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WafflesToo

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Everything posted by WafflesToo

  1. Working on one right now in fact There's "one or two" videos on my site. https://www.youtube.com/user/jonskowitz/videos
  2. "I'm sure I have enough fuel left" seems to be a recurring theme
  3. Because they're Kerbals? These guys invented rockets before they invented the wheel ...literally, I mean look at the tech tree
  4. I think OP is just mad because goo and science jr experiments can't be spammed anymore... he also doesn't seem to understand how science points work. The total science value of a single experiment remains the same, you just get a little now and the rest later when you return the experiment to Kerbin in a follow up mission.
  5. Mine turned out to be an ID-10T error. (I failed to unpack the*.ZIP properly)
  6. Of course he does! And they were so eager to be away from him they were willing to finance a rocket to blast his happy arse off the planet!
  7. Same problem. Most of the parts aren't showing up in the VAB or even the science center. I was going to try updating MM and reinstalling the mod to see if it fixes it. I'll report back later whether it fixes it or not.
  8. "ThirdTimeTheCharm"mk.IV and "ShouldWerk" mk.II
  9. All that proves is that they have mass, pulling the CoG out of line of the CoT. Try setting up two sets of SRBs in a drag-race with each other and see which pulls ahead as they pick-up speed.
  10. I noticed this too back in v22 but it seems worse in v23. Like you said, moving them seems to correct it, mostly (still get the occasional slider).
  11. Tried it again tonight and the capsule dead-sticked into the wind like it always did in 0.22; no SAS or input needed. Might have been a phantom-force glitch I was experiencing the other night (the goo canisters might have been clipped into the parachute slightly, 0.23 seems like it's touchier about that than 0.21 or 0.22 were).
  12. I think they nerfed the torque on the one-kerbal capsule in this updates. You can change it to'answered' by editing your original post
  13. Lets see, what's the density of monoprop? 200 units per ton? The entire lander masses about 1.7 tons, I don't think the 0.005t of propellant would matter much but I'll try it anyway. I honestly think they made the drag model more realistic. I still have a copy of 0.22 loaded, I might do some testing when I get home.
  14. They definitely made a change to the drag model. My Kerbin lander unit used to be able to "dead-stick" tail-first on reentry, with the 0.23 update I need to keep SAS enabled or it wants to turn nose-first.
  15. Happened to me as well. There was no error message it just did the infinite hang thing when loading the part. Happened with v.2.7. I d/led the experimental version and it worked just fine. Where would that log be and is there a way to force create one if it happens again?
  16. Three pages old and the trolls are rolling out already. I had a few ideas and suggestions but I'm not going to bother. How old are most of you? 12? 15? 17? What do any of you know about discrimination? Something you saw on tv? Read about in school? Ever been judged by your race? Or your gender? Forced to the sidelines not because you're slow but because you're a white guy in a black school? Just stop regurgitation what you've heard other people say on the radio and consider what it would be like to be excluded not because of ability but because of something superficial.
  17. Installed the 0.23 experimental (windows vista). Haven't really put it to any strenuous tests yet but no problems so far (except being caught by surprise that you made the Communitron-16 suffer from wind-rip that is *shakes fist*) Probably be putting up a comm-network tomorrow, I'll let you know how it goes.
  18. Perfect, just what I needed. So 1 small convertor can up to support 7 Kermins (0.9 * 8 = 7.2) and the large convertor can support up to, well the same number (0.9 * 8.4 = 7.56). Stuck at work and was trying to work off of memory, somehow I misremembered it as 0.8 and 0.84 which was the source of confusion. Is it a coincidence that this just happens to coincide with the number of Kermins required to create a command node in Remote Tech? A happy accident if it was
  19. Now were on the same page mate I'm wondering if maybe it's in tons per day? I can guarentee that one processor can generate at least three Kerman-days per day because of experiments and flight experience... but it would be nice to be able to calculate how many Kermans one set of processors can support (I have some big missions coming up). Short of going through the code (again) I think the mod's author might be the only one with a definitive answer.
  20. *bangs head on desk* I know, but how long does it take it to process one kerbal-day of material. I can tell you it takes less than a day; I've had three Kerman missions go a year without the processor falling behind.
  21. I know that; I'm talking about the air and water purifiers. They have a conversion rate of 0.8 for the small and 0.84 for the large units, but without knowing the per-time unit measurement there's no way to know how quickly they process waste and thus no way to know how many Kermans each unit can support.
  22. Quick question, what units are the conversion rate stats for the air and water purifiers in? 0.84... what? Need to know for mission planning purposes.
  23. I'm not saying it's right... though it does make me suspect I suffer from some kind of mental illness
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