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Kidneythump

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Everything posted by Kidneythump

  1. Yes this, haha well I'd still consider it a bug actually since at 100km orbit there isn't supposed to be all that much atmosphere to contend with, I'd left them open and switched with engines on, that's what made it explode...
  2. I think I've encountered and bug (I apologize in advance if this has already been discussed) but I finally made it out of the atmosphere! everything is fine and dandy but I realize I need to burn a bit more with LFO to circularize (used liquid for the circularization burn) but when i cycle through the different modes my 2 thermojets explode when I tab past atmosphere mode, is this because of the precoolers? I had problems with my engines exploding before i attached the intakes to them instead when flying at high altitude and i know that's intentional, is there a upper limit for heated gases in the intakes?
  3. Ah I see! Ill check it out right away, thanks for the quick reply guys, I rechecked the thrust and it actually plateaus at 2600kN before dropping of (rather fast i might add). I think I might've forgotten to test LFO at higher altitudes, maybe that's why I got so lousy numbers. The problem with one centered engine is that I need to use alot more parts if I still want to use the cargohold from B9 since i plan on unloading once i land and theres only one cargo ramp as far as i can see, smack dab in the back of the fuselage where i would have liked to put my fusion reactor, otherwise I'd have to build a trimaran kinda thing (for the record my third iteration is just that but it had to low thrust and to many parts) EDIT: Just checked my speed, haha I break mach 1 less than 20 seconds from leaving the runway (in a 81 ton beast)
  4. I've been trying to build a fusion tokamak powered cargo SSTO for the past 2 days now and i gotta say it really really hard, so far I barely managed to get it into the upper atmosphere, my latest candidate (6 one so far) seem very promising with it's dual 2.5 reactors and jets. However I'm running into 2 problems. The first has to do with the way air flows through the engine, how do you guys manage to claw your way out of the atmosphere? I currently get 2500kN of thrust when going at 40km but as I climb higher the air pressure drops off and so does the thrust, then I have to switch over to liquid fuel mode (as far as I can tell with thermal turbojets you don't get all that much more thrust from LFO and liquid is way more efficient) and the produce a measly 150 kN of thrust, so far this haven't been nearly enough to get it out of the atmosphere (I usually get to a rough 20 km height before the pressure drops of). How do the more experienced pilots manage this? I'm using B9, more specifically the HL fuselage (I'd like to fit some science equipment and a rover in there idealy) The second problem is harder to pin down and probably not something to do with this mod but I thought I might as well ask. When trying to build up speed I usually try to go slightly over horizontal to increase my speed at the same time as my height, however I've run into a problem with my last 2 planes where it sometimes seemingly at random start pulling to the left and starts spinning like a Frisbee. I've checked the thrust and as far as i can tell both engines produce the same and I shouldn't be able to flame out the thermal turbojets right? I've also checked my airintakes and they're all fine, no asymetric airflow through 'em.
  5. I'm running into a problem with my fusion aircraft, I've built these using B9 parts, I've built 2 of em so far, one big that produces 150kN in each of the four fusion engines, Ive connected to a different part of the fuselage 4 1.25m kiwi reactors with accompanying generator and these seem to power the thing. Due to the fact that this monstrosity was to big to get out of the atmosphere i decided to build a smaller and lighter craft capable of getting into orbit. in this one i use 2 fusion reactors instead, mounted on the same fuselage piece (the one that terminates in 2 engine mounts), same setup with kiwi reactors (these arent connected to the piece in question). These only produce 50kN of thrust, what am i missing here? Oh and when checking the output on the fusion reactors one is set at 30% while the other one is set at around 60% while in the original craft all 4 are at 100% at least initially EDIT: I tried it with the S2 fuselage parts as well (you know, the extra wide ones) but with the 2.5m fusion tokamak powering the 4 1,25m fusion engines, same result. Low thrust, around 50 kN EDIT2: This is so weird, I did some experimenting with the S2 fuselage, 1 2.5 fusion reactor=50kN of thrust from each of the engines. If i attach 4 kiwi reactors with generators separately from the 4 fusion (i put them in a cargohold) they generate 150kN of thrust, if i attach them on the other end of one of those radial mount thingies the engines produce 50kN again...
