Jump to content

Thogapotomus

Members
  • Posts

    43
  • Joined

  • Last visited

Reputation

1 Neutral

Profile Information

  • About me
    Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Just wanted to say, with this new update B9 has really outdone itself. Thanks for all the hard work and beautiful parts
  2. When a kerbal gets his head bashed in by a nasty accident I think I can understand why he would be paralyzed lol. Well, if it wasn't for some that survive hitting the ground from orbit
  3. I guess I fail to see where the cost issue is balanced in Sandbox? I posted a comment at the tail end of another one of these discussions that seems relevant, so I'll just leave it here. "At first I thought they were fine due to tech progression in career mode. However after reading through these posts I've changed my stance. I'm inclined to agree that each engine in the game should have it's respective place on the ISP curve and all should strive to stick to it. I do want tech progression though. So the solution for me would be to allow upgrades in the R&D Department. Instead of new parts outclassing old, your science and money could be spent to raise the ISP for all engines across the board. Heck, you could have multiple upgrades for different things like engine thrust, electricity consumption/storage/generation, ASAS torque, RCS ISP, lighter materials, etc. A good one I think would be structural integrity which could go from .23 strengths up to .23.5 strengths. All in all, there has to be some tech progression in career for it to be enjoyable to me. A system like this would still balance all engines while having better payload fractions at the end of a completed career."
  4. That's awesome lol. Now that it's trapped, just need to figure out a way to propel Bop into the sun :s
  5. I agree, but that's kind of how it is now right? The nuclear and mainsail are farther up the tree. I'd be curious to see what Squad think about engine clustering as well. A few smaller engines can net you more dV than one larger engine with comparable thrust with no penalty other than part count. The penalty could be cost, but then we're back at the same issue people have with the new engines.
  6. I used mechjeb to learn maneuvers and it was good to have at the beginning. There were times it still wouldn't rendezvous (or some other maneuver) though and it would burn up all my fuel, so I learned to do it myself. I think once you get an intuitive feel for maneuvers, it's not much use except for readouts, dV micromanaging, and freeing up your hands from tedium. I don't use it now, even though I like all of the info it gives. It just seems that when I have it installed, I want all these windows open for info and it just looks cluttered. I really enjoy the scenery and atmosphere of space so that's the main reason I don't use it. (weird probably lol)
  7. At first I thought they were fine due to tech progression in career mode. However after reading through these posts I've changed my stance. I'm inclined to agree that each engine in the game should have it's respective place on the ISP curve and all should strive to stick to it. I do want tech progression though. So the solution for me would be to allow upgrades in the R&D Department. Instead of new parts outclassing old, your science and money could be spent to raise the ISP for all engines across the board. Heck, you could have multiple upgrades for different things like engine thrust, electricity consumption/storage/generation, ASAS torque, RCS ISP, lighter materials, etc. A good one I think would be structural integrity which could go from .23 strengths up to .23.5 strengths. All in all, there has to be some tech progression in career for it to be enjoyable to me. A system like this would still balance all engines while having better payload fractions at the end of a completed career.
  8. While technically what the OP did can be considered a skip, I personally wouldn't call it that. I'd consider a skip as the atmosphere pushing or deflecting the object back into space. What the OP did was the equivalent of just giving the atmosphere the finger and plowing right through it. He/she was slowed down enough that the orbit was suborbital , but I'm guessing the trajectory wasn't altered much by deflection, but just drag itself. Just my opinion/preference though, obviously. It's kind of like at what point does a pond become a lake? There's technically a set point, but what you'd call the body of water without knowing would come down to preference.
  9. Yeah you're right. I guess my point was that in stock KSP it seems like terminal velocity is fairly consistent with little regard to the rocket you're launching, but with ferram a streamlined rocket can easily exceed the terminal velocity it would experience with stock KSP. Also, as far as I know, the drag losses you experience for exceeding terminal velocity in ferram are less extreme than in stock.
  10. I'm having issues with the toolbar. In the space plane hanger, FAR, KER, and IR are all showing up in the toolbar but clicking on them does nothing. KER actually toggles its color to yellow, but no window ever appears. In flight some work, and some don't (mainly IR). Did a clean install and I have the newest update to the toolbar. I've tried searching for a solution, but haven't came up with anything. Any help would be appreciated. Edit: Now the arrow on the toolbar just makes a tiny black square appear instead of the menu. If it's a mod conflict, I haven't found it. Is there anyway to disable the bar from the individual mods?
  11. I was under the impression that staying near terminal velocity on ascent was just a by product of Kerbin's soupy atmosphere and the way drag is calculated in game. Pretty much the same reason it seems most efficient to start the gravity turn at 10k even though that's not realistic. If you use ferram, for example, you can start the gravity turn at launch, and with a streamlined rocket exceed terminal velocity by a large margin with minimal losses as opposed to stock.
  12. You should be able to, since kethane doesn't alter any of the original parts.
  13. Once you are off the runway and in the direction you want to go, try flying by using trim adjustments. It's more useful for holding pitch but can allow for smoother movements overall and it works particularly well with FAR. Hold Alt and press the control keys to input trim. For example, if my plane keeps diving, I'll hold Alt while pressing S until the plane can hold its heading. Playing around with this function can greatly increase your flying ability and enjoyment. Also pressing Alt+X will reset all trim adjustments. This can also be used with Caps-lock for really fine control.
  14. I was launching them in groups of 8 with a probe to meet up with the main collection module and they kept eating my probes electric. Even after I switched them all off though, I couldn't maintain a charge so I slapped a probe gen/reactor combo on. Edit: Do the collectors have to be attached to a tank, or can I just haul up some collectors to help fill the station's tanks faster?
  15. Hey Fractal, any way I can set up an action group for anti matter tank charge?
×
×
  • Create New...