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BigD145

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Everything posted by BigD145

  1. The craft is very lightweight (sub 10 ton). 1 man pod, duplicates of all science, some mono for docking at an orbital facility, and the rest is 1.25 engine parts. I think I'll redesign it for 62.5 parts, or I would if the inline receivers came in the 62.5 variety. I didn't want to use the dish receiver because of the docking port impeding symmetry designs. I tried a combo craft with 4 62.5 plasma and 1 1.25, but megajoules sputtered out even with the 1.25 plasma off. This is with only one 1.25 generator as it has to be inline with the inline receiver. Even at 35% the little plasma's would sputter and two would shut off. All four 62.5's do work at times, but not reliably. I was just testing different combinations and not looking at specs at all.
  2. Either 50GW is too much in a power network or a single 1.25 plasma thruster is too powerful for mun landings. Hmm. I even turned the thrust down around 5.5 to 20. Vacuum power is great for long distance travel but forget about fine tuning anything. Perhaps I should switch to smaller thrusters and electric generators.
  3. There is another location where you set staging. Perhaps that is getting priority. I think it's just "settings."
  4. Why not use both algae, but have them use different stats and be at different stages in the tech tree?
  5. Aim for the target. You will also need to exit the area and reload physics.
  6. KSP is still in development so saves will naturally be broken. Many or most of the current systems/physics in place will be replaced. You should expect this. You can also play .23 as long as you like. Just archive the install folder.
  7. Land a craft with the seismometer on a body. Turn it on. Throw something at that body at excessive speeds. Occupy that something until it pounds the surface. That's the short of it.
  8. Water is another fuel source. I've found it to be pretty good for thermal rockets.
  9. Worst case scenario I start over and/or cheat my way back up to roughly where I am now. Not that big of a deal depending on how things will work in the new version.
  10. Duplicate files. Corruption of files. Antivirus flagged some dll as dangerous. /shrug
  11. Yeah, alright. Last time I checked the git was around the parts compatibility and the only thing nonpart related was a couple lines. I look forward to fixes because I'm not even using KAS right now. I'd like to but it makes the game unplayable. It breaks brand new .23 installs to the point of memory leak and full lockup after just a handful of launched vehicles.
  12. Has anyone made a planet mid 'explosion'? Crack apart with gaps between bits? Is the engine capable of handling this? It could still be one piece, just with a few invisible threads holding chunks into a single body with one SOI. It would certainly be a challenge to land on the interior surfaces.
  13. Multiples of any file in KSP (GameData folder, Plugins folder, etc) can break your game. It's best if you just install a .23 specific KSP, copy your saves over, and then redownload mods. You can spend your time doing this or hunting down duplicates files.
  14. Welcome to KAS. Wait for a proper update to 0.23 or 0.24 because the dll hasn't been touched since 0.21 or earlier.
  15. Oh right. That thing. I still don't have the hang of warp and shedding dv. Either a really good picture tutorial needs to go up or video on the wiki.
  16. Collapsible warp?! Also, can you not warp with a docked thing in front of you? A warp pusher. Does a warp puller leave docked things behind? Nope. Figured it out. The warp drive was on backwards and I plowed into Kerbin. Test Phase 1 complete! Moho is a *****. 10000 dv to shed.
  17. There's an upgrade button on each core you have in space. You don't upgrade within the VAB. I don't remember if there is anything in the tech tree that triggers the button. It costs 1500 science each core.
  18. Why would they? They don't pan left or right. They only look straight down.
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