  6. Yup, KSP interstellar's got nuclear reactors and stuff this one has a tendency to overheat so i need to add some kind of pylon with extra radiators that i then hook up to my base using pipes from KAS
  7. My game crashes halfway through mod loading without any promts or anything when i try to use B9. Could it be a memory issue? I'm running KSPI, KAS, NovaPunch and HexCans and the output log says something about "DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!" "Trying to allocate: 446444B with 4 alignment. MemoryLabel: Physics" EDIT: Ok I changed to the low res textures, it starts this time around at least
  8. While I admire all the work behind mechjeb I'm firmly in the not use category of players, I'd rather rough it than use it actually, I tend to rely on it to much and that pretty much kills the game for me, stuff becomes trivial. The procedure I've worked out so far works very well, provided you've got some margins when it comes to landing your payload but I'm working on a KSPI jet lander at the moment, hopefully fuel will become a much smaller problem with it. EDIT: Oh and for the record so far I've only quickloaded once, when i landed on the powerplant
  9. Ok that 7 step procedure might work a bit too well actually, for the final part of the base i set my base as target went in for a landing and... landed atop the power plant, so a bit too exact, gonna plant a flag a couple of meters further away and name it landing spot
  10. Yup you guys are right, I've got my orbital trucker plenty of thrust and power, not as much precision as i would like some control surfaces but they're mostly there to prevent the thing from spinning. It's my reusable SSTO rocket that delivers the different base parts. I actually managed to land it quite well this time around. I used the same steps you guys mentioned combined with my steps from last time: 1. Steep curve down towards the base (make sure it actually passes over it, you wanna overshoot to give you time to fine tune your approach 2. When the marker for one of the base parts hits horizontal burn in the opposite direction until the retrograde marker points directly upwards 3. Fine tune your approach the farther down you go 4. Release parachutes set to 5000m 5. Fine tune again but now with deployed and semi deployed parachutes to provide some inertia dampening 6. Final burn just above the ground 7. DOWN! (hopefully not in a to steep slope, that's what killed the last module)
  11. I was wondering if someone has perfected atmospheric landing? My ship is currently in orbit around Duna with 2 parts (ok maybe 2.5 parts) of a 4 part colony left. By a stroke of luck (and some judicious use of the infinite fuel cheat) I've managed to land 2 of the pieces of my colony less than a 100 m from each other. The third part broke on landing sadly and had to be replaced. Is there some good guidelines to follow when attempting to land at the same place every time? I wouldn't be able to land that close without the fuel cheat since so far it's taken around 4-5 landings before i get close enough for my CAS pipeline to stick without using a lot amounts of pylons. I've set the base as target and tried to burn so that the targetingreticule sits perfectly horizontal and then burning retrograde until lateral movement falls of, this however only gets me to within a couple of kilometers of the target, the rest... well the rest just plain sucks
  12. Another question, I'm trying to set up a base on duna with a methane rocket to connect it to my space station. However I've never managed to get the sabatier process to work. I cheated just now, got a ship with a nuclear reactor/generator with the inline refinery thingie as well as an empty methane tank (inline) and the small activated airscoop (the futuristic one) and 3 tanks of water. I start the process but it wont create fuel for some reason (I've started the airscoop and made sure it's set to CO2). It just says 0 CH4 produced/day Update: I just realized i had to funnel resources to the refinery (at least the way i build it right now) so I've filled the refinery tank with water but there's no flow through the atmosphere scoop Update 2: I just retried it with the regular ramscoop, intake seems to work, i get 0.04 IntakeAtm but still no working sabatier If someone could give me a rundown on how to make this work it would be great, I'm at my wits end. It's probably me missing some small but oh so crucial piece of information SUCCESS: Ok so I finally managed to get it to work, again, I feel stupid, Liquid fuel, of you sly ******* you. So i needed that as well to make methane and oxidizer which meant that I first had to electrolyze water and THEN do the sabatier process. Could someone tell me how this is more efficient than just bringing fuel and oxidizer from kerbin instead? as far as i understand it i need to lugg liquid fuel and water to make it anyway
  13. Ah ok thanks! haha now i feel kinda stupid, I did'nt even try to make it work when i could'nt find the parts oh well
  14. I've got a question, since i updated the mod i can't find the atmospheric intakes, the ones you use with the thermal turbojet, i checked High Altitude Flight, they´re unlocked but not showing up in the VAB or the plane thingie.
