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Bean

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Everything posted by Bean

  1. The best right now would be Intel Core i5 4690K, overclocked to all hell. For price/performance, the Intel Pentium Anniversary Edition G3258 overclocked would be best.
  2. There was a previous thread lurking around that mathematically proved an EVE SSTO without infiniglide was impossible. So there's that...
  3. Fair point, though in science mode having rep there doesn't do anything, I've updated my post anyway.
  4. To avoid this in future, you may want to check out Jebretary
  5. You can calculate the period from the apo/peri and figure out the other stuff with this sheet: https://docs.google.com/spreadsheets/d/1F5VBOHIjby8NHIkNsXyttFC0X1cSxcnt3l4IHmfHT08/edit?usp=sharing
  6. Might be an idea to look at Jebretary, it keeps all you ships designs so you can go back to it, not helpful now, but for future use.
  7. Land an asteroid, not sure how, but it could be possible
  8. I haven't unlocked them yet in my career, but jets in general seem way OP now, I can get any payload to 150x 35km orbit on jets alone.
  9. I use SSTO Jet+Rocket combos, my basic one cost 90k, the massive go anywhere one is around 550k, but both land on the runway for 100% minus fuel recovery.
  10. I'm at 1 million so far for my Duna Satellite network, 12 satellites for comms and scanning, plus 2 science landers (unmanned), the launch vehicle is 100% landable at KSC after launch though, so I'll get around 500k back for that.
  11. Interesting, so far no one has mentioned jets. I use a just first stage with a Liquid booster for circularisation, I bring the launch vehicle back to the runway once the payload is in orbit. For small missions (Mun, Minmus, satellites) I have a small SSTO Jet+Rocket. Powered landing on jets is tricky, I tend to use the jets to reduce below 10m/s then use a burst of the rocket just before touch down to cushion the landing. Hurrah for 100% recovery. My Duna mission with 12 satellites and 2 landers has an SSTO Launcher, jets are pretty great right now.
  12. Just do it, start up a Thread and get submissions and kgo. You could have a theme each week, one week SSTO, one week pure speed, one week ergonomic (easy to fly), etc. I'd do it but my net is so slow that it takes days to upload a 10min video, even if I precompress it for the tubes.
  13. Amazing work, I would absolutely love to have a mod manager, even though I only use 5 or so. (Right now that is)
  14. Test contracts are simply test a part under specific conditions, so you get temporary access to a part to use in a ship and if you want it after that you need to unlock it's science node. So you can use as many of the test parts as you want until you have tested it and then it is removed unless you have already unlocked it or use science to unlock it.
  15. See this thread: http://forum.kerbalspaceprogram.com/threads/86658-How-do-I-convert-my-Career-mode-save-to-a-Science-mode-save
  16. Alls well with my save, bar procedural fairings. That said make a backup
  17. I'm playing around with it now, looks like it could just be a persistence file change. Edit: Ok, all you need to do is open your persistence file (Make a backup first) and change the MODE to Mode = SCIENCE_SANDBOX Then go and delete the SCENARIO { name = ContractSystem ........ } as well as the SCENARIO { name = Funding .................. } SCENARIO { name = Reputation .................. } And the save will now be science mode.
  18. "Is this challenge possible? Many challenges we see are nearly or literally impossible to achieve, and usually very little thought has gone into them, these challenges just annoy people, waste forum space and show that the submitter hasn't really tried. So test your challenge yourself first to make sure it is possible, you don't have to be successful but you'll soon know if the challenge has a hope of being completed." While this is just a guideline, it would be polite to complete the challenge yourself first. http://forum.kerbalspaceprogram.com/threads/24898-Challenge-Submission-Guide
  19. Scansat kind of covers this role right now, but I wouldn't mind the introduction of a camera system.
  20. Problem here is exactly the new system, I manually managed to push a basic plane to 150km Apo, and I was lugging around fuel to circularize when I was out of the atmo, and that was just a nothing plane, 2 intakes and a ramjet. I'm sure you could push much higher and record the speed as you come down to 70km. I didn't notice how silly spaceplanes had gotten till I decided I was at a tech level in my career save to try one, I managed to manually keep the jet running to 69000m.
  21. For the price, the CPU is about the best thing you can use for a basic gaming PC, particularly for KSP. You will need to overclock it though. Still for $200ish (CPU/Mobo/HSF) you can't do better, and you can always drop in an unlocked i5 down the track to boost your performance. I'm about to do a build with this CPU for a friend.
  22. I have a spreadsheet with calculations so you just plug in your Apo and Peri, or make the Peri = Apo for circular, I could add velocities too, I use it to get my comsats perfectly alligned for minimal drift. Make a copy and put your desired orbit in to the Apo field in meters to get Min, Max and Average Orbital velocities as well as orbit time. https://docs.google.com/spreadsheets/d/1F5VBOHIjby8NHIkNsXyttFC0X1cSxcnt3l4IHmfHT08/edit?usp=sharing
  23. I just combined 2 suggestions, if you click on the Apoapsis or Periapsis or a manuever node, then scroll to change the node, it will move a hell of a lot slower than if you scroll without clicking on the Ap/Pe first.
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