Jump to content

Jarin

Members
  • Posts

    1,393
  • Joined

  • Last visited

Everything posted by Jarin

  1. Just discovered the amazing fun of the new* uber-size SRBs. My god, those are nice. Strap on 2-4 of those and never have to worry about low-altitude "soup" again. Currently trying to set up a communication network for RT2. So far.... 1 comsat geostationary over KSC. So far so good. Hope I strapped enough antennas to it, though... *hey, I haven't really played since .23
  2. Just curious why they have a weight and cost now. I was away from the game for a bit, so I'm not sure when those were added...
  3. Because that is a perfectly intelligent and logical way to build aircraft and of course I always do exactly that. I certainly never put my cargo-bay in the middle with fuel tanks in front and back and then constantly madly shuffle to push fuel back into my forward tanks. <.<... I'm just gonna go hide somewhere now.
  4. Bleh. Stupid separatrons. Here's hoping the exterminators can gas this one soon. It's making wing-boosters on my spaceplane a rather deadly game of roulette.
  5. Ayup. I was thinking it was Jeb bumping his head on some stuff I'd stacked on the pod, but if everyone's having this issue, maybe not.
  6. Random side-note... is it just me, or is making the front tanks drain first in vanilla a kind-of jerk move? <.< Thanks for the advice, everyone. I'll probably have some follow-up questions when I get home and toy around a bit.
  7. Hey, I've been looking about, but haven't been able to find much (this is really it, so far). Pre-career, I used to massively overengineer everything, because why not? But now that I'm trying to be frugal about things, I've become paranoid about just about anything being un-recoverable. Every dropped Skipper is lost funds, y'know? Assume the lower-half of the tech tree, with what you can get with LKO access and halfway-decent aircraft. Around Mainsail-tech across the board (the 160-300~ish point tech levels)? That's easy enough to get to, I think. Any pointers for building cheap and/or recoverable lifters? I mean, a link to a comprehensive guide covering tips for various payloads and tech levels would be awesome, but I'm keeping my hopes realistic here Edit: Should probably have put "looking for a" in front of that thread title, so it doesn't look like I'm posting a guide. Can't figure out how to edit the title now though... Edit2: Thank you capi
  8. I wish I could trim with SAS on. It would help for those spaceplanes that just won't keep their damn noses high enough, but weren't built with enough stability to fly level without SAS.
  9. "Now-defunct-thread-that-should-not-appear-in-google-search" is still the first entry for "Remote Tech 2" in google search
  10. Oif... having to pay to prototype the parts you research hurts.
  11. So... why can't the Magic Boulder be a unique asteroid in a low stable orbit?
  12. This seems to describe the problem perfectly. I had thought it was just weird aerodynamics causing my boosters to veer inwards instead of being pushed away, but on further testing, it does behave completely differently in motion from how it does on the launch pad. Note the 500m/s test veering much harder inwards (several explosions just after that screenshot that I didn't catch), and the 800+ m/s working perfectly again. Good to know!
  13. Again, it must be emphasized that nuke engines are utter ....e in atmosphere. They are far and away the worst engines in all categories when not used in a vaccum. This is the most likely problem I can see. And as someone else said... if you had a LV-N stage that only had 1000dV, you need to redesign. That engine is heavy.
  14. Okay, this has been around forever now (hell, I've seen plenty of asparagus designs that wouldn't work without it), but there's almost no information on it available, no bug report on the issue tracker, and almost no acknowledgment that it exists. It's reached the "not a bug, but a feature" state of treatment, despite the fact that it renders decoupler part progression completely meaningless in most cases. With the latest devblog regarding the issue tracker upgrades, it occurs to me... should this just be submitted as a bug?
  15. I know how sepratrons work, they're just an added annoyance to work around what appears to be a bug, or at least a VERY odd design choice. Edit: Let me put it this way: it makes the hydraulic attachment manifold completely useless, so I can only assume it's unintended. But it's been in for as long as I've been playing, and nobody so much as gives the oddity a second glance... Separatrons are quite good at damaging the rest of the ship, too, unless you're very good at placing them. Stage-testing to make sure I aligned my separatrons just right is probably my least favorite part of rocket-building.
  16. This may be more of a "I need a mod" question than a "how do I" question, but on the off chance that there's a good answer out there... Decoupler force apparently drops to 0 when you strut between an outer stage and an inner one (strutting boosters to the main body, etc). Is there a way around this? It seems really strange that decoupler force is such a big thing in their stats/cost, but it becomes completely superfluous when you build something of any reasonable size where the decoupler alone isn't enough structural stability. EDIT: Further testing shows that this is not the old strut/decoupler bug that I'm running into but a new one with decoupler momentum which appears to be entirely unrelated to struts.
  17. I just wish that the tracking center would remember your settings, so if I toggle flags off, they'd STAY that way.
  18. Asparagus staging seems... problematic, now with First Contract. It maximizes DV, but maximizes cost, too, with all the dropped parts.
  19. Wait... isn't that the entire point of atmospheric engines? Not needing reaction mass, because you're just taking in air and pushing it backwards?
  20. Has anyone else had trouble with the tracking center, once you have contracts to put something in a specific orbit? I can see the orbits, but I can no longer select or switch to any spacecraft. The only thing I can think of is maybe some sort of conflict with RemoteTech, since that's the only other thing I have that modifies the tracking screen. Edit: Bah, everything's broken now. Probably not a Fine Print issue...
  21. Soo... any good alternative resource mods out there? I won't begrudge majiir his time or wanting to have an offline life (seriously, thanks for all you've done), but I've gotten far too attached to resource gathering to play KSP extensively without it...
  22. ... there's a second executable in the KSP folder. Derp. Well, that answers MY question, I think.
  23. Okay, I haven't seen much info on the topic... is the Steam download still 32-bit? And is there an easy/any way to toggle it?
  24. Nothing wrong with different flavors of similar mods anyway. I mean gods, how many minimap plugins does Minecraft have now?
×
×
  • Create New...