Jump to content

Nori

Members
  • Posts

    896
  • Joined

  • Last visited

Reputation

189 Excellent

1 Follower

Profile Information

  • About me
    Rocket Scientist

Recent Profile Visitors

3,662 profile views
  1. Got a question on how MTBF's work. I have near future mods installed and use the reactors heavily. Some of them are rather expensive and for longer interplanetary trips, it isn't feasible to recover them on Kerbin. Without kerbalism, I would be confident that I could just refuel it and go on another trip. But with failures and such I am concerned about sending it on another multi year trip. But then I got to wondering, Kerbals can service these part, but I don't know if that is preventative maint. or if it'll just fix a issue already in place. So the question is, if I have a MTBF of 5 years and I'm at 5 years, is there some way to try and extend that outside of replacing the part? Some things are just not feasible to replace in place, like a reactor. I've tried using EVA repair kits to repair some items and it doesn't seem to work. Edit: I should add, I always bring two reactors for redundancy so if one failed I should be able to proceed at half power. I also always have a lot of extra life support just in case...
  2. Ever looked into Kerbalism? Has part failure, redoes science and has life support. Quite configurable for what you want as well.
  3. Kerbalism doesn't really require anything else, so it's really up to you and what you want to do. I've always been a fan of Scansat and it works good with Kerbalism. I also quite like Nertea's series of mods, like Near Future Spacecraft, or Stockalike Station Expansion. Long felt that Kerbal Construction Time is mandatory for any playthrough that has life support. Basically makes time a resource to manage as well.
  4. Thank you. Ran into that bug from time to time and it seemed to have no rhyme or reason to it.
  5. After a entire day of frustration I finally figured out a way to make it work I have 2.5m asparagus stages fuel tanks around a 3.75m tank with a Kerbal Atomics Aerospike engine. I put 3.75m heatshields on the bottom of all the 2.5m tanks. That seemed to work really well for heat, but the drag was too much. I put tail fins on the other end to try and control it better but it would inevitably flip. I finally figured out it was the drag so I but a 10m inflatable shield on the top, it changed the drag enough that it now doesn't flip. Relatively simple solution I suppose though it messes up my docking a little bit. I don't think I'll be going back to the surface of Eve after this. ha..
  6. So how do you deal with the extra heating JNSQ has on reentry? Particularly to someplace like EVE? What I run into is I put a 2.5m heatshield on a 2.5m fuel tank and well, the fuel tank explodes. I think it's conductive heating or something. Can't recall the terminology. So then I always end up having to upside the heatshields. Is this the correct thing to do? ~Edit: Aaand, if I manage to make it far enough, then I have issues with the ship flipping. Tried a bunch of stuff but haven't found a good option to stop that.
  7. Just curious if you found your craft files. I've been designing a eve mission and it's been difficult to get proper planes that can deorbit and get back to orbit, so I'm moving onto doing a lander.
  8. You can safely use both mods, however many parts in this aren't configured correctly. I've been making patches here and there as I use the parts, but things like the greenhouses aren't configured by default. For instance, I made this little patch to allow the command parts to actually have some science capacity.. @PART[Benjee10_MMSEV_baseHDU,Benjee10_MMSEV_baseLander,Benjee10_MMSEV_chassis,Benjee10_MMSEV]:NEEDS[Benjee10_MMSEV,Kerbalism]:FOR[zCustom] { @MODULE[HardDrive] { @title = Command Module Storage @dataCapacity = 8.5 @sampleCapacity = 12 UPGRADES { UPGRADE { name__ = HDD-Upgrade1 techRequired__ = electrics dataCapacity = 17 } UPGRADE { name__ = SampleCapacity-Upgrade1 techRequired__ = miniaturization sampleCapacity = 36 } UPGRADE { name__ = SampleCapacity-Upgrade2 techRequired__ = advExploration sampleCapacity = 72 } UPGRADE { name__ = SampleCapacity-Upgrade3 techRequired__ = fieldScience sampleCapacity = 144 } } } }
  9. So just to confirm... You pretty much need some sort of FTL if you add this to another planet pack like JNSQ right? I transfer window tested and it was like 15k years to go from Kerbin to this system.
  10. Same as 15George15. Thank you much for this mod. Probably one of my most used mods. The Time Control window is almost always open..
  11. oh.. Well I guess I read the OP too quickly. haha. But yeah super easy to do that in MM. Might as well turn infinite propellent on though as electricity is darn near free.
  12. Maybe, but the stock game has fuel cells in it already and many other mods provide fuel cells too. When this game out there wasn't anything like it in stock. Now though, it's just unnecessary.
  13. Um, this is 9 years later... That's over 3000 days. I highly doubt jogostar is working on this. Hasn't even visited the forum since 2015..
  14. So I'm curious... How do you get a plane to land on Eve? If possible.. I'm using Opt plane parts and the 2700k heat limit isn't enough, which I figured would be the case. So I decided to try the 10m inflatable heatshield in the front. It doesn't quite cover the wings, but I made the wings real small, since ya know, Eve. That works for a bit, but then the plane flips around, so I put one on the back too. It mostly works but decoupling them while streaking through the air is uh rather difficult and they aren't exactly aerodynamic...
×
×
  • Create New...