Jump to content

BigD145

Members
  • Posts

    861
  • Joined

  • Last visited

Everything posted by BigD145

  1. The legs are a different piece entirely. I think it's about the same size as the "5". Rotating is done with hotkeys. b and n, I think (same as KAS). If all you see is grab and attach with the 100/50/10/etc, then everything is working properly.
  2. You will need an antenna or dish that does not break while your ship accelerates within the atmosphere. If you put an antenna on it probably broke.
  3. That's probably not this mod. Delete your KSP settings.cfg. When you start up KSP it'll regenerate those settings. Your keybindings are in there.
  4. No, it doesn't use the shortest distance. It uses the least number of connections, regardless of distance, and randomly picks one if there are multiples with the same number of connections. If this means going to an Eeloo command post from a craft right next to Kerbin, it will do that.
  5. 9500+ days for nuclear/fission (more than the others) Not upgrading any of the reactors gives you the longest lifespan. Adding a port and making a lifter that can bring more fuel from Kerbin is not that hard. I haven't even gotten to the logistics of mining locally.
  6. part.cfg This is the most basic thing you should know in Kerbal mods. Everything you want is right there for each part.
  7. You could use a custom tech tree but that would be too much hassle considering how many different mods people use in various combinations. I would still put the bulk of the complete package way down the tree and possibly even require a dedicated "farmer" (automated AI at the end of the tree?) to fiddle with all the dials that keep things working from day to day. Compressors and tanks are closed systems already. Those are easy. A functional greenhouse in space with biomass conversion IN SPACE is something else altogether.
  8. Methane is going to replace some of my lifter orange tank stuffs. The rest of the engines I have no clue what to do with. edit Methane is almost identical (deltaV, ISP, burn time) to Mainsail, just with lower costs. This is according to kerbalengineer and part for part replacement of a lifter with mainsail/orange.
  9. Click through them and find out. Put some satellites up first.
  10. For anyone that hasn't done this it takes a few minutes to add in. I put mine around the end of the research line. I wouldn't consider biomass to be early tech. Life is fiddly in a closed system.
  11. That sounds right. Kerbin is easy because it's well centered around the sun. Jool to Eeloo is a tad wonky if you want really precise numbers. I don't think we care about precision, just maximums with a little wiggle room. The bigger antennas top out around the same weight.
  12. This should help: http://wiki.kerbalspaceprogram.com/wiki/File:Orbits.svg Although someone decided to use an odd format... Super rough numbers not based on inclination or actual orbital positions relative to each other: 1)take the upper number or your target 2)add 13.6Gm for Kerbin 3)you can't communicate now because the sun is between Kerbin and your target That's just for things pointed at Kerbin. If you're making networks, you also need numbers between bodies not Kerbin.
  13. I've used them that way, too. I once screwed up on a Kethane rover and had to jury rig it to get a converter running. Used KAS pipes. KAS pipes work both ways so the whole backwards hookup kethane converter didn't matter.
  14. v118 Is the Rendezvous Autopilot not finishing the deal? It'll get within the distance you set but won't kick the relative velocity down to 0.1. Instead of facing away and cutting velocity, it's still pointing towards the target and going around 0.8 to 1.0ms.
  15. Two installs of KSP. Ship designs and sub-assemblies don't automatically work between saves anyway.
  16. I put 5 "safe" nuclear reactor/electric pairs up and now I think I have to go save my scientists, because they can't do anything except soak up radiation. Mistakes with nuclear power? No, sorry guys. Nothing wrong here. You just need to come home right away. Can you, or is it even worth it to, mix nuclear and electric sizes?
  17. 0.149/day around Kerbin polar. I found Kerbals with no stupidity. It's too bad for them the radiation is climbing. I noticed you have to go with 1.25 parts at the lowest for a science lab. This is with no upgrades.
  18. Nuclear reactor directly attached to an electric generator + science lab somewhere + radiators. Is that about right? I read part descriptions within the game and went from there. The wiki may also have given me a hint. I'm new to this mod and have not been following it at all while it's been made.
×
×
  • Create New...