Jump to content

CoriW

Members
  • Posts

    716
  • Joined

  • Last visited

Everything posted by CoriW

  1. "A radioisotope thermoelectric generator (RTG, RITEG) is an electrical generator that obtains its power from radioactive decay. In such a device, the heat released by the decay of a suitable radioactive material is converted into electricity by the Seebeck effect using an array of thermocouples." - Wikipedia under Radioisotope thermoelectric generator (RTG) Radioactive decay, so I would assume there has to be some sort of radiation to worry about even if it is minimal. Now in KSP there isn't actually any of that to worry about, but I like the idea of an "emergency ejection system" even if it may never actually need to be used.
  2. I always make sure I keep the old KSP zip file around whenever an update happens just in case. Although I always hold my expectations that updates will break saves and craft files, because that way if it does break them I can't be disappointed, and if it doesn't it's a pleasant surprise!
  3. THAT is the most amazing thing I've ever seen! Go Jeb! I mean... R.I.P...
  4. We can always blame Jeb! Or at least... Bill can. xD
  5. Really? He said "2,868,750.0055 meters" Wiki says "2,868.75 km" Let's convert the wiki one to meters... "2,868,750 meters" Add a few decimals to match this guys number... "2,868,750.0000 meters" That looks only 0.0055 meters difference to me...
  6. Hello everybody, today I would like to share with you my space agency's Rules and Regulations that have been put in place for a safer tomorrow as the Kerbals continue their expansion into the unknown void that is space! General 1) No Kerbal Losses. (This requirement must be met at all costs, it is a sad day when a Kerbal dies.) 2) Minimal Debris. (Must avoid littering space with Debris if possible.) 3) Only allowed to use the "End Flight" button if the capsule or probe is landed on Kerbin, can not "End Flight" on debris. (If there are Kerbals aboard, must be recovered to KSC.) Rocket and Ship 4) All capsules and probes intended for re-entry must have at least 1 parachute and be able to survive re-entry as it is in the Deadly Re-entry plugin. 5) No SRB's (Solid Rocket Booster) on any manned launch. (Sepratrons do not count.) 6) Limited asparagus staging. (Limited to 4 boosters, no more. This regulation can be bypassed for an Eve launch vehicle.) 7) Aerospike Engines can not be used for primary launch stages, only boosters. (This regulation can be bypassed for an Eve launch vehicle.) 8) LV-N rockets can not be fired or allowed to burn up in Kerbin or Laythes atmosphere. 9) All manned missions must have a launch escape system. 10) 1 and 3 man command pods must have basic maneuvering and de-orbit capability as just a pod. (RCS for maneuverability, Sepratrons for de-orbit burn.) 11) All ships must have a communication device. (Antenna or Satellite Dish) Power 12) Every ship needs some means of regenerating power. (Solar Panels or RTG's.) 13) Manned missions must have at least one Solar Panel. 14) RTG's on manned vessels must have an emergency ejection system. Planets and Moons 15) There must be at least one satellite orbiting a planet or moon before a manned mission can be sent to that planet or moon. (Space Stations count as "manned".) 16) A probe or rover must be landed on a planet or moon before a manned landing can take place. 17) A manned landing mission must have taken place on a planet or moon before a base can be established there. ("Manned landing" also includes the return trip.) Space Stations and Bases not on Kerbin or Laythe 18) Must have crew cycled at least every 6 months. (In-game time.) So these are the rules I've set forth for my space agency, and I was wondering if anybody else has set rules and regulations for their space agencies and if so it'd be awesome if you would care to share.
  7. Yep I'm sure that 0.0055 meters makes all the difference!
  8. It appears as if nothing has changed to make this happen, I've only been on the websites that I'm usually on, haven't gotten any security warnings or anything of that sort. Also haven't changed any computer settings or anything like that, it appears this problem just started randomly and completely unprovoked to my knowledge.
  9. Nope I mean yellow, whenever mine goes yellow I notice a slight bit of frame slowness, and I used to never even see the yellow until I was up to 200 - 300 parts. It was always green before. Yeah I've heard about their optimizations, that'll be awesome when it's released. I'm keeping my hopes up it'll be here by the end of the month.
  10. So I lowered all the settings... And even then while I was on the launch pad looking at the horizon my mission timer would occasionally flicker yellow for a split second and so I went even yet another step further, went into my graphics card control panel, and told it to render everything for best performance... It got to the point where I could see the lines where the skybox "images" connected, everything was blurry as hell, and even then the mission timer STILL occasionally flickered yellow while on the launch pad looking at the horizon! KSP... As much as I like you... You can be a pain in the ... sometimes.
