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Rabada

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Everything posted by Rabada

  1. Is there a way I could have set an alarm to repeat after an interval of time? I would like to set up a reminder to resupply the life support for my crewed station every 100 days or so. Edit: I should also thank you for your incredibly useful mod. Good work! This mod my favorite plugin for this game. I won't play KSP without it.
  2. I sometimes like to put my stations above 600 km because at that altitude you can use the fastest time warp setting. Edit: whoops, I somehow missed Pestilence giving the same advice
  3. I've been considering purchasing a Joystick as well. However, I would only use it for this game, so I would like to hear from people who do use joysticks. Is it worth purchasing a joystick for this game? Ive heard from Scott Manley videos that the way keybinding works with this game makes joysticks difficult to use. How well do joysticks work with docking? Is a joystick better for translation during docking or for rotation? How well do they work with spaceplanes? It seems to me that spaceplanes are where one would find the most use from a joystick. Finally, is $30 a good price for this logitech 3D Pro, or should I shop around more. (Sorry if I'm hijacking the thread, but this seemed like a good place to ask these questions.)
  4. This is good advice, but considering the nosecone has a dV of over 460 m/s if I eject it while still doing a gravity turn it will always fly above my ship. (I tested it after reading your post)
  5. Here's a automated fuel transfer vehicle I'm designing. Its the most realistic looking vehicle I've ever made. Next I'll be designing the its destination fuel depot. I put the nosecone on top of a large docking port and put a pair of seperatons onto the nosecone. Once I get above the atmosphere I hit an action group that both decouples the port and activates the seperatons. I must say, your M2 tank looks awesome with the stock large nosecone!
  6. I'm still in the middle of designing my sandbox mode space program. I use the TAC life support mod and I'm trying to design somewhat realistic vehicles. So far I have a station designed for 6 Kerbals with a 7 Kerbal escape capsule. I've also designed a 3 Kerbal Mun/Minmas lander and a 5 Kerbal Habitat. What crew sizes do you guys use for your missions?
  7. Hmm.. Must be a mod conflict then. I'll have to try a fresh install of KSP.
  8. Nope, it was a sandbox game. Is the C32 a RT or a stock part?? Edit: I re-downloaded RemoteTech off of the Space Port, I looked through the /Parts and found what I think is the C32 in /Parts/LongAntenna2. In that folder, there are no .mu or .mbm files like in the rest of the parts folders. Could that be the cause? If not, I run a lot of other mods, so perhaps they might be conflicting with RT.
  9. I don't have a communotron 32, only the 16... Did I accidentally delete it or was it removed from the mod?
  10. I can't get my numpad to work with this calc. I use the toolbar plugin and a bnunch of other mods.
  11. Thankyou for this wonderful mod! It has re-sparked my passion for Kerbal Space Program. I discovered this mod about 4 days ago, and I've been hooked. Before I started to use this life support mod, the game seemed so empty and non-threatening. The game is definitely feeling more exciting now! I must admit I haven't read much of this thread, but I plan to after I finish this post. What this mod is severely lacking in, is CHOICES!!! This mod really only provides players with one choice, and that is whether or not to use the water purifier and carbon extractor, or to just strap on a couple life support hex-cans. All of the resources feel the same so far, except food. Each resource should give you different options for how best to use it (or try not to) In space, having too much carbon dioxide would be just as dangerous as not having enough oxygen. You would suffocate if the carbon dioxide were not removed. (even if you still had plenty of oxygen) I couldnt think of a good way to model this in Kerbal Space program directly. Instead I think oxygen's rate of consumption should be VASTLY increased, to the point where a small hex can of oxygen would only supply a 3 Kerbal module for a few hours. To offset this, I would give the player access to cheap and light carbon dioxide "scrubbers." These parts would actually be inefficient converters, that would only convert 75-90% of the carbon dioxide into oxygen, loosing the rest. Even with that terrible conversion rate, if they were light enough, it would still make more sense to bring some carbon scrubbers instead of more tanks of oxygen. However after a bit, water would start to become an issue. I would give the player 3 options for dealing with water. The first choice would be to just bring along more hex cans of water. However, water is very heavy, and thus so would those hex cans. The second option would be to use a reverse-osmosis machine to filter waste-water and convert it into potable water. However this machine would be fairly heavy and electricity hungry like the CO2-02 converter. The third choice would be to use a fuel cell to produce both water and electricity from rocket fuel. (Most fuel cells burn hydrogen, and I think Kerbals are supposed to be using Kerosene engines, but meh...) And finally there's food. Right now food is the only resource that's really different from the other two because there is no waste-fuel converter. I would only allow something like the H.O.M.E. mod with its greenhouse to be the only source of food outside Kerbin. There are also a few other parts that could be added to present the player with interesting choices, like perhaps a very inefficient waste to water converter. Most of the water astronauts drink on the ISS comes from pee. I really don't think that it would make sense to use an electrolysis machine like your water-splitter for life support unless you had an external source of water. (I've heard talk of using electrlysis on the moon to produce rocket fuel from lunar water) Why would you launch an electricity guzzling heavy machine to covert water 88% of water by weight into oxygen, when you could just launch the oxygen and use 100% of it? It would be like sending a cow to the Mun to provide Jeb with milk to make into cheese. It would be easier to just send him some cheese.
