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Tobyz28

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Everything posted by Tobyz28

  1. Yup, i've been able to achieve that thrust. Playing with Far and DR. Seems to work fine, only issue is ISP goes into the negative at low altitude and the engine cuts out. It would be nice if it had a bit more thrust though, hard to warrant using this engine when i could just use another turbojet on most planes
  2. Haha yes i'm having a blast with this, the challenge is quite amazing, i managed to land just recently with a pod at a very very gentle angle.. only difference was able to do it with a shock wave exponent of 1 (which i think was default?). Have you run into any "clicking" issues after burning/breaking up in atmosphere and going back to the space center (Cant click on any buildings - just exit? It's happening 100% of the time, i don't have many mods, but have yet to go through figuring out which one it is. Also curious if i'm the only one with it!)
  3. Thanks Nathan, I think I've isolated what my problem was . I was using the settings listed in the other thread, Deadly re-entry was working as designed, I think i was a "tech-point" in game where following the tech tree, in order to reach space i was still entering at too sharp an entry on return - for real sized kerbin that is... I needed to enter from a nearly circular orbit i've unlocked a few more nodes and seem to be able to achieve orbit, with a proper angle i can not "get squished" I do need to tweak the head sheids as mentioned - off to do that! Thanks for the help!
  4. I'd also like to expand on this, I'm trying to configure DR with Real Earth and FAR (normal KSP got too easy for me lol). I'm also playing in career mode and... am having difficulty advancing ... I've taken the the setting recommended from DR 2.3 thread and having issues entering the atmosphere with G-Forces now. I think this may be relate to what you were referring to Lucius, the atmosphere starts too low and increases in density too fast to allow for realistic G-Forces . On a VERY shallow entry into the atmosphere using Real Earth im travelling around 5-6k/sec, i get nailed by G forces every time with my pod exploding due to g forces (never from heat). I have yet to achieve orbit with the few parts unlocked yet in campaign mode.. perhaps my entry angle is still not shallow enough?? I really feel like the combination similar to mine (FAR/DR/RE(and modular fuel)) is a very very nice one for players wanting a more real, and MUCH harder KSP experience. Would it be possible for you to try the above combination with a small pod re-entering The problem should be come apparent pretty fast I think you might just have some fun while at it too!
  5. Hey Nathan, thanks for the update! What kind of settings should I use for FAR + Earth size kerbin for your mod? Having a very hard time tweaking it in game with Alt+D+R wouldnt mind some suggestions on where to start. I did the change listed above, however my rockets are now exploding on ascent lol (perhaps its my rocket not the mod!) any input is appreciated Love deadly re-entry, been using it since you first put it out
  6. Cool will do, thanks Fractal I may have found a bug with the Microwave Receivers, unless this is by design. I've found the small receivers are highly efficient when spammed vs using the huge receiver (Phased Array Micro Transmitter). I've setup a large array of the small ones and it vastly out-powers (and i think has more MW received than what is being transmitted).
  7. Hey fractal, just started playing KSP again after the new released and am absolutely loving this new plugin with the new tech tree! I've been trying to find more and more factual information on this mod the deeper I get into it. I have a couple questions, I've read maybe.. 40 pages of this thread and have had to give up (another 220 to go.... !) I'm still looking for more though and it's very scattered. I've also found the wiki to be a WIP and very general. Is there anywhere else I can go to find information? Anyone able to help you with contributing to the wiki(yes i am volunteering for what I do know!)?
  8. Hey any eta on when "soon" might be? :D Really need the challenge this mod brings back in .21... getting bored!!
  9. If hes got orbit and all that down just throw him on the challenge forums here He'll surprise you.
  10. He Tiberion i was wondering if the "clickability space" for the two struts in the package can be increased. At times it's not possible to move or adjust the struts and i either have to just slap more on or remove the part and redo the strutting
  11. Is it applied from the craft COM or does the position and orientation of the SAS/reaction control module affect the effectiveness of torque applied?
  12. Here are my thoughts, I'll need to do more testing on my own but so far things appear normal to me... For the rotation part: Your two engines are deflecting from their mount point outward in opposite directions causing the ship to spin. The SAS is not strong enough to correct. For the spin portion: Similar to the first, there's too much mass/momentum for the SAS to correct from that large of a spin. The spin is also amplified by drag from the air given your still in atmosphere (30km is still significant) I'll be testing if reaction wheel location has an effect on the type of spins or if it just acts on the COM (would love some Dev input to save me the time )
  13. First bug - Minor bug (surprised it got through QA though). Setting up a launch with kerbals in it, if you load a 3 module pod up, configure the crew to have 2 empty seats, it launches full still...
  14. hey Chris, no issues whatsoever. Space planes, Rockets, Docking, Landing.. SAS. Everything is great. I don't get what the SAS complaints are, my guess is perhaps a misunderstanding about how or what the parts do? There was a need to slightly reconfigure some crafts as there's not enough torque in some. holding headings is fine for space burns.. really don't understand the complaints
  15. Both the Resistance and Skynet are actively seeking to interfere with the timeline and are having unforeseen effects. Due to ongoing temporal alterations, these events are probably still being altered.
  16. Ah ok! Jumping the gun I am...
  17. They've been great with them for a while.. where is this weeks one... ?
  18. IMO Entertainment is directly related to the learning value of something. If its challenging and you can improve at it you learn. Sandbox games are as simple or complex as you want them to be, and they scale with your skill level over time, this providing you with almost limitless challenges at whatever difficulty you can imagine them to be.
  19. Any way to make it less clicks, and less mouse movement distance to do things as well? Profiles of preset filters I can configure ahead of time would be great as well! A move-able toolbar would be great too! The less click the better It's handy in some cases right now, but often if i know where a part is its generally faster than me trying to click through the menu. Just fixing the disappearing window thing would be a great start though!
  20. Hey nobody44 would you do some of us who have "way to many mods to track" a favor ? It would great to see some dates in the change log so we can figure out if were out of date with versions or not. Great work!
  21. This: and This: To handle Waste + Water -> O2 Would make this one epic mod! Please consider adding some parts relating to this Great work so far!
  22. Koolander had this problem. In the end he realized it was all in his head.
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