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YarTheBug

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Everything posted by YarTheBug

  1. Awesome. Thank you. I noticed I could barely get a plane to fly with this power plant using any of the nozzles I have access to currently. If that's how the experience is meant to be then I'll have it. I just didn't want to struggle needlessly. Cheers!
  2. Hello, I'm doing my first playthrough of KSPIE and seem to have run into a problem. I have relevant tech tree unlocks: Improved Nuclear Power, Advanced Heat Management, Experimental Heat Management, Specialized Electrics, and Experimental Electrics. This should put me at Molten Salt Reactor Mk III and Thermal Power Generator Mk II. Looking at a tutorial called "KSP Interstellar Extended Beam Power Compendium" it looks like they were getting 450MW, 675MW and 1.0GW from the MSR (at 4:16). Then with a setup of GAI core, Tweak-Scaled MSR at 3.75m, and Tweak-Scaled TPG at 3.75m in the VAB were getting a Total Heat Production of 2.96GW; the 3.75m MSR producing 1971 Mj and the TPG Max Theoretical Power of 1.5GW at 0.5 eff. When I try to follow this I show 4.5MW, 6.75MW, and 10.13MW on the MSR part in the research screen, 44.37MW (not Mj) for the 3.75m MSR and 30.17MW via the TPG in the VAB with 44.37MW showing in the Thermal Helper. This is roughly 1% of what was shown in the tutorial so I'm wondering if another mod is making my rockets suffer. I'm also running Community Category Kit, Community Resource Pack, Community Tech Tree, Cryo Tanks, Engine Tweaks for Making History, Firespitter, Hanger Ext, IFS and IFS Core, Kerbal Atomics, KIS/KAS, KJR, Kerbal Reusability Exp, Mk1/2/3/Station Stockalike Exp, Near Future (everything including waterfall), OPT (many), Photon Sailor, Precise Editor, Precise Editor, Procedural Parts, TweakScale, USI (everything), ZeroMiniAVC, B9PartSwitch, Konstruction, MechJeb2. Looking in MoltenSaltReactor.cfg file I see: basePowerOutputMk1 = 450 basePowerOutputMk2 = 675 basePowerOutputMk3 = 1012.6 I have no idea how this gets into the game, but I would assume there's a 0.01 scaling factor somewhere. Thanks for this excellent mod, Yar
  3. Hey, eloquentJane! I believe I'll give this a try. I have a few mods I'd like to request clearance for which mainly have to do with ease of play. The major exception is HooliganLabs Airships . I've included a list of what I'll be using, and a separate one for what else I'd like to use. I'll start a new save tonight and see if I can figure out RemoteTech and USI Life Support (I've only ever used TAC). I'll wait until I hear back from you about the possible mods to be added to the "approved" list. Cheers! Yar Mods I plan to use: · Atomic Age · B9 Aerospace · Community Tech Tree · Connected Living Space · DarkSideTechnology · DeepFreeze Continued · Infernal Robotics · Karbonite · Karbonite Plus · Kerbal Alarm Clock · Kerbal Attachment System · Kerbal Inventory System · Kerbal Joint Reinforcement · Kerbal Planetary Base Systems · Near Future Technologies o Construction o Electrical o Propulsion o Solar · Science Revisited Revisited · Surface Experiment Pack · RemoteTech (Starting with Delay…) · Tarsier Space Technology · USI Kolonization Systems · USI Life Support Others I’d like to use if they can be added to the “approved” list: · [X] Science! (Science Checklist) · Flight Manager for Reusable Stages (Lets you jump back in time and control dropped vessels) · Final Frontier (Track individual kerbal achievements) · HooliganLabs Airships (Airships! Imagine a Floating colony on Jool herself) · Inline Ballutes (High-altitude balloon/parachutes. Alternative to heat shields.) · Precise Node (Maneuver node editor) · Routine Mission Manager (Allows repeated missions sans tedium) · StageRecovery (Recover stages which have sufficient T/W or Parachutes) · TAC Fuel Balancer (Allows fuel to be moved between parts or dumped) · TweakScale (Change the size of a part. Modifies capacity or power for new size.)
