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Wahgineer

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Everything posted by Wahgineer

  1. Downloaded and sent a rocket to orbit. I turned down a lot of settings, and for the most part performance is OK. However, whenever I look at the ground, my game lags. It reminds me of my early days in KSP 1 in a way, however I am below min spec (GTX 1060). I trust that the devs will make the necessary improvements in the coming weeks.
  2. It is sad the game at launch will have less in certain areas than its predecessor. However, I'm hopeful that the EA will go smoothly, and expect the weeks and months afterwards that issues will be fixed and features/content added a steady if not rapid cadence.
  3. That too. I've been playing KSP too long, I keep recommending mods that are probably discontinued. What's going on with the mod right now? I heard something about a Saturn family rework?
  4. If you want to make a Saturn C-8, just get SpaceY & SpaceY Expanded. They're older mods, but are fully compatible with 1.12 KSP. SpaceY Expanded has 7.5m parts and adapters, which could allow you to fudge a C-8, though the differing art quality would clash with BDB.
  5. So I'm trying to use the NSWR, but it keeps overheating at 4000 K no matter what I do. I attached the Alpha radiators from Heat Control and made surre they were on before starting the engine: nothing. I attached the radiators directly to the engine: nothing. Is their something I'm not doing? What is the minimum radiators needed per NSWR engine?
  6. @etmoonshadeTo think something I posted 4 years ago would come up again. Sorry if it's a little inaccurate, it was very off the cuff math that worked good enough for me at the time.
  7. I hope they add nuclear saltwater drives, as a sort of upgrade to the Orion drive.
  8. @KSK I am both humbled and honored to be mentioned as a contributor to this amazing work. I thank you from the bottom of my heart!
  9. Will Astrogator work in a rescaled solar system?
  10. How did you build your Saturn V? Each stage should only consist of one tank (except the S-1C first stage). With the Mastodon, its price should be cut in half, cause it is WAY too expensive.
  11. I think it fits well with the rest of the plane.
  12. Hello, i am also standardizing my usernames. Could mine be changed to Wahgineer?
  13. <implying that TTI will go full EA when 1.4 drops>
  14. Wanna try to use a rescaled solar system, but afraid to do so because of the lack of Delta V Maps for the size you want? Well fear no more, for I have a simple equation for finding the Delta V for any rescale! 1. Get a delta v map for the system you're using 2. Get the Delta V value you need (ex: it takes roughly 3200 m/s to get to LKO stock) 3. Get the rescale factor (rescale factor is how many times bigger the solar system will be. ex: 5) 4. Multiply the "stock" Delta V by the square root of the rescale factor to get your new Delta V! 3200√5 = 7,155 m/s
  15. @RealKerbal3xmost plugin mods aren't very resource intensive
  16. @Angel-125 More (potentially pointless) feature ideas! Production Runs: In real life, NASA doesn't build its rockets onsite at the KSC. They're constructed by the contractor(s) hired to build the rocket at their own facilities. They are then shipped to the space center, where they are then assembled in the VAB, before being integrated with the payload and launched. A feature similar to this could be useful in BARIS. Ordering a production run: in the VAB, you would have the option to order a production run: you select a sub-assembly (assuming that you have taken the LV and made it into a sub-assembly) that you want to order, and then the number you want. BARIS then calculates the cost and time it would take to manufacture the rockets, and give you the option to either receive the entire batch on completion, or get each rocket as it is completed. Storage: outsourced rockets would be stored in Low bays. The number of Low bays you have is dependent on the current level of the VAB. One rocket takes up one slot Integration: this is where production runs show their advantage: Final integration takes far less time and far less funds than it would to build the rocket normally. Coupled with the fact that you already have a collection of rockets on site, this could allow you to launch several missions in a short period of time, which would be useful for rescue missions,or assembling an interplanetary vessel in time for the next launch window. Balancing: The number of production runs you can order at once is tied to the level of the administration building. The number of rockets you can store on site is tied to the level of the VAB. the level of the R&D building determines how long it will take for a production run to complete (more advanced R&D=more advanced tech=improved manufacturing techniques=rockets take less time to build).
  17. @Angel-125 Feature Concept: Reuse, Refurbish, Refund, Relaunch. Basically, a custom integration of the reusability mechanic in KCT. When a craft is recovered, you have the option to reuse it or toss it (This could be tied to facility levels). If you reuse it, you have to wait for the recovered vessel to go through Processing, which restores most of the MBTF and Quality of the parts. After the vehicle has been Processed, it can then be reintegrated at a much lower cost and in less time than a fresh rocket. Over time, the vessel will wear out, with each successive refurbishment restoring less and less MBTF/Quality. Eventually, the vessel will have to be replaced.
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