  15. I've got another question regarding the reactors, I just unlocked the fusion reactor and hooked it up to the thermal jet thingie, whith atmosphere as fuel i get around 90 kN thrust at sea level, however when I switch to pure liquid it drops to 4.9, what's the reason for this? I tried using thermal and plasma engines as well all with the same result.
  16. I hope this hasnt been asked already but i tried googling and searching the thread to no avail. I was thinking I'd go and build a permanent base on duna, the only problem is that I'd need to cart all the fuel there in the first place so I thought I'd go with the methane/oxidizer rocket as a renewable transport. I've run in to a bit of a snag with my drop ship though, as far as I understand it I would need the ISRU Refinery for this, only i cant get it to produce methane, do i need to hook it up in a certain way? As far as I could tell from the wiki I would need Atmospheric intakes, water for electrolysis for that sweet sweet hydrogen and a power supply to run the damn thing. I sent one testcraft to duna but it lacked the intakes and since I'm kinda lazy I'd rather just ask how to make it work instead of sending a time consuming mission without knowing what to put on the ship... EDIT: Oh wait I just checked the wiki again, I need to run the Anthraquinone process instead? EDIT2: Also for these processes to work does the refinery have to be resting on the ground? Is the same true for the other processes as well?
  17. Could someone post a link to where i can buy these amazing figures?
  18. Protip try to design your craft in a way so that the COM doesn't stray to far from the COL even when low on fuel, the easiest way of doing this is using a empty fuselage as well as one full of fuel and just switching between them, this way you can position your engines/intakes/RCS to balance the craft
  19. I dunno if it's been said already but I got a protip when making skycranes from some forum users the other day, if it's big and heavy (like Curiosity) you need to make sure that the engines STAY BELLOW center mass! otherwise the gimbals go haywire and the thing flips over, oh also, a drouge shoot on top helps with stability on decent
  20. What an excellent little rover, that flip is awesome Here's the current version: I placed the wheels on the modular girder instead, over rough terrain the girders twist and turn to keep the wheels on the ground, the two side wheels are there mostly for balance, these too are placed on girders attached perpendicular to the other girders, everything is stuck together with a ****load of struts, but this makes it very durable, it can handle a bone jarring impact of 5-7 m/s so it should be able to handle a tough landing and it's only 96 parts! it's currently in orbit awaiting the interplanetary booster. I wonder if it can handle a aerobrake in Laythe atmosphere... the last station I put there bent like a banana due to hurtling through the atmosphere at 20 km at 7500 m/s. Only one way to find out!
  21. Haha the framework is so strong this is what happens at 4x speed when moving forwards (test build!) and nothing falls of
  22. Kromney you gave me an idea with that whole "build it on a platform" thingie, however it took it in a slightly different direction (the lazy one) i placed a long girder under the structure (the middle bit is the one attached to the craft) then I strapped the hell out of it, now it actually works! but i broke my part count rule so i may have to redesign the whole thing...
  23. And yet there are no reactions which result in a large continuous release of oxygen apart from the ones that involve microbes, oxygen is extremely reactive, it won't stay in that form for long. Electrolysis or inorganic superoxides just wont cut it, especially down a gravity well. We know there's oxygen in Europas "atmosphere" but the amount is many many magnitudes lower than what's present on Laythe, you can fly jets there for pete's sake
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