  4. Thanks everyone for the support! @Speeding Mullet: I've been trying to make time to try it. Finally smooth sailing in RL and I have the time. @KeithStone: Thanks, man! It took me about 4 hours while at a friends house (better than watching them Skyrim) to develop from concept to product. I'll credit ThreeMartiniLaunch for the overall size/structure, and pebble_garden for the winglets-as-seperatrons. and now... Discount Duna - Part 2 - Release the KARP! In this second episode, I perform my first launch in the challenge! KARP (Kethane Acquisition and Remote Processing) - Mass On Pad: 20.3t - Propulsion: 2x LV-N Nuclear Engines - Kethane Harvest: 2x Small Drills - Kethane Processing: 1m converter - Power Source: 2x Gigantor Solar Arrays + 2x PB-NUK RTG's KARP - 1
  5. A New Entry! Discount Duna by YarTheBug Episode 1 is uploading now. Give it an hour to simmer and it should be good! Mission Report Thread: http://forum.kerbalspaceprogram.com/threads/65393-Discount-Duna-Entry-for-Duna-Permanent-Outpost-Challenge?p=897179#post897179
  6. Discount Duna - Part 1 - Cricket 20R Tech Demo In my first video for this series I demonstrate the Cricket 20R standard lifter Lifter Stats: - Max Payload (Insert) = 20 tons - Max Payload (Liftoff) = 54 tons - Reusable? = YES! - Minimum Turnaround = 30 days - Configuration: Main stage with 2+2 Asparagus Liquid Boosters Cricket 20R
  7. Ahhhhh...... I missed that part: " Your final score is the product of all the category scores." I'll give it a retry if you'll let me... For now I'll edit my post with the corrected score.
  8. KERBALPOCALYPSE 151 Description: A massive lander designed to carry 151 kerbals to Minmus and back. Testing shows the lander is capable of landing safely on land, but not in water. The trip started out just as planned, but midway through the circularization burn I realized fuel was going to be scarce. I soldiered on though and set the lander down. I certainly wasn't going to spend another 45 minutes of low frame rates flying back out there. After landing I had the great Idea of posing all 148 landed kerbals for a photo-opp. Once I got about 20 out there the frame rate droped to single digits. By the time I got 40 out there I had a nearly unplayable slideshow. In truth, I don't think the lander could've taken off and reached orbit again, much less made it back to Kerbin. The fact was though that I accidentally quick-saved after giving up on unloading the kerbals rather than quick-loading, and I wasn't about the load them all back in there. If I had it to do over again, I would have landed the "Command Pod" on the nuclear rockets and re-designated the "Lander" as the new command pod. I thought about this, but it would only net me 0.993 additional points for survival. Mods used: TriggerTech's Kerbal Alarm Clock Scoring: Launch: 1.7 - Single = 1.8 - Asparagus = -0.1 Flight Plan: 0.3 - Minmus = 0.2 - Free Return = 0.1 Kerbals in SPAAAAAAAAACE!!!!: 151 - Kerbals = 3+(4*5)+(4*4*8) = 151 Kerbals in Command Pod: 0.72 - Base = 0.7 - Pod = 3/151 = 0.02 Kerbals in Lander: 1.28 - Base = 0.3 - Lander = 0.98 Science: 0.0 - None Return: 0.0 - None Debris: 0.0 - None (in orbit) Survival (ahem): 0.007 - 1/(1+151) = 0.007 Total: 155.007 Cheers! - Yar
  9. The funny thing is, I was sub'ed to this thread so I got an email saying everyone started posting here again! The sad thing Is, I just realized I haven't been to Eeloo since 21.x. Now I have to go back... Cheers!
