8749236
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Everything posted by 8749236
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DS01 is already available, but its isp is way too low while consuming huge amount of electricity which I cannot provide it with... I guess I'll stick with LV-N but since I am playing with RT2, 20-30km dV seems point less since I do not have a well constructed deep space network to support such a mission yet while only 4km dV are required to reach the farthest distance where my signal can reach. (Duna or some where between Duna and Dres..) For manned mission it is possible, but only I'm now way on unmanned side so manned tech sucks =(.. Maybe I should try a alternative design such as a huge battery bank? I used that design before, having a 100 ton payload rated space tug that can bring me to anywhere... But refueling is a pain-in-the-****.. So everytime I crash it into kerbin or something instead of refueling it..
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Step 1: Frustrated about Long burn time... Step 2: Read!.. Step 3: Go here --> HoneyFox's Warppable Engine Plugin Step 4: Download and install and any other thing you need to keep your game alive... Step 5: Notice the warppable engine list when Ion Engine is present... Step 6: Set the throttle and Warp! Step 7: Profit PS: Since it is accelerating on-rail, PS2: Maybe I need some pictures to make this looks cool...
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Theoretically with only 3 sat it should work... But the problem is you can't make them goes like a clock that each of them takes exactly same time or orbit around the kerbin... At least I cannot make that happens... It always somehow has some slightly time variance.. So instead I launched 20~ probes for a full coverage with various orbit... Then fired long-range-com specialized probe for that...
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to ALL of you complaining LONG BURN TIME (excuse me for caps..) Go here --> http://forum.kerbalspaceprogram.com/threads/70881-0-23-Orbit-Manipulator-Series-(WIP)-(Updated-March-12-2014) NBody simulation still sucks.. But warppable engine works... It lets you fire your ion engine while time-warp (non-physic)... Thats how I ended up designing Ion Propelled Vehicle... I've already stated the Mod =\ The link Haven't unlocked them yet... And yeah, I'd look forward to it... Today I buffed it myself =P Tried it, seems complicated for me and non-stock-alike.. so I scrapped it... The mission is an cargo-tug... Used to move huge pieces within Kerbin's SOI or some other planet's SOI.... Or do a two-way-trip or even one-way-trip to other body... It is supposed to be General Purpose and left in orbit for years... And for acceleration (TIME!), see the link I gave in this reply... Time frame does not matter, but thanks for the advice... Today I just tried a refueling mission to my previously expended lander in orbit for another landing on Mun, I noticed that even my biggest rocket had to launch at full payload in order to resupply it... I think i'll go Ion? Because the LV-N powered version requires 15~ tons of fuel for 4500m/s where the ion powered version only needs half... And I don't have a launching system that fires 15~ tons of trash into orbit yet... At the end, see the HoneyFox's Orbital Manipulator Series for WARPPABLE Engine!... You can actually Warp while Ion Engine still Burning!...
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Currently I have two design, both has a payload of 10 Tons with dV 4500m/s But the first one has dry mass of 6~ tons, wet weighs 21~, nuclear powered. The second one, the ion engine powered, has dry mass of 16~ tons! and wet mass of 23~ Tons. Half of the dry mass are contributed by the huge solar panel and nuclear reactor along with the big capacity battery system. That is a lot of dead mass and it have a terrible TWR of 0.05 when carrying 10T of payload. Does that really worth it? In terms of economy? Mods Related: NearFuture Propulsion
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What do YOU want to see in 0.24?
8749236 replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
That does not sounds like you are suffering performance problem due to game but your computer... Also, note that the size of spacecraft also affects the loading time... A space craft with 1000 parts takes MUCH longer time than a spacecraft with only 100 parts... -
What do YOU want to see in 0.24?
8749236 replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
Perhaps the option to tweak around the structural strength, max temperature and crash tolerance in the trade of mass? (So I can make a probe that survives an direct atmospheric and behaves like an impactor like Deep Space 2... which failed miserably..) Or maybe tune the thrust a little with trade of isp? Or I should find a mod that done that? @.@.. Use the radial attachment point... the one that derived from docking port.. Also, you can use in-line docking port, too... furthermore, the docking port, junior and standard size, can be attached side way... -
What do YOU want to see in 0.24?
8749236 replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
Perhaps the option to tweak around the structural strength, max temperature and crash tolerance in the trade of mass? (So I can make a probe that survives an direct atmospheric and behaves like an impactor like Deep Space 2... which failed miserably..) Or maybe tune the thrust a little with trade of isp? Or I should find a mod that done that? @.@.. -
What do YOU want to see in 0.24?
8749236 replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
Personally I am against asking to add more parts at this stage... just this stage.. Since making a model then creates a texture for it is a very time-consuming thing to do... Which I prefer to suggests for more feature, then asks for more and varying parts afterwards.. Also, by that time, we probably had an precise and clear idea of what parts we want, instead of asking everything we can think of... which... will be a disaster for DEV.. *** Add *** Maybe we should add an requirement of asking, why you want this part to be added, and similar... For example... If I want to ask for a more powerful engine... And the reason is: The current rocket engine are not powerful enough and too difficult for me, or I'm tired of same engine... Maybe we should ignore that or consider it later? -
If I can get my Kerbin in place =(.. That would be perfect!.. Which are powerful and not-beauty.. I still prefer tiny light which looks better..
