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steamypete

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Everything posted by steamypete

  1. It would be nice to have this in the SPH though. Maybe the modders can fix this. Makes sense to me. The yellow spikes also indicate lift but remind you that yellow lift vectors can change direction when using the controls.
  2. Did anyone notice this feature in the 1.0 preview videos? I was really looking forward to this but is seems to be cancelled.
  3. Great idea. I always knew something felt wrong with science. But I didn't know what. This idea would be great for immersion too. Now its really immersion breaking when you land in a new Mun Biome and you cannot call home and tell them about it because that would cost you science points. I'm all for it.
  4. Thanks for your post. I was having trouble understanding science. So if you do a return trip to the mun and want to collect every science point there is to grab in the zones/biomes you are passing through on your trip you will need an impossible amount of Goo cannisters and Material bays? If I'm correct you pass through these zones on such a trip: - Kerbin Low orbit - Kerbin high orbit - Mun High orbit - Mun low orbit - Mun Biome you have landed in. So 20 Goos and 20 Material bays needed to gather all science right? Is this how it works?
  5. Welcome to the fun!! You better start planning a rescue mission. Your kerbal should be all right until he is rescued. I've done it lots of times. He's not going to run out of air or something.
  6. This does not make sense to me. So obviously the commutron 16 is always the best choice because it uses less power. It takes longer to transmit but who cares about waiting 10sec or 20sec. I would have liked it better if there was a reason to choose the 88-88 because it gives you more science. Then the extra power usage would be worth it.
  7. I think you are overdoing it with the new version. The original is simpler and cleaner. In my opinion the original looks better. But its your call. I love your work
  8. Amazing work. I'll try it out as soon as possible. Great idea. This holds promise.
  9. Great work! you are a promising modder. One to be watched. Thanks.
  10. Great work! I just discovered your mod and decided to equip my colonization vessel with a solarheat shield. The result is simply awesome. Now i gotto change its Jool mission, damned. To the sun!!! Some pics below:
  11. Why are these fixed values? Is not terminal velocity different for objects with other shapes, orientations, etc?
  12. Nice station. What does the ring do? If it's just for aesthetics, try giving it a purpose.
  13. I'm actually trying the same thing. Mods I use for extra coolness: - KW rocketry - B9 Aerospace - KSPX This is one of my latest creations. It carries two landers and four sats inside its hull. Which is totally cool.
  14. Thanks for the help. I'm actually using mechjeb to help me calculate some stuff but it only seems to work when staging using decouplers/separators. If you attach your payload using a docking port Mechjeb cannot calculate its delta v. I'm starting to think this is why I'm having all these problems figuring out delta v for my space craft. I guess I'll have to keep calculating it myself.
  15. Hello kerbonauts. Love the game! But I have a Delta-v question when designing spacecraft. Actually it's not really a question. I'm just looking for someone to confirm if I'm using the right approach when designing my spacevessels. I always start al my designs by defining a mission or goal. For example: 1. Launch from Kerbin. 2. Fly to the Mun. 3. Deliver payload to Mun surface. 4. Return to Kerbal orbit and await new payload. Basicly I need to design 3 craft to complete this mission - the lifter (Kerbin to orbit) - the transporter (Kerbin-Mun-Kerbin) - the payload (which is a simple lander in this case)(Mun orbit to Mun surface) So now it's all about the delta v when designing the spacecraft, right? - Lifter needs 4500dv; I assume thats right. - Transporter needs 2140dv. (860 to reach the Mun + 210 to establish orbit. and then I double this to make the return trip but I don't know if this is correct.) - The payload needs 640dv to land on the Mun. (one way trip) I know that to build the lifter with the neccesary dv, I first need the weight of the transporter and the payload. So I start building backwards. Payload first, then Transporter and finally the lifter. I'm using the Kerbal engineer redux mod show me the dv when building. But that's not going too well. It's showing me the dv of the transporter without its payload. So thats' nowhere near correct. Is there a mod where you can enter payload weight and then recalculate? Or do I need to keep doing that by calculating myself? I love to hear your thoughts about my approach to this. Thanks.
  16. Which of these mods lets you control engine gimballing?
  17. There's a major problem with the docking struts mod. Read about it in the comments on Spaceport. I' ve deleted it because it spins my vessels out of control.
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