  10. 1. First Mun landing in 0.23. 2. Landing from IVA view because it's nice. 3. Fail to notice Navball is in "Orbit" mode rather than "Surface". 4. Touchdown at 0.5 m/s ORBITAL speed. 5. [DO A BARREL ROLL]... several... Luckily I had "1" bound to the engine and I properly timed the throttle with the "ground-sky-ground-sky-ground" showing on the treacherous Navball. After I stabilized I managed to look away long enough to find the "C" button and switch to SRF mode. Landed perfectly. Deep breath. LOL. Wish I'd had FRAPs running
  11. > Watch all of season 3 of Walking Dead on netflix > Go to sleep Sunday night > Have a dream where I'm apartment hunting. > Move into apartment in old industrial complex > Old military-industrial complex > "Up and coming neighborhood, newly renovated" > Place still looks like a bunker from the outside. > Months pass... > When suddenly, ZOMBIES!! > Have to go outside for reasons > But it's OK cause I'm fast > I can outrun the Zombies, outsmart the Zombies, outmaneuver the Zombies! > Go back out and run a lap around the building for fun. LIEK A BAUS!! > Zombies can't touch me; I'm just two good. > Run another lap.. Still invinceble.. > Decide to show off yet again. > Run another lap. > Come back inside. > Family all turned to Zombies. > Run outside > Zombies waiting. > Eaten by Zombies. I have become dead. > Die thinking, I ran 3 laps > Halflife 3 confirmed. True story
  12. I was just going through my iPhone photos and saw the below picture of a sunset. First thought: Wrong folder, I haven't landed on Eve in 0.22!
  13. @Bothersome: I think you'll need about 26km/s to land; 40+km/s I you've got a high apoapse around Jool's orbit. Not to mention the thrust/weight ratio of 3-4. "Landing" is relative, I guess. I've always been happy putting an impactor stamp on my kerbol ribbon.
  14. My fellow K.R.A.K. Addicts, It may be a mildly mutinous suggestion, but I'll recommend we give until 12/9/2013 (1 week from today) for Kaelen to post a mission. If he hasn't responded, I'll assume the role of Interim Kommissioner until (A) he returns, or ( we have a more suitable kandidate *fingers crossed*. Bothersome Kerman will be up to fly if he's around. @Bothersome: Please let us know if this is acceptable to you. Cheers! - Yar
  15. Did I miss something? Is everyone busy with finals or what?
  16. Sorry for the suspense. I'll have a mission report up in a bit... [edit: Post below...] Mission Report 7: A New Resource Part 1: Crew Rotation So these guys have been in space how long? They haven't had fresh underwear, snacks, or toilet paper since when? -- First things first then, time to get our boys home. Part 2: Kethane Mining - Apparently that's important too... ... And now that the bare necessities and bodily functions are out of the way. Let's get down to the business at hand. Kethane. So there you have it kiddos: a job done. Note that I didn't say "well". Download Here! { OOC: Thanks again for the opportunity to participate! Cheers and good luck to the the next victim ...err, volunteer KeMiner Controls: 1: Toggle Kethane Scanner 2: Toggle Drills 3: Toggle Kethane Converter 0: Toggle Solar Panels Objectives 1, 2, and A complete! Cheers! - Yar }
  17. Impressive work, everyone! Here's my update for the night. Cheers! - Yar
  18. Show off your 0.22 ribbons! Out with the old! In with the new!
  19. Non-Separatron Entry: 401m/s Video @sal_vager: I like the phraseology of the new challenge submission rule:cool:. Is there a "Default Ruleset for New Challenge Makers" you can recommend? I posted a challenge a while back and this would have certainly helped me. Cheers! - Yar
  20. 660m/s. Now it's getting interesting. I call this the Screaming Devil Chicken. @ Johnno: I knew someone would break out the Sepratrons eventually. Cheers! [edit: I would recommend separatron and non-separatron. They are going to be OP for this challenge.]
  21. @ alactrity: I did my second entry mod-less. I'm fine leaving the original (275 or whatever) on the modded leader board. Cheers!
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