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Dangerous_Beans

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Everything posted by Dangerous_Beans

  1. useful He3 abundance on Moho, Mun and Dres would make that easier, though I like the idea of certain resources being rare in some places. forces diversification if you don't want to ship things around. use metal oxide hybrid engines to launch things off Moho, then microwave beam powered VASMIR engines in space, with big fission reactors for power. further out use magnetic nozzels and He3 fusion. Kerbin ends up as a central station where the two systems meet.
  2. http://www.projectrho.com/public_html/rocket/macguffinite.php#id--MacGuffinite--Helium-3 Lunar He3 has very low abundance, 1.4 to 50 ppb (parts per billion). it's not worth mining. a better option might be to add He3 as a by product of D-D fusion: extract D on Kerbal, ship to orbital power stations, do whatever you do with He3.
  3. how does he cool it? assuming the entire contraption weighs 150kg, it uses about 1.5KW thrust power to just hover (unless I did my maths wrong). it looks like it can pull 2G in the movies. then there is plasma/laser/whatever weapons (MWs?), servos, computer systems, ect. that is a lot of waste heat, and it doesn't appear to have large radiators or cooling vents. how does he avoid cooking himself? though I suppose it helps with the icing problem. in conclusion, Tony Stark is hot
  4. I've also had this issue, ship in 100km kerbin orbit experiencing phantom acceleration with no attitude controll. Not sure what caused it, but i am leaning towards kerbal joint reinforcement, cause it seems like a ship physics. Could also be tweakscale, i had tweaked parachutes on my ship. Edit: we both also have hyperedit, but i had it happen on ships which weren't hyperedited. My mod list (that i can remember, i'm not at the computer): Interstellar fuel switch, hyperedit, kerbal alarm clock, KJR, mechjeb, tweakscale. Dm orbital science, environmental visual enchantments, interstellar extended,
  5. Hi When i try to install mods i get the following error: Failed to download "https://ksp.sarbian.com/jenkins/job/MechJeb2-Release/6/artifact/MechJeb2-2.5.6.0.zip" - error: The underlying connection was closed: Could not establish trust relationship for the SSL/TLS secure channel. I updated .NET, haven't changed any setting, and it isn't being blocked by a firewall. I'm running windows 7 64bit. is there any other information you need? edit: looks like the ksp.sarbian.com doesn't have a valid security certificate. it's also needed for downloading module manager, which every mod in existence uses so not an issue with ckan.
  6. [quote name='Nansuchao']Do you have any exception in the log?[/QUOTE] good idea, i should have checked before asking. no exceptions in the log. i am running FAR, so i wonder if it's related to the complexity of the model? it's from Pork Jet's Atomic Age mod right? i might see if anyone is reporting something similar for that. Thanks
  7. does anyone else find the gas core engine slows down the game, particularly in atmospheres? i have a ship with 48 parts, and launching it was incredibly slow. i have noticed this before with other ships using the engine.
  8. [quote name='Sahadara']On another note, would compatibility with Orion style nuclear propulsion fit in with this mod? Or would its introduction just make everything else obsolete?[/QUOTE] i also got the feeling, when asking about nuclear salt water rockets, that FreeThinker doesn't want to add engines that create giant radioactive craters.
  9. i'll send you the log when i get home. it could be an interaction with another mod, i do have a few mods installed
  10. i don't know if it is related to this mod, but i am getting the following in my log: [Exception]: MissingMethodException: Method not found: 'MessageSystem.AddMessage'. i am getting money added for science, but no messages saying that i am getting money. everything else seems to be working well. i have a log, what is the best way to upload it?
  11. Hmm, D is a pretty persuasive reason I suppose if I really want i will have to mod it in myself. edit: the idea of someone running one in an atmosphere is terrifying (even low orbit sounds pretty bad), so some sort of module to stop it working in atmosphere would make sense; "environmental safeguards prevent you operating this engine in an atmosphere, you horrible monster you". that said none of the Kerbals seem to care about me testing hydrazine propelled rockets on Kerbin
  12. have you considered adding a nuclear salt water engine? https://en.wikipedia.org/wiki/Nuclear_salt-water_rocket it could use the existing water and uranium nitride nano-particle resources rather than adding a new resources (a post-mix rocket rather than a pre-mix rocket ) they sound like an interesting high thrust, high isp option, similar to the VISTA, with the benefits of having water as a propellent rather than hydrogen. however i can't see how you would throttle the engine much; there needs to be a minimum amount of fissionable material for the chain reaction, and there needs to be enough propellent flow to keep the rocket cool since it uses open cycle cooling. i'm not sure it would be conductive to having a gimbal either, if i had a pipe with a constant nuclear explosion going off in it i think i would want to be cautious about turning it. there is also no way to use it to produce power as far as i can see. so a powerful high isp non-throttle-able engine, with dense fuel, and lower cooling and power requirements compared to the VISTA.