  11. For the "Kerbal Process" you mean in the task manager?
  12. Good idea I'll try that, oh and a bit of an update is that I think I may have found part of the problem... Kerbin! It seems that if I'm in orbit, when the camera can see Kerbin it lags and when the camera is just pointing out into nothing the lag is minimal and all runs well, so I'm also going to try turning down the graphics settings a bit.
  13. I found the problem! So apparently when your using the stock Antenna with RemoteTech, if you leave it in the "deployed" position while re-entering the atmosphere, it will get pulled off by the wind? Anyways when that happens RemoteTech has a hard time dealing with the fact you just lost your Antenna, and the game locks up!
  14. I've never had problems with deadly reentry before so I didn't really think to try it, but I'll go ahead and remove it now to see it that is the problem. After testing I can confirm that it is not DeadlyReentry.
  15. Solution: When using the stock Antenna with RemoteTech, make sure the Antenna is retracted while re-entering, or else the Antenna will get pulled off and RemoteTech will make the game lock up. So one of my mods seems to be making the game almost completely lock up when the reentry effects start, I'm hoping someone else may have had this issue and knows which mod it would be. Here is a list of my mods. - Crew Manifest - Haystack - KerbalAlarmClock - SubassemblyLoader - Fairing Factory - Deadly Reentry - Engineer Redux - Ioncross Crew Support - ISA Mapsat - KerbalAttachmentSystem - Kethane - MechJeb - Protractor - QuantumStruts - RemoteTech - RemoteTech Probe Compatability - Logomatic - Actions on the Fly And here is a list of the ones that I've tested and found weren't the culprit. - Deadly Reentry - ISA Mapsat - MechJeb - Logomatic
  16. Well, most times someone complains about lag it's because they're dealing with large ships and such... But in this case that isn't the problem, and I'm not sure what is. So I've recently been having a bit of lag issues and noticed the mission timer in the top left corner going yellow fairly often, and so I went ahead and did a clean install... But it didn't help in any way whatsoever. So even with just a single probe body on the launch pad in a clean install of KSP is giving me that yellow timer indicating lag, it can't be my computer because I used to be able to run up to 200 - 300 parts before that timer even thought about turning yellow, and nothing has changed with my computer since then. All in all I'm completely stumped, I have no idea what could be causing this lag, so I'm asking if anyone has had similar issues or knows anything that might help fix this?
  17. Well, I'm just going to open with this... You try Aerobraking through Jools atmosphere while using both Deadly Reentry and Ferram Aerospace Research! Anyways, usually what I'll do is quicksave after any SoI changes or long burns as a precaution, now if I screw something up and it was my fault then 95% of the time I own up to it and accept the consequences of my screwing up, most of the time it can actually result in having to do some clever designing and interesting missions. However there is also the occasional bug or glitch that happens here and there, and a mission will fail due to something that was completely out of my control, this is when I use the quickload function. As for my opening statement about Aerobraking around Jool... Has anyone ever noticed the line representing their orbit kind of like "warp" into the surface of Jool when approaching for an Aerobrake...? I've had to quickload many times because of that bug.
  18. So uhm... I haven't read all 4 pages, but for anybody who is anti-mechjeb, I'm just going to quote something I said a little while ago in a different thread...
  19. This was from about 400 meters or so above Sea level, it looked like the lowest place to land at the time. As for the SRBs, I don't think they would actually do much... The ship has reached that "Critical Mass" where the thrust from the added rockets barely counteracts the weight of the fuel in any way whatsoever.
  20. Well, I'd like to answer this, but I'm not exactly in some of your definitions... They're too black and white. 1) Personally I am both! I spend hours in the VAB trying to get my ships just right (In fact I just spent the past 8 hours designing an Eve lander/launcher), and I do have but this is where the black and white thing comes in... You see, I have MechJeb but mostly just use it for information, as well as the Smart ASS, but that's hardly "handing it to MechJeb" as you put it. 2) What a coincidence, I am both here as well! See this is where "Plugins" come in, not mod nor stock. I don't really like mods because they tend to add lots of parts and stuff to the game that may or may not be balanced, or may just clutter up my parts list, which I don't really like. However I do quite like plugins, like KerbalAlarmClock, Haystack, and CrewManifest. (Although I do use Kethane, but that's just as a placeholder until resources come out. So I'm not really pro-mod or anti-mod, definately pro-plugin though.) 3) I am neither! I just like to play the game sort of randomly. (I find this funny how so far I haven't been in one particular "category" that you've listed.) 4) Once again, neither. Although I might try an all cockpit mission some time now that you've mentioned it, we'll see. As for the astrophysicist, I think I'd screw it up. xD 5) I do like watching things explode! As long as there's no Kerbals on board... In those cases it's horrifying!
