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sojourner

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Everything posted by sojourner

  1. So you throw an ice asteroid at the planet every 10,000 years. That's more than enough considering it will take millions of years to get blown away by the solar wind. How freakin "closed cycle" do you need it to be if a million years isn't good enough for you?
  2. The funny thing is we'll most likely end up having to evacuate any colony on Mars that's been established by the time a terraforming plan is put into action.
  3. Considering the major changes the game went through going from .25 to 1.0.2, do you really believe the problem is that "for some reason he changed it"? The new atmospherics alone are a major change in how the game works. It's going to take some time to iron out all the little issues it has caused in mechjeb. What "works like it does" in .25 won't work in 1.0.2. Bitching doesn't help.
  4. Not sure if this will help, but from some testing, it appears that the TWR in atmosphere/VAB are what is screwed up. Once in space the TWR is reported correctly. You can even see this on the pad if you rightclick a running engine you'll find that it's only getting about %55 twr at sea level. No doubt something to do with the new atmospherics? So, between the bad isp and lower TWR I guess atomics aren't great for atmospheric use at all.
  5. Re-read my post. We're both saying that inflatables and wet workshops are not required technology.
  6. Nope, inflatables and wet workshops are merely the answer to two current issues: lifting capacity and full on construction in space. Remove one or both of those current technological hurdles and neither inflatables nor wet workshops will be needed.
  7. Nope, #1 still applies. You can't make any assumptions, good or bad about a completely fictitious technology. Unless you're writing a science fiction story, then feel free to make the rules for the setting.
  8. And yet, solar power is only efficient up to a certain point. Go out further than mars and you really need something more.
  9. There's a more current thread here.
  10. 1. unknown. fictitious technology. 2. see #1 3. again, see #1 4. yet again, see #1
  11. Not that I am a fan of wet workshops, but this is a silly point. That's a planning issue, not an issue with the concept.
  12. There is a problem with using the stock fairings that can lead to an engine being read as "stowed" even after the fairing has been activated. Could it be that? did you have a fairing on the rocket anyway where?
  13. Nope, still not working. Mechjeb is giving incorrect numbers for TWR still. Anyone here use KER to see what it's reporting?
  14. I've been getting strange numbers from mechjeb as far as TWR and D/v go when I try to use the engines as they currently sit, so I haven't been using them.
  15. Is it just the part configs? I tried poking around in one, but I don't know enough of how engine configs work to fix things. I'm hoping it's just hte configs as I still have your two earlier versions of this mod with the older models and hope to get them working as well. Even if your not up to updating them, I figure if I can see working configs for the latest version of the mod I can do some copy&pasting to get the older versions to work. I like the variety of having all those different atomic engines to choose from.
  16. You do know you don't have to keep all the parts from a mod? If you're that hard up for space just delete the parts you don't want to use and keep the EVA struts from KIS/KAS. I like docking struts as it stands. No EVA needed. Of course, even though no EVA is required, you can still have a Kerbal go EVA every time you want to makea connection, if it makes you feel any better.
  17. Any chance we'll see these beautiful engines updated for 1.0.2?
  18. The KAS version already requires EVA and works fine in 1.0.2
  19. And yet, if you reread your posts, you come off as definitely in group one as opposed to your self professed group two.
  20. Does anyone know where in the file structure of the mod this part is?
  21. Anyone know which file to rename to just change the large reaction wheel back to the stock part? It's the only part in the entire pack that I feel looks better in the squad version.
  22. Hey, this may be blasphemy to most of the guys here, but is there anyway to have the strut part make connections without going EVA, like the old Docking strut mod used to work?
  23. Found a work-around. place the clamps in stage event two or higher, then go into action groups and add the "release clamps" function of the launch clamps into staging. The launch clamps will fire when you activate the rocket with the space bar and after that the radial decouplers will do thier job as normal when the time comes.
  24. The attach nodes don't seem to work anymore. You can put them on a rocket but not attach anything under them in the stack. Any one know if this can be fixed by editing the cfg files?
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