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Sigmar

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Everything posted by Sigmar

  1. Yeah, 600 per day when they are not on a mission and 1200 when they are on a mission during paytime.
  2. Well, that's the small difference. FAR makes rockets generally a bit cheaper. Mission Controller with 3x the stock costs on the other hand... I still think that the salary should be adjustable, because different Mods produce different financial situations.
  3. Thank you, but I really can't find that container. That's strange, but maybe I just don't see it an that chaos that is my utility page^^ Anyway, regarding the decoupler... Yeah, I wanted to know how often they would fail. That are 95 TR-18A Stack Decouplers. Kerbal Mechanics version is 0.4.1, just to make sure that I used the actual one. After some right-click -> Decouple madness I can say that 50 of those decouplers failed, 45 worked, so let's say roughly 50% failed, which is pretty much the failure rate it shows. But that's a bit to much, at that point I would change my supplier, especially since that is the standard quality ^^ With every second decoupler failing, chances are that you encounter problems with the decouplers at least once, but probably even more often, per mission. That is especially annoying with a part that: 1. Can't be repaired (single use item) 2. Is absolutely vital not only for the rocket staging, but also for the escape system some people build (or at least I build) That's why I feel like encountering those damn decouplers way to often *lol*
  4. Cool idea, but 600 per day is way to much for me to effort, I would be bankrupt before the first rocket is built (I play with the Kerbal Construction Time mod). Could you probably do a version in which the player could adjust the salery?
  5. Hi, love the idea, since that makes the whole space exploration a bit more risky. Just two questions: 1. Where do I get the rocket parts for repairs? Is there a container or something like that for them? Or do I have to install Interplanetary Launchpads? 2. Could you make the decoupler a bit more reliable? Feeled 99% of the time they don't work. And last, another thought: Would it be possible to get technology and the times you build a part as a factor into the reliability? When stuff is new and experimental it tends to break somewhat regular, but as technology moves on and you build it more often it becomes kinda more solid. That would emphase the difference between a prototype and a mass produced, established production series.
  6. This looks like a really nice mod, at least on the screenshots, but I don't get any prelaunch effects. D: I copied that "Klockheed_Martian_CoolRockets" folder into the "GameData", I have the newest version of ModManager, but those effects just don't come out to play with me. Edit: Nevermind, that was just me being dumb and a not so thorough reader. I forgot to add the base mod. It works now and looks great.
  7. I recently started to make my first aircrafts. Since I have, of course, no idea what would work, I did it the Kerbal way - just stick parts together and watch how it would work. So far, it seems to work somewhat decent. The planes aren't crashing and have an ok handling. I've decited to share my attempt, so people can give me some advices how I can further improve my aircraft designs. First we have two pictures. This is my original F-2 version. It's pretty much a low altitude aircraft and somewhat slow, I guess. That's the F-2A version. I kept the design, but changed the front intakes and engines. I dunno how high it can go, but I flew it at 19km and think that it won't be able to fly much higher. The F-2B is pretty much the same as the F-2A, but with a slightly modified AOA. I pass on posting another picture. Here are the craft files. The aircrafts are built completely out of stock parts. At least, I think they are. F-2 'Wespe' F-2A 'Super Wespe' F-2B 'Sturmwespe' Edit: I see that in the pictures the aircrafts, in fact, contain parts of the avionic lights and Mechjeb mods. The craftfiles are completely stock.
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