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Sarda

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    Rocketeer
  1. I made a DERP with 2 bags of DERP Supplies on it to test how long it would last and for some reason it never seems to deplete any supplies. The life support window also says it has 0d of supplies on it even though it clearly has like sixty something available in the other windows. Then I made a 2nd DERP with a no-name instead of Jeb, window is now completely blank instead of 0d like the first pod had, the supplies still aren't actually going down. Edit: Also after four parachute assisted test landings on Kerbin I found the room for error on the DERP is REALLY small if you want to actually land it on the tiny legs, like anything more then maybe a 10 degree tip at as fast as 7ms will cause it to fall over. And it's to weak to even roll so I've tip landed and the hatch's been blocked since the DERP 2.0 apparently lacks the little arm thingy that pushed the DERP 1 over incase the hatch was obstructed.
  2. Every single time I start the game I need to delete the Karbonite cache and let it rebuild it because if I don't it will always have grey textures on the second load. It's the only mod that ATM seems to be doing this too.
  3. I just wait til NearFuture is updated it turns all the NERVA's from all mods into requiring Hydrogen and Energy like it does in RL.
  4. The capsule itself is way too top heavy; it's nearly impossible to keep the ablative shield pointed at the prograde short of mounting the SAS under the capsule then mounting the ablator to that (which doesn't really make sense) otherwise I can't find a way to keep it facing the right way. Also it's a bit odd... the new Nerva-type engine makes electricity, it should actually require electricity instead since it uses no oxidizer as the catalyst since fuel is being generically used as hydrogen. The way it functions right now is basically magic.
  5. Me and several people have been getting gray textures in Karbonite with this version of ATM, unsure who's end is causing it.
  6. The Derp parachute is acting really odd, it floats down at like a 45 degree angle and it if you land in water it kind of orbits the Derp underwater, kind of amusing to watch. lol, Doesn't effect functionality just a gfx glitch of some sort.
  7. Hmm... Small question, so how do I prevent the undeployed floatythings from being incinerated during reentry since they need to be positioned around the base of the object that's going to be landing into the water? They wouldn't be covered by the undermounted ablative shield were they need to be. Or are they flagged to just not burn up? That works too.
  8. Having the new ModuleManager.2.5.6.dll stops Tweakscale from adjusting how many resources are in a part.
  9. The Universal Storage Electron goes goofy if you accelerate time past like past the 6th speed, like its fastest at 6th and gets way slower at the 7th and even slower at 8th speed. Past the 3rd speed it shows 0% load most of the time, you can click it on and off and it changes sometimes, it's clearly working.
  10. Is there anyway to refuel Liquid Hydrogen in space, none of the mods I use seem to offer a solution for that. Once you got the Karborundum off Eve you can use it in the torch drive to get back to space. So just make sure your miner brings a full tank of 40,000 hydrogen and once you fill a 40,000 Karborundum tank you got like a hundreds of thousands of delta v and a absurd TWR.
  11. Yah, a long ship of modules you could sheer apart by rolling with those SAS. Their so strong just tapping the roll key causes them to jerk. Also, maybe it's just me but something I find I always have to jury rig for myself is I take a 5m Short Truss then mount 4 Outriggers in a symetry pattern to it mostly to mount fuel tanks or reactors and because that's mounted radially its not a very strong connection especially with the new super powered SAS so I need to strut the .... out of it so it doesn't tear itself apart when I turn. A single piece Truss for that would be amazing. The new 5m to 4x 5m connections doesn't really serve that purpose since I want to keep the central 'shaft' and their too close to each other for the large spherical tanks.
  12. While cool and all, I think you need to tone the Torodial SAS down a bit; with one on each end this thing can spin like a dreidel on command and that's with 2 million kilos of Karbonite on board. lol
  13. O wow your right, this is pretty easy, go go 5m Karbonite+ drive. lol
  14. If someone could make it work with all the Umbra Space Industry mods it would be amazing. lol
  15. The problem with the new FTT Reactor is; it burns fuel pretty fast, its huge and heavy, and you can't refuel it. In comparison to the Near Future reactors that last about 5x as long, and take 1/4 the space up and 1/3 the weight and can be refueled with their only drawback being they need a single heatsink mounted on it. Because unless I'm missing something if you power a craft with the new FTT Reactor you basically say the ship has 1 in-game year and then you need to crash it into the moon because its useless at that point. Also, yay new 5m engine.
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