  21. And trouble I got... So when I finally figured out how hyperedit worked I got my ship over to Eve and tried to do a soft landing with the parachutes, that worked out well as I didn't get below 54m/s and got smashed into a million pieces when I finally arrived at the ground. xD So since that didn't work I went ahead and just used hyperedit to land it on Eve, so I could see if it would take off or not... All was going reasonably well, I started at 600m, and was ascending at a decent pace, that is until I got to around 3600m and staged... All in all, I started a slow plummet back towards eve at a whopping 10m/s then after about half my fuel at around 800m I started to climb again! But that didn't last long as right when I staged it sent me plummeting back towards Eve once again! xD Well... Atleast Jeb was happy. As a note though I've never actually dealt with Eve before... I knew the gravity was really strong but I mean... IT IS FREAKING RIDICULOUS! I AM NEVER TOUCHING EVE AGAIN! xD EDIT: And a total of about 8 hours working on a solution to Eve... Success! I've tested it for landing and launch capability, and it fits the bill for both. For landing you'll need the parachutes as well as some thrust just before you reach the ground (Parachutes are action groups 1 and 2). You'll also have to make sure you have a way to refuel while on the surface, and execute a perfect launch because the DeltaV is just barely enough to reach orbit Craft file: Click Here
  22. At first the TWR was showing Kerbin, that has now been fixed, the TWR on Eve is 1.54 for the first stage, 1.06 for the second, followed by 0.97, 0.96, 0.96, 0.94, and 0.90 by the rest of the stages. I'm going to go ahead and hyper edit this thing to Eve for now and see if it is actually able to do a landing and launch or not. (As for getting this thing to Eve legit, that's a whole different story all together.) Also, when I first undertook this design process, I started with a very similar design as yours, but by the time I figured out a configuration that would get me close to enough DeltaV, the ship was way too wide, so I used the same amount of fuel and engines that was on my "wide" design and changed it to use the 1.25m tanks.
  23. When I initially posted that... I hadn't tested the ship at all... And I very quickly found out it had about a million and one problems! So now I've rebuilt it and am going to re-post the new version. Alright so here is my sort of completely rebuilt version of my previous design for an Eve Launch Ship (ELS, because it sounds cool) The new version has quite a number of changes to it, hence why I stopped updating my earlier post. - Only has 1 command pod (I know this thread asks for 3 but it's simply too much valuable DeltaV, you can re-add the other 2 if you want. Loss of about 1300 m/s DeltaV.) - Changed the type of radial decouplers (The previous ones had a tendency to explode at stage.) - Added ASAS - Added more struts - Added Parachutes (Action group "1" for Drogue chutes, "2" for Full chutes.) - Added Landing Legs - Added Decoupler - Added Winglets as to hopefully no long spin wildly out of control (Craft file link below the image.) And the craft file: Click Here EDIT: Fixed .craft file (Forgot to take redux off before uploading again.), Also fixed screenshot (Redux was set to Kerbin so TWR was wrong.)
  24. COMPLETELY REBUILT THIS SHIP, IT'S IN ANOTHER POST BELOW Well, I decided to try my hand at this... And man the whole thing about it being 3 man and not 1 man is an absolute pain... But after 2 hours in the VAB, I present you with this... IMAGE REMOVED Now if you can actually get this thing to Eve, which I highly doubt, then I can almost gaurentee landing it would be near impossible... And even if you can do that, it'll probably either blow up in-flight or be just slightly short on DV for a proper orbit... Do you realize that those extra 2 capsules cost over 1200m/s DeltaV??? Without them this design sits around 12,000 m/s DeltaV but with them it's a mere 10800 m/s DeltaV. Oh and I avoided a decoupler because every time I added one it said I would lose over 3000 m/s DeltaV... P.S ~ It weighs in at 234 tons and has no landing legs or parachutes... That'd be too much DeltaV lost. And the craft file: Completely re-built this ship, it's in another post below. EDIT: Fixed the .craft file (Took off the Engineer Redux part) (Now Mk.3) EDIT: After some testing, updated the ship with some struts (Now Mk.4)
  25. This is actually an awesome idea, I should totally set up a place for all my Kerbals to go after their missions are over... New rule... No more use of the "End Flight" button!
×
×
  • Create New...