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forsaken1111

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Everything posted by forsaken1111

  1. Huh... 110km is a terrible orbit for collecting Antimatter around kerbin and an orbit at that altitude lasts like... 30 minutes? You collected enough during that short period to fuel a transfer? I'll have to test that when I get home. It may be a bug. At that altitude it should take weeks to get even one unit of AM iirc. (Away from my notes right now so I can't check)
  2. I was more or less asking where you got the antimatter. With antimatter-fed engines you can zoom all over the place but actually getting the antimatter to fuel them is time intensive and requires some setup, which is the trade-off for having amazing power generation and thrust.
  3. I think he may have been referring to setting up some kind of aerocapture maneuver (which is very hard to do) or using the warp drive to do multiple small jumps to alter your velocity until you are captured (also very hard to time well).
  4. What exactly are you using to launch this into orbit? Not many of the engines in this game are launch capable without antimatter. I suppose if you are sitting around at 100,000x timewarp while a science lab generates antimatter for your first launch that is viable but its a really efficient and somewhat silly way to do it later on since all of your nuclear generators in other craft will be running down while you waste that time.You can save some DV with creative use of the warp drive, true, though the power costs are pretty high.
  5. Great. Now I'm singing "So long, and thanks for all the fish." in my head.
  6. Oh man, if we could have the tank's normally green lights start flashing red during a possible power loss scenario. that would be excellent!In fact this should be added to all parts. Any time a reactor/generator goes over 85% waste heat start flashing red (with a toggle to turn off visual warnings in case its intended).
  7. Very nice, sounds like a good system. I'd still like to see some very slow passive heat dissipation from heat producing parts. If I lose all of my radiators I should be able to operate my reactor in short bursts with a long cooldown period between. Nothing retains heat perfectly after all. Even if it takes weeks to cool down it would be a good emergency option.
  8. I imagine it wouldn't be that hard to generate the H2/O2 only when modular fuel system mod is detected so anyone without it wouldn't be affected.
  9. I've started connecting all of my nuclear reactor/generator combos by docking port now so I can swap the reactor out when the UF6 finally runs out. This just means I can do the same for AM tanks now.
  10. I agree, radiators should not be the ONLY way to lose waste heat. There should be a constant slow loss of waste heat to space regardless of what is on a vessel, possibly modified by overall sun exposure. Oh that would be neat... waste heat generated by exposure to the sun depending on the distance to the sun.
  11. You just have to time it right. Wait until the closest approach between your starting planet and the target, and wait until you're going roughly the same direction that the target is. I managed a transfer to moho with only 6000dv and I could probably cut that down.
  12. I was wondering that myself. When I am in atmosphere I can't do any x5 or higher timewarp. Tested it just now on kerbal and on jool.
  13. I'm sure the mod developers will need to see how the system works before they can make their mods compatible...
  14. When you click to transmit the science is sent out. If you swap to another vessel with a lab or AI core within 30 minutes you can receive that science there. After 30 minutes it is lost.
  15. Just 'landed' my fuel depot on Jool. It hangs in the atmosphere via 4 large balloons while processing the hydrogen in the atmosphere for fuel then rockets back into orbit to deliver the fuel to ships. I'll probably end up setting up a base around one of the moons. It also has a science module generating science to upgrade some parts later on.
  16. I'm working on getting my science base over to jool now, will test when it gets there.
  17. So I tried removing the struts to the nozzle and this is the result: It did improve though I guess. I was able to edge the throttle up to nearly 3/4 thrust before it fell off.
  18. I have not. I'll give that a try. I did manage to lift off and get the ship out of orbit but still can't go over 1/4 thrust. Haven't tried it since the update.
  19. 240+ ton jool fueling station. I'll include a screenshot: (Click for larger view) Each strut goes all the way down to the rocket nozzle and there are 10 in total.
  20. sigh, even strutted like crazy I cannot get a 3m thermal nozzle to stay on a 3m antimatter reactor. As soon as I exceed 1/4 throttle it just falls off with no violence or fanfare. Just a sputter as the engine cuts out and it drifts away. I don't understand.
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