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kurja

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Everything posted by kurja

  1. Is there a way to transmit data from experiments, or science from a lab module, if the craft runs out of power during transmit? Ofc assuming there are electricity-producing parts that then refill the batteries. This seems to be a recurring problem that I have with probes and now with a station that lost most of it's solar panels in a rather embarrassing staging incident. In an earlier version the rate of charging that rate of transmit did not increase in synch during warp, transmitting always happened at the same rate while charging did get quicker but this seems to have been fixed. I do know of the infinite electricity option in altf12 menu, I'm asking if there's another way to tansmit in parts or something...? edit-- Heh, it seems that cleaning experiments with a lab module still behaves the 'old way' during warp. And transmitting still succeeds at a high enough warp setting... A bit cheaty but it's there. Is there another way?
  2. Woot?! I didn't play the few previous versions and don't have the aerospike in my 1.2 career yet, I did not know this!! Still, 180 is three times as much as 60..
  3. But the lv-n and 909 have the same thrust, 60kN? I did forget about the aerospike! Altough at 180kN it's pretty close to the ~200kN engines and having no attachment node on the bottom it's use is a bit limited. I'd really like an in-line vac engine or two around 120-160kN.
  4. Another gap that I often come across is that there's really nothing in between a 909 and the 200kN engines (30, 45 etc).
  5. I recall some early dev (Harvester?) stating that originally the species is not Kerbals but Kermen - like their names. The canon is not clear
  6. Except for the platoon of engineers you'd need to run and maintain our hypothetical orbital rocket-size printer. And the machinists who would have finish and inspect the prints. And and and.
  7. That would be great if 3d printers were magic boxes churning out anything one could imagine with a push of a button. Sadly, they are not.
  8. I'm pretty sure their plan is to not have it become unuseful, and then reuse the whole booster, not just the engines.
  9. Can't do a powered landing if you've ditched the tanks. They're kinda necessary.
  10. Uhh. Played with it a little in vab, certainly looks like it... I'm guessing the decoupler is on the "bottom" side of one of those nodes. So... Any workaround ideas? Apart from a rescue mission. My first idea was to try to blow up the whole fairing part with whack a kerbal but that doesn't seem to work either, at least if mmb was supposed to throw something once it's turned on in cheat menu
  11. Encountered a problem I've never seen before - I stage a decoupler, it fires & starts to float away as expected - but the vessel does not split in half. I can still transfer fuel between little tank under the pod and the large tanks on the stations, they are still one craft. Screenshot below. Running un-modded 1.2 build 01586. Any ideas on what could cause this, and/or any ideas how I might work around the immediate problem?
  12. Doesn't actually work (that's what I tried right away).
  13. I disagree - no need to de-fuel it, better use it as the final stage. This means you'll be firing it before reaching the required altitude you'll say, but it's no matter, once up there you can right click the part and run the test to fulfill the contract. Activating the part through staging is not necessary even when it says so in the contract description.
  14. Sure, but I think that's the closest thing there is in stock to a twr display as that info window in map view shows thrust to mass, which for low kerbin is pretty much the same thing as twr. Op's actual question ofc has a much simpler answer, which is "no", which was already established.
  15. Map mode -> i(nfo) displays max acceleration. Carry a gravioli detector, and you have what you need for accurate twr
  16. Nice! What do you mean by "rotating apse line"? I'm not familiar with that term. Longitude of the apse changes?
  17. When "warp here" function is used, game displays "/ to cancel time warp" but this does not work for me. I have non-u.s keyboard (fi), slash is typed with shift+7 or from numpad and neither cancels timewarp. The , key does cancel time warp. Not exactly a question but I didn't know where else to post it..
  18. Yes. Barometer and gravioli detector (at least) work this way too.
  19. Using the science instruments tells the player things like it's cold here or that it's dusty here; after seeing a few of these most players would just click it away as irrelevant. I feel that this is a wasted opportunity because KSP is a very educational game and these feedbacks the game gives to the player would be a great place to sneak in some real information. What I would do, if it was up to me, is that I would ask relevant organisations if they'd like to grab this opportunity to educate people of our solar system. Of course the KSP solar system isn't just like ours and some of the science instruments are ...interesting, but I'd say, close enough. Nasa has been involved with KSP before, and there are others if they're not interested, such as the Planetary society, in addition to the obvious ones. This seems like a rather obvious idea but I couldn't find any earlier threads about similar ideas.. is it an already discussed suggestion?
  20. Anything that could give phase angle to a target body in plain numbers. Delta v, twr and such essentials are sorta in there - we need to compute them outside of the game, but at least the needed figures (specific impulse, total mass, etc) are available. I sorta like this approach, bare essentials are there and if I want to make my crafts and missions more precise I have to figure it out, just giving me an in-game stage-by-stage delta v in VAB wouldn't have forced me to learn these things Not to say that I wouldn't love using ker/mj for anything more complex. But transferring from one body to another, the best we can in stock is to look at map view and guess. A phase angle readout is much needed.
  21. Hm I haven't really touched those ever, in nvidia x server open gl settings gui there's a slider that was set at "quality", I set it to "high quality" which is as far as it went, doing this didn't help with the texture glitch though.
  22. The white floor markings in SPH & VAB appear pixelated and they flicker madly. Is anyone else having the same issue?
  23. Have you tried PI for calibration and integration & post? I got better results with it than dss/gimp, I didn't really study dss though (doesn't run too smoothly in linux). Do you use gimp beta for >8bit?
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