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elkar

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Everything posted by elkar

  1. That makes sense actually, that game is loading whole vessels.
  2. You need to be docked to something or use Lazor system with yellow laser I think, then you can transfer it without connectiing anything but it wasnt reliable for me. There is also TAC fuel balancer which can work with electricity but again, you need to be docked to something.
  3. OK so, its actually very easy-realistic procedure. Finding kethane: 1) Make a probe with scanner on it, 2) launch it to planet or moon you want to mine kethane (kethane itself is on all planets and moons except for Jool and Kerbol), 3) park it at inclinated orbit (the more you inclinate it to 90°, the more complete coverage of surface you will get, but its also slower) 4) start scanning, you can time warp with that and also click on show map (GUI on scanner) to see where and how big are those deposits 5) pick up deposit (recommended its close to equator) and write down coordinates. Those are in east and north coordinates, so 15°,20° means 15N,20E, if its negative like -15 and -20 its actually 15S, 20W. Mining: 1) design of mining ship/rover is important, drills have to connected to kethane tank and converter have to be connected to kethane tank and fuel tank shhould be connected too, its the easiest way how to build it. 2) get your miner to that spot, you wrote down. You can place scanner on that to see if you are landing at kethane deposit in case you are not using landing autopilots. 3) converting is done just by using convertor, its best to convert only one kind of fuel at the time. Also for design, some say its better to mine kethane and get it to orbit to process it there to fuel, some also say its better to mine > process it on surface and get it to orbit then in tanker ship.
  4. I wanted to start colonatization from first planet so Moho was target, I was told I need about 6500 DV to get there, so I was confident, I got there finally with fine tunning my Pe to 400km, and then Ive seen I need another 3500 DV to break to stable orbit, not to mention i wanted to get back to Kerbin with that ship, so suddenly Ive calculated easily I would need not 6500DV but more like 13000DV. And then, yes then, I was told that Moho is hardest to get to DVwise, even more than Eloo, so I had to abort that mission which means I havent landed on any planet yet outside of Kerbin system. I guess I will go for Duna, as for next target since its really way easier to get to.
  5. Yes, i would say so. Like in real life, you need those docking ports same. Also for docking its useful to get rotation of that docking port right so when you press L for translation you actually move to side not up or so.
  6. you would need 5km+ long station since camera is focusing on center of mass, or getting it offcenter. but then it should be just that you dont see parts in the background. BUt im not sure what would happen if, lets say, you would have binded deploying of solar panels on some key and you press it, would they deploy on the parts that are not rendered? Are we talking about rendering physics, model, textures, utility or just a model ?
  7. If you talking about really basic its 3 modules. power habitation - crew docking ports You can make station like this with 50 parts or so. Having still pretty high FPS. Ive done that. There are cons to that, its boring small station not very apealing.
  8. Not for me. If I imagine I would have to focus so much on each of dozens lounchs and play without docking camera or KSPX parts, I just wouldnt be playing at all. Its just a personal preference, stock game partwise and utilitywise is still kinda shallow for me.
  9. My brand new Kerbin ISS: PS: Got no monopropellant yet, so it's not rotated nicely towards Kerbol, it's actually upside down. Gonna post update for that.
  10. oh... same here then, i was just about to ask if im banned or something
  11. He has to use your IP to join and that Ip should be public one, however what is a standard port for this, I do not know.
  12. Wow.. that's both .. useable. I just wasnt expecting it will take so much DV. I was thinking I'm doing something really badly, but it seems that you really need at least 9000DV getting there and back, so I need ... bigger ship. Ty anyway.
  13. So, for my first planet I've pickup maybe the most challenging one, I know. But it seems it's not really that hard, only it seems now that I need quite a lot more DV than I thought. So I needed 1500DV to escape kerbin at specific transfer window, 850DV for changing inclination, 200DV for finetune encounter into Moho's SOI ... in this stage I got left 2200DV, seemed planty, but suddenly it showed that I need 3400DV for breaking to get orbit around the planet. Now, if I count it right I need frikking 6000DV to only get to orbit not to mention I wanted to drop a piece of space station there and fly back to kerbin with same ship. My question is, is there any way around it to make it more efficient, or are those numbers roughly how it is to get there?
  14. Sodium, thanks for that 0.6.6 option to hide ships. I mean.. with 35+ ppl on main server it was really .. crowdy. cheers.
  15. This life support plugin was superior to Ioncross always, BUT you couldnt decouple those garbage "tanks" so you couldnt really get rid of waste. Is that fixed?
  16. That base looks solid, but how do you .. get it there? with rover attached or?
  17. SAS has torque up to 40. Not sure if they stack, but i doubt it. SAS alone is stoping you only from spining, ASAS can hold position. for turning big ships in space i use RCS once im in right direction, i turn it off.
  18. Those engines are from KSPX mod, same stats like stock nuclears but bigger, more powerful. I guess it's a overkill anyway since it was designed for 150t /3200DV. My previous tug for 30t payload for Kerbin system could landed 35t on mun using 4 of those engines... But still I'm not sure if with small design I would be able to have more than one cargo on my back.. i mean more than 1 docking port. Because of course, as you add up cargos, modules or what ever, the first docking port is stressed more and more.. anyone have idea about how much can large stock docking port holds?
  19. I havent tried to push.. i was told pulling or towing is much better. I used this design for Mun and Minmus but I was always carrying one cargo at the time. The first cargo i have now is that station it has 35t and i have scheduled the next one with 67t. So i need design that would be able to do that. As I'm asking around on KLF it seems that it's actually better to make 3 trips instead of 1 and use simplier design for lag free and more controlable flight.. so
  20. Apparently half the people didnt understand my question here. That TUG ship was designed with 8x Nuclear engines with 800 ISP, 150KN each to be able to move with 150T payload from planet to planet. Now, ive used to have quantum struts but with new docking ports i was hoping there wont be any need for those. But so far it seems that it's the way how to do it actually. I've tried to turn off asas of went for 30% throttle, problem is, it doesnt wobble anymore so those dockingports will break in straight line, so it's obvious that they just cannot hold such acceleration. So... i guess those quantum struts will be best option to go for. I'm also trying to stay on low part count as you can see it's only 3 modules (120 parts) for the whole space station, nothing fancy, to have sem playable FPS. Anyone knows how strong those quantum struts are? I mean i had them but is it the same like stock ones? 150?
  21. Hello there, well I've been so far flying around Kerbin quite a lot, so I know how to set up bases or space staions around minmus and Mun, now I wanted to edit my design for interplanetary flights. Of course, that meant to basically make bigget TUG and dock more payload behind it, since I figured, that you want to get as much cargo as possible in one go, because it takes a while to get there. So what you see here is a TUG in front with 6000DV (in this setup) and basically whole space station i want to put around another planet behind it. It's storage tanks + habitat module + power module. All togeather about 40-45 tons. But once I start my burn, it's pretty much screwed, even large docking ports cant hold it and it starts wobbling and shortly after it splits somewhere. So I was wondering, is this design totally not usable for interplanetary flights, since I was using it for local ones for mun with smaller tug and smaller (one at the time payloads) and it worked perfectly. So... any ideas?
  22. How in hell can that docking port hold this? I have same design for my first IPV and it failed because leading ship has ofc enough power to pull it but the "cargo" attached behind is put togeather using new big docking ports and when I start burning, every docking port joint is wobbling more and more then eventually it gets ripped off :X
  23. Can we please have the option to turn off completely other player's ships and orbits in map view? It's kinda lagging my game a little when there are 20+ ppl flying around and burning, warping and stuff...
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