this is after I turned the mod off. But this rocket is the one I was attempting to launch. Just the fact that adding fairings made rockets flip out more than exposed parts started getting ridiculous.
  6. I ended up needing to delete this mod. I kept finding that no matter how I designed my rockets, the use of fairings made the aerodynamics worse. The simplest example of that being the case was that when designing a rocket, having a low COL is what you aim for. By placing fairings on, it kept raising the COL instead of lowering it. I found no way to explain this happening, and the issue disappeared after I removed the mod. Just a heads up - feel free to let me know if I'm missing something crucial.
  7. Hey FreeThinker, I'm having a lot of fun with this and loving unlocking the science tree. I'm currently playing on version 1.9.1 and found a funny bug. When using the nuclear NERVA again, the delta-v stats can't seem to be estimated anywhere near accurately. The fuel loaded is liquid fuel. By fiddling with the fuel type, delta-v estimates are produced, but none of them are accurate. Upon launching the rocket, a delta-v figure is given, though it completely differs between the stage readout and other estimates. By placing the rocket into orbit, only then does a proper delta-v show, but there is still a discrepancy between stage figure and other measures. (Shown using liquid fuel). Log file attached below. https://drive.google.com/file/d/19d1TZjlekdljoz_hoxp_EQ0_qpq4FG9E/view?usp=sharing
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