  13. this thread needs an atomic rockets link: http://www.projectrho.com/public_html/rocket/enginelist.php#massdriver
  14. if things aren't the focused ship then the game doesn't check for aerodynamic drag, it just deletes them if they go too deep into the atmosphere. in the past the threshold for Kerbin was 30km, so provided the periapse is above that they are fine. go watch the debris for an orbit and they will burn up / crash.
  15. thanks. is it possible to integrate them any further, maybe a way of converting the stock component temperature to waste heat? (though doing it only in radiators would make sense) also, thanks for the work keeping the mod going. it's a really fun mod to play with.
  16. what Red Iron Crown said. circular orbits also look neater. for the space station contracts there is no need (especially if you are just going to de-orbit it and recycle it). elliptical orbits can also be useful where you want to use the Orbeth effect but can't do the burn in one go, or possibly if you want low and high orbit gravity scan data for every biome (do a 70k pe, 270k ap polar orbit, it should fly over every biome low and high eventually, provided the ap is over a pole).
  17. Does anyone else get a weird visual bug where radiators glow dull red while below room temperature? I had a craft with a bunch of radiator panels, and a nuclear light-bulb engine, which had almost no waste heat but nice glowing radiators. The other thing, that seems related, is the engine will eventually overheat and explode if run at low throttle, without shutting down due to excess heat before it shuts down due to waste heat. I am assuming this is due to interactions between the KSP-I mods heat system and the stock heat system. Is this intended behaviour? I expected to hit the 90% emergency shutdown before anything exploded, and things glowing red at 270k is annoying the pedantic science geek in me.
  18. i built a ship with landing legs that are too short to reach the ground. took me a few goes trying to land it on the Mun before i realised what is wrong. Hopefully when i land it back on Kerbin no one dies and i don't lose any science. i was hoping to recover the engine (really expensive Kerbal Interstellar nuke engine), but at this point i would rather lose money than the reputation and experienced Kerbals.
  19. put this in orbit: i'm building a mothership using Interstellar, the plan was to build the stage in orbit using Extraplanetry Launchpads, but i decided to launch it with a giant SRM just for fun. the spherical tanks are empty, there is a small(er) tank of hydrazine in the centre. 100 tons of toxic fuel and nuclear reactor, 650 tons of SRM. next step is the crew stage.
  20. hmm, but the current theories of space potato formation don't allow for bacon. only because all the scientists are vegetarian. Jeb is still keen for a follow up mission, with a trip past Minimus on the way back for dessert.
  21. i landed my deep space probe on Gilly. this has given us valuable scientific data, but left us with the question: how can a space potato have highlands?
  22. i've never heard of it, but i suppose it's possible. a gravity assist uses the gravity of a body to accelerate you in some direction, so you must have just lined everything up to have it pull you into a stable orbit. impressive! did it actually happen, or did enough rounding errors creep in to mess it up?
  23. since no one else has mentioned it: there is also gestational diabetes, which occurs when hormones from the foetus mess up a pregnant persons glucose regulation. this can trigger type 2 diabetes, or make it worse. worth being aware of if pregnancy is something you are planning or have to worry about.
  24. @Dopehead i just tested this and had no issues. using the latest versions of KAS and KIS, Kerbal 1.04 on steam, windows install. might be a conflict with another mod, or you may need to update something? sorry i can't be more help.
  25. Karbonite is my Kryptonite really just mods in general; i see a new mod i want to try, and then that causes problems with an existing mod, which takes me all evening to de-bug, and then i need to uninstall another mod to free up memory, which breaks my save, so i go play Minecraft. then see a Minecraft mod, go through the above, and go play Dwarf Fortress...
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