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Bean

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Everything posted by Bean

  1. Scrolling up moves the marker faster than scrolling down, so for fine adjustments, scroll down on the opposite direction you want to go. (for prograde scroll down on the retrograde marker etc)
  2. Actually Squad has been working on 64 bit for a while, and the forum user found out how to use it, then Squad saw what was happening: I think that people that want to try and help are already doing so, either officially or via mods. Unfortunately a few fundamental issues are in Unity itself, so unless you go work for them, we already have an amazing community. This discussion would be more suitable under the development headings.
  3. I think given time we will have space elevators, it just makes sense to me in terms of we are going to become a spacefaring species or die, and there's no easy way to get to space with stuff without boatloads of energy or a space elevator. Perhaps a drive based on fusion?
  4. The basic TL;DR of this thread appears to be that we need to move to a predominately fission based grid with maximum use without excessive storage of renewable sources until either storage costs come down, or a more compelling technology is introduced, be it fusion, breeder reactors or other. Moving from Coal, Oil and Gas is the main problem. Nuclear and renewables are equivalent so far as you can't rely on renewables for baseload, and you will run out of fissible material at some point, but neither produce remotely close to the greenhouse effect of fossil fuels. Also to make a point about waste output of a few fuels (In terms of Mass in is approx mass out in waste citation needed)
  5. I've had to get out and push a couple of times...
  6. I don't see any pictures, but try to bleed more speed out of the air stage, keep altitude and try to get past 1500m/s, sounds like you have more than enough liquid fuel to do this before using the rocket stage
  7. If you set up an orbit of apo 2868.75km and peri 1657.5km then release the sat at the apo and circularize you will end up with 4 sats 90 degrees apart
  8. The main issue I have with them is there's only 1 engine and 1 tank, given larger engines and tanks I'd be quite happy using Ion power from time to time.
  9. Sorry for the delay, can you give me a few more days, life is getting in the way. Brief report on progress so far: Everything is designed and ready to go, just got to do all the rendevous, then figure out how to do a Jool transfer.
  10. Alright, I've never flown to Jool before, but I'll accept the mission!
  11. If you post a pic of your vessel we can give a better answer, I often have engines on my ships that don't fire when they can (Clear path beneath them) because they are for another stage of the journey, mainly landing and taking off.
  12. What is your CPU out of curiosity, if you have a AMD CPU you're going to have a laggy time.
  13. Here's my entry, the first two images are my "Spirit of the challenge" screenshots, with a 17.4m/s sustained flight. The third is my "Abuse the wording in the first post" entry, with 1.4m/s recorded before stalling (The jet was off in this one too, so it's not abusing a VTOL style jet)
  14. Couldn't one just pull up until 0m/s and call that their entry? I think you should change it so you have to maintain the lowest speed possible, so in your case it would be 22.1m/s only if you could keep the plane flying (Prograde at or above horizon) for say, 10 seconds.
  15. I typically use 16 jets on my 4 way comms sat launches, gets me up to about 12km straight up then I light the rockets and drop the jets.
  16. That is an interesting point, because you can't run a 64bit program on a 32bit OS, which I'd say quite a lot of the KSP community is running, so it would come down to how much effort is required to have 2 versions of KSP developed concurrently, 32 and 64bit. I think as far as performance is concerned, getting the physics to use more than one core would be the biggest single thing that could be done. 64bit is really just a boon for heavy mod users.
  17. I do have RemoteTech2, yes but it seems to be Kerbal Alarm Clock that was interacting with something (I assumed it was ScanSat because the issues started after it. I removed KAC and I haven't had a problem yet. EDIT: Just happened again, trying without RT2, seems that the combo of RT2, KAC and ScanSat just makes it happen more often, though RT2 would appear to be the root of the problem given what as been previously posted.
  18. Is anyone else getting ships duplicating themselves when switching vessels? I'm going to do some further investigation to make sure it's just Scansat, it might be interacting with another mod. If anyone else is having this issue I'd like to hear about it.
  19. I go straight up at 70 degrees until around 16km, then level off and build speed while gradually climbing, with this SSTO it was around 2000m/s at 30km before I switched to rockets, then I just did a little pulse to keep the apo at 80 when it dropped to 70 (due to drag) and once out of the amto, circularize at apo
  20. This discussion could go on forever, if you want a laptop, you're after a Intel Core i5 generally, and having a dedicated graphics card would be nice. What we need to give you a better answer is your budget, whether you have a desktop/laptop requirement and whether you need to stick with apple for whatever reason. Or, you could just buy any of the Alienware computers. The bottom end Alienware will by more than fine for KSP and most games.
  21. I've been struggling with SSTOs for a while now, and I've finally got a good design going here, capable of Muner flyby, possibly landing. On top of being a plane, it also has a set of rover wheels for driving around when you get where you're going. The docking ports are over the centre of mass, so if you do need to get out and push, you know where to be. I am not a fan of airhogging, so I have a 1:1 jet to intake ratio, which is now enough to get to 30km @ 1900m/s Craft: https://drive.google.com/file/d/0BwhymaaHM0RsNkxLajhmLWg0TFk/edit?usp=sharing Pictures (With docking to the Icarus craft that was recently posted)
  22. I just had a try of the first one that you posted, makes a 80KM apo on jets pretty easily, I usually put a jet fuel tank where you have the engine nacelles though. I had 190 LF and 492 Ox once I'd finished. That means I used 213 LF on the jets
  23. That only holds if you get near 100% return on recovering a ship, which makes sense I guess.
  24. With money actually coming, a refueling depot at KSC would be really useful. Any mods out there for that sort of thing or do you have to make a fuel tanker on the runway?
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