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forsaken1111

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Everything posted by forsaken1111

  1. Is that the same thing which causes my stock plane built with symmetry to suddenly veer off left when trying to take off?
  2. That is a complicated question because transit times between bodies depend on how much Delta-v you can expend to shorten your travel time. The most fuel-efficient transfers are also the longest, with transit times of months or even years to distant worlds. With enough power in your rocket though you can get to the mun in less than an hour. I'd suggest using an unmanned test vehicle first to get a feeling for the transfer to your target. You can see how long it will take once you make the transfer burn. Actually you might be able to see it by using a maneuver node.
  3. Early on I just brought as much of the craft as possible back to a safe landing to get the highest refund possible. Lately I have also been recovering spent orbital stages and transit stages, mostly for fun. I use KAS to slap on a few chutes and send them home for recycling. Fight the Kessler syndrome! But yes, if you want detachable life support just put on a decoupler to jettison all nonessential bits.
  4. In every case where I have successfully completed an orbit contract I have just matched my orbit line to the projected waypoint lines (and in the correct direction! I did a retrograde orbit once. Oops!) and it has worked for me. Once you are on the track the 2nd objective should go green and then you just have to neutralize controls for 10 seconds or so.
  5. Hard to say but it seems like you haven't actually matched the orbit. Your orbit is a fair bit inside the required orbit. Raise your PE and AP a bit. Looks like you have the inclination pretty spot on though.
  6. My consumables are all on docking nodes so that I can swap them. Each can has a miniature probe core, chute, and RCS. My resupply ship has 6 docking points for these supply pods and I fly it into LKO to meet up with the deep space science vessel or station, then I detach a supply pod and jet it over to dock. I detach the waste pod once full and drop it into the atmosphere to be recovered by my recovery plugin for a small refund, or I bring it back on the reusable resupply ship. Edit: Just be warned if you try to replicate this, docking the pods along the resupply ship has proven unstable sometimes during launch and requires some strutting.
  7. Hey that sounds pretty useful for a mothership tracking a small work vehicle with lights.
  8. It says 0.13 science per day per lab. 0.13 times 24 labs = 3.12 science per day. So after 7 days he should have received ~21.84 science.
  9. That wasn't intended to be aggressive, passive or otherwise. I was just expressing my distaste. As to the stream, I just mentioned it so you could check it out if you hadn't seen it. Was quite funny.
  10. Let me know if it works! I'm thinking of using deadly reentry on my next build.
  11. Well that's fairly easy to test... remove deadly reentry and do a test flight.
  12. The precooler keeps your air-breathing engines from exploding at hypersonic velocities. As I understand it, you put the intake on the front of the precooler. It doesn't work with radial intakes.
  13. So my only recourse is to manually click every chute? Yeah no thank you, I'll swap back to stock chutes until you make these behave normally.Dunno if you saw it but Scott's recent stream nearly ended in disaster because of your bugged chutes as well. Was quite amusing.
  14. Once you get the Antimatter Power tech, the D-T Inertial Fusion Reactor upgrades to a High-Q Intertial Fusion Reactor It's in the wiki. https://github.com/FractalUK/KSPInterstellar/wiki#wiki-technology
  15. Science labs require Megajoules, not Electric Charge. The only practical ways to power the lab are to either put a nuclear reactor onboard coupled to a generator, or to beam power from other craft via the microwave transceivers. Either way, solar power alone will be very difficult to use to power your labs unless the solar craft is in a low orbit around the sun. Even then, solar panels output Electric Charge, not MJ. To upconvert it to MJ you'll need to beam it from another craft. There is still no way to convert EC -> MJ on the same craft that I know of.
  16. And NOT pictured are the values from the magnetometer. But he said that science is all from stock and the magnetometer. You're assuming an unbalanced portion is coming from the magnetometer when in fact we have no idea from that picture how much did.My point was that the stock system is set up with escalating science rewards depending on the distance/difficulty of a body to reach. This mod follows the same pattern. If you dislike that setup, your problem is with the way the stock system works.
  17. Sounds like your problem is with the stock science system then, not with this mod.
  18. I like how we've gone from "Oh noes we lost all the few thousand science possible from the accelerometer" to "omg impact science OP"
  19. Oh you developed the airships mod? I do like that one. Can you leave a vessel floating in atmosphere and switch to another? I would love to have a persistent floating refueling base on Jool but I suspect the game will delete the craft as it is in the atmosphere.
  20. I was setting up for a munar impact last night. Will let you know how it goes.
  21. I'll agree with this. These parts need better documentation as to requirements for use.
  22. That's nice, but I very much doubt most people care about whether or not hyperedit works well or whether you are using it correctly. The point here is that it can obviously be done as there is a picture of it having been done. In fact when I get home I think I will dedicate an hour or so to doing exactly what you claim is impossible based upon your 20 minute fiddling with a cheat mod.
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