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Everything posted by eM-Krow
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Doesn't work for all my parts unfortunately, here's all my mods currently installed: Any help appreciated.
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Currently I'm trying out these mods in conjunction though I don't know anything about mod conflicts or anything: Astronomers Visual Pack + 4K Distant Objects Environmental Visual Enhancements Kopernicus Parallax (I want this one to be included no matter what) Planet Shine Scatterer Spectra (Scatterer Config) TexturesUnlimited Special Effects If anyone has a better visual quality pack I can run without conflicts (preferably on the latest KSP version) with Parallax I'd be happy to try it. Load/perf hit not an issue. I'm running a 5950X/3080. Running 1440p165Hz. Thanks!
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Redezevous mission borked?
eM-Krow replied to eM-Krow's topic in KSP1 Gameplay Questions and Tutorials
Nevermind, figured it out. Periapsis below 70KM -
Dunno what I'm doing wrong. This was working last time I played:
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Does this work for mod UI as well? I find it very difficult to read KER and MechJeb in 4K. Nevermind, found out both of these have these options. Although nonetheless a great mod I'll be using anyways.
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Does anyone have a list of engine specs? I was using this site here but it seems to be missing some engines from it. (Mainly using it to compare Isp)
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Thank you for this, it will help.
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I've seen a few posts thrown around about this here and there, on this site and off, but haven't really seen anyone actually say they've made a way to calculate it yet (without something called FAR? Which I haven't checked out since from contextual clues I assume it was basically a loop to check the optimal profile). Anyone have any data on this at all? If there is something like that, is it possible to throw TWR, Dry/Wet Masses, CoM, CoL variables into it?
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I have the compulsive need to make everything symmetrical for some reason, also I don't like things while being technically symmetrical in an awkward position (such as putting LSEs on the side of the Thumpers) so I just put them in also awkward positions but technically not asymmetrical and also not clipping. Also where I put a second set of boosters are also awkward but not sure how to feel about it apart from it being structurally unsafe (Thanks KSP Joint Reinforcement Mod). Something awfully pleasing however is that the LSEs combined with the weight of the rocket create a nice suspension strain when it spawns in which is weirdly pleasing. Anyways as I've not yet tested this (Around 6000 dV min 1.18 TWR all rising) I'm gonna get to that, thought I'd just send a progress update of where I'm currently at since I came back to KSP. Enjoy those LSEs I'm sure someone out there understands my pain and pleasure about them.
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@StreetwindIf that's the case then is there a recommended threshold I should try to be in for weight/dV to maximize the output to each stage? Like per say a terrier would be useful as a VAC engine on spaceships but if the ship is capable of carrying the extra mass, a NERV might be worth it? And usually I try to keep my TWR within a certain range per stage so around like 1.5 min and 1.6 max generally between stages, but I'm not sure of the reliability of that or if those values are really optimal either. Edit: I just read that somewhat fully. Gonna need to play with that a bit. Ty for the post reference.
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@bewingWell I don't exclusively mean no boosters, but I mean to stay away from the massive ones, 140 tons as a booster seems quite a large amount if you ask me. As for that ISP by cost that seems something I should really keep track of. Also @VoidSquid that cost for Delta-V is mainly exactly what I'm trying to get to. I think mainly the main issue I'm also having where I felt like I needed to use larger rockets is that I'd have trouble having a decent boost from Kerbin to Orbit. Some of my cheap ships could get out with around 6000 Delta-V at the cost of TWR but it makes that difficult to work with rough adjustments. Those I just really used for Comm triangles. As for that about fuel tanks, I'm not too sure how I'd exactly go about dropping tanks per priority and keeping a rocket stage intact.
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As someone who's built rockets before plenty of times but hasn't played the game for too long, I was wondering if people had a way to build high Delta-V without having to slap something costly like the Mammoth or having to use a bunch of boosters such as Clydesdales to lift heavy rockets into orbit. Like I've built plenty of high Delta-V rockets before; around 10-11k Atm / 15-16k Vac but they always ended up being the most bulky overpriced rockets you could find. My question is what are your methods to building high Delta-V rockets like that but without the bulk/cost. (Obviously having at least a decent TWR too). It just seems rather way too bulky/costly when building to make anything proper back in career.
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Thanks for the advice on that. Though I think I'm a tad bit late on that. Already "attempted" to land on Jool. Sure you know how that ended up . I've just been having way too much fun with it. If you know of, do you know any good guides to building Delta-V on a rocket? So far I've gotten around 16k~ with liquid fuel only (before I knew that the Atomic was the most efficient besides ion engines) but I feel like I could go higher but I''m not sure how I'd go about that thus far. Ah also, is there a reason when I edit my messages it seems to delete it? I edited my message on the MechJeb thread a bit ago and I couldn't see it anymore. Same here with the edit I just made here.
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Hey everyone, my name is Krow. Happy to be here with all the Kermans. Just turned 20 a month ago. Just got into KSP a week or two ago so bare with me if my designs look a little eye burning. Hope to show some neat stuff (hopefully) that interests everyone and keep the forum a bit more active than as much as I've heard. Anyways, good to meet you all.
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I'm trying to get all Mechjeb modules unlocked at the start but editing the CFG files to say start instead of whatever they were previously doesn't seem to actually unlock everything fully. I'm on dev build #1000 for 1.10. They were unlocked on previous versions but I wanted to use the dev build because apparently I wouldn't need to use the AR202 module anymore (at least without using something like Mechjeb and Engineer for All). But yeah it will say I'm missing some or after changing some of the values to "start", it will unlock only some or not at all. I feel like I could be doing something wrong but not sure. Nevermind, found out what was causing it. Apparently the way I edited it did unlock everything but the options that worked around using the maneuver planner were hidden regardless since they needed the maneuver planner to work. (Not sure if that's a dev build thing but maybe I just missed it). Was ripping my hair out over nothing lmao.