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Theres actually some strobe attached, but I found if I turn them on, they look creepy.. (creepier than this).. But I do like this shape, thanks!.. Why? =( I like that creepy green light, isn't that what space is about? Creepy space..
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I think this is the best moment of screenshot I ever take.. The only thing I do not like is that it is too dark =(... What do you think.. What I was doing: Space construction mission. Planning to install an pair of solar panel on to an previously expended upper stage and use it to serve as an communication relay satelite.. instead of deorbit it and putting up a new satellite, since it has all the components it needs, but power source.. During the launch of the construction components along with an communication satellite, the rocket was misfired due to an configuration error then lost control due to over speed, overshot the orbit by 4000km.. and into an 4800km * 100km weird orbit.. And the ship at the behind the huge satellite is the Orbital Maneuver Vehicle that is intended to move the components to the destination... This was shot after the component was acquired, the moment before separation..
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[WIP]Kerbin Science Initiative - 146 More Biomes for Kerbin
8749236 replied to Raven.'s topic in KSP1 Mod Development
I believe that one is built-in... or is it? What I am thinking is something like: Since any place on the same planet shares some similarities.. So I think it doesn't make sense to pick up same conclusion than previous research (imagining i'm actually doing science..) and treated it as new data... Which is boring --> We already know what it is so what is the point of repeating it over and over again? unless there is an error.. and similar ideas like that.. But yes, I agree, the place that is harder to get to should worth more.. at least slightly more... However, also consider that kerbal are actually living on the planet (which is a valid assumption), where the area near equator or plain or rocky areas may already been inhabited, so should worth less, too... And for the places where they are extreme cold, high, historic (pyramid, huge crater, etc..), etc, should worth more. So, my suggestion: not just the difficulty to get to is a factor, the ease of access of such place and local condition should also be considered.. Things like: south pole is great place to reserach the past of our Earth, home planet! Because it is cold there, and cold ice may preserve something such as air bubble that is million years old... given an opportunity of smelling the air that is millions years old.. (obviously, those researcher are not paid to do that, if they done it... strap onto a rocket booster and blast xD) -
[WIP]Kerbin Science Initiative - 146 More Biomes for Kerbin
8749236 replied to Raven.'s topic in KSP1 Mod Development
I once spend 10 hours on exploring Kerbin and only earned 300 - 400... while most of them spend on the way to the destination or ended with disaster.. *** Add *** Is it possible to make a coefficent that affects the science gain on WHOLE Celestial Body? If possible, I think that would be a good way to balance the fact that: "Too many biome for SCIENCE!.." -
Why not linear docking port (if possible)? Reduces even MORE part counts... But yeah, I admits that if the node is customizable, then it is far more flexible than just a linear docking port..
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I made a welded parts for that before... It is very helpful, however I found manually adjusting the docking port is more flexible.. But I admit that manually adjusting things is far more time consuming (3 hours for a tiny station with 2 side attached multi-docking fuel-compartment, 2 engine-module and etc..) I'd like see you have some fascinating structs in the future.. Also, is it possible to make an Linear Docking Port? *** Add *** Leave the middle node empty then O_O..
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Now-defunct-thread-that-should-not-appear-in-google-search.
8749236 replied to Cilph's topic in KSP1 Mod Releases
You need two vessel with dish, long enough, mutally pointing at each other... in order to establish a connection... Or pointing at the celestial body they are orbiting and is within the cone range of the on-board dish that is pointing at it... And space centre is passive receiving and transmitting, so you dont need to configure space centre to point at someone.. all you need is just fire your signal to the space centre and everything will be fine... (And yeah, Kerbin DOES rotate...) -
Now-defunct-thread-that-should-not-appear-in-google-search.
8749236 replied to Cilph's topic in KSP1 Mod Releases
Sorry, but how do I make a feature request post? In Add-on Requests and Support? (I think) Any specific format? ************* And never mind, good luck with it. -
Now-defunct-thread-that-should-not-appear-in-google-search.
8749236 replied to Cilph's topic in KSP1 Mod Releases
I wish Remote Tech can implement a new feature: Space Weather! Such as: Coronal Mass Ejection... Which turns all of the device inoperable or even damage them, and can only be used again when repaired... And yeah, the Space Weather can be detected and you can do some thing to your probe to prevent or minimize damage =D and etc =3 -
Naten Technologies v0.5.0 and Glider Pre-Alpha v0.1
8749236 replied to Naten's topic in KSP1 Mod Releases
SpaceX and custom propellant (especially this) thingy make me unhappy =( -
[0.25] Orbit Manipulator Series (Updated March 12 2014)
8749236 replied to HoneyFox's topic in KSP1 Mod Releases
I suggest make the engine on warp a separate plugin or just a lib where other people can just download it and use it.. Instead of maintenance all of the config file by your self... As for the orbital decay... it is not obvious and also very pointless (sorry)... Unless you make the vessel start decaying even higher than 69.9km.... Which then everything goes even MORE frustrating.. Imagine you just came back from your interstellar mission to Jool, and you noticed ALL of your vessel crashed into Kerbin due to orbital decay... And glad we don't have that... Although I'd like to say good work, but what is the point of this feature? *** Add *** Suggest acquire thrust information for ion engine in warp through the throttle instead of bars... Or catch throttle input while in warp.. since KSP don't need it in warp anyway...