  12. Now that you can remove fuel in the VAB, those giant spherical tanks works wonders for a orbital fuel depot. Because Spheres have the greatest volume compared to surface area, those tanks end up being quite light. It definitely can help a ton with station part counts and wobbly-ness. Anyways, I am really asking what your favorite individual PART is... Not your favorite part mod. I'll edit the myy first post to make that more clear.
  13. Right now I use the 6S container on every single launcher I make. I used to hate the stock RTG parts because they would ruin the sleek look of my spacecraft and launchers, and now I can hide them is the 6S compartment. Although I just figured out yesterday I could have hidden them in the stock rockomax. (I also discovered part clipping too... Lol, I'm still a N00B) I also really like AEIS aerospace's structural girders and I LOVE the biggest fuel tank from the spherical tank mod. Please note: I am asking what your favorite individual mod part is, NOT what your favorite mod is.
  14. Hello! I love your mod! It adds a sense of realism that vanilla KSP sorely lacks. I'm brand new to modding KSP, I was hoping you could help me create 2 parts that I want to use with your mod. I would like to create 2 new parts using the hitchhiker cabin model. The first one would trade some crew capacity for provisions. I was thinking of increasing its weight to 3.5 tons, adding 1000 food, 100 oxygen, and 100 water, and decreasing its crew capacity to 2. I would like the second part to have 0 crew capacity, but even more food, and a water purifier and carbon dioxide scrubber. These 2 parts would fit perfectly with my planned interplanetary mission to Duna. EDIT: Lol, I somehow missed the post 3 above this one when I read through this thread. I'll check out these new parts and see if they work with my plans.
  15. I'm sure this is not the case. I tested it with 2 different engines with the following stats: Engine A Power: .5 Electric Charge (12) Xenon Gas (.1) Engine B Power: 2.5 Electric Charge (12) Xenon Gas (.1) I put each engine on a 1000 unit battery and ran it at full throttle. By your logic, they should both drain the battery at the same rate. However this did not happed, Engine B drained the battery much quicker. Edit: Same ISP for both engines too Edit 2: Perhaps the 12 means it uses 12 units of electricity per second per unit of thrust
  16. Thankyou for the rule of thumb, but unfortunately it doesn't answer my question because I want to know how the formulas work for some person modding I do.
  17. This doesn't seem right, many of the ion engines in mods have a lower value for Electric charge than 12, yet those parts definitely need a lot more juice. The main reason I am asking is because I like to mod the values of parts, and I can't figure out how the values for ion engines work. If I'm just playing I test it like you suggested.
  18. The stats for one of the stock ion engines says: Engine max power: .5 Propellants - ElectricCharge (12) - XenonGas (.1) What do these numbers actually mean?
  19. I've been messing around with building small simple satalites, for a Remothetech com network. What's a mod with a lot of good small parts (fuel tanks, engines, batteries, and such)? All the part mods I've messed around with so far are mostly gigantic pieces.
  20. I can't believe I missed this! I've been wanting a 2.5m hub for a long time now. You did a grat job with these parts! I love the idea of a greenhouse module, I can't wait to see what you make.
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