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paradoxh

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Everything posted by paradoxh

  1. Hi all, I'm just picking up KSP again after a short break of a few months (pc died) I'm quite excited about the new version and the missions etc. I've somehow got this idea into my head that I want to stage missions at a SLIGHTLY more realistic timeframe rather than firing up mission after mission only a day or so apart! I realise that fast forwarding a few years between missions each time might get a bit boring, but I'd like to know if anyone else rp's this sort of delay between missions? I'm thinking of having different types of delays to simulate design / build times such as: rocket design time: simulated time for designing a new launch vehicle rocket build time: simulated time for building a new launch vehicle payload design time: as above except for payload payload build time: as above except for payload If I was using the same launch vehicle on consecutive missions I wouldn't need the design time the second time around and likewise for the paylod, BUT I'd still need the build time for launch vehicle (not for the payload if it was recovered... refitting time maybe?) Also should design and build times for each component run concurrently? I'm thinking that simulating timeframes as above would make catching launch windows that much more important. Anyone else simulate this sort of thing and if so what timeframes do you use? PH
  2. I've tried to find an answer already within this thread I really have! But, work constraints (as in I'm at work and am using the internet too much) mean I can't spend much more than the hour or so I've already invested... So please could anyone tell me or point me in the right direction for a mission pack that would work alongside career mode in KSP? Or attacking from the other side of the 'problem' does anyone know of a Treeloader that fits alongside MCE? I realise that many people use MCE in sandbox mode as a replacement for the career mode itself but i really want to use both. Any help, even a comment or page number, would be great if it's already been asked / answered. I'm asking now on the off chance that I've been answered by the time I get home and can jump straight into gameplay (yet another restart!) Thanks in advance Okay have continued looking and am still not fired from work - seems the Random Missions is the pack to go with? Is there a Treeloader that people find works with that particularly well? Or am I completely wronf on all counts?
  3. Hi all, I hope this is the correct forum to post this but here goes... As you may suspect by my very presence on the KSP forums I like designing, building and flying space capable (or not!) vehicles. KSP has piqued my interest so much and has been so much fun that I now want to see how it's really done! Can anyone suggest a good book that I can read to get an insight into the design process and engineering of rockets or some sort of historical guide of space flight (manned or unmanned) but which would also contain 'KSP relevant details' (for example technical specs of engines, mass of payload etc etc.) I hope you guys / gals can help Thank you PH
  4. Hi all, It sort of feels like i've come to the party a little late and everyone else has headed off to RSS but I have a couple of questions which may well make me look like a dumba**! 1) The talk of an engine being atm or vac rated - does this effect which multiplier is used on the KIDS options page and how is this applied if the actual isp of an engine in game straddles the 'cutoff' e.g. 385 isp is the atm / vac border but the in-game isp's for a particular engine are 350 atm / 400 vac 2) if using FAR and KIDS and in KIDS using FAR to Real adjusted mode should i make changes to weights of the fuel tanks and / or engines so that they represent realistic (relatively) values as well? If so what? - I think i've seen somewhere that dry fule tank mass should me reduced to 1/3 and engine weight to 1/6 or something like that but can i find it now!?!??! Any / all help is welcome!
  5. Hi all, I'll keep this brief as I'm at work and being naughty on the internet I'm sort of nerdy with my KSP as I rather anjoy sitting down with a pen, paper and calculator and actually calculating the delta v of each stage of my rockets BEFORE even placing the pod in the hanger. I like to know the design and what I can expect from it before I launch (no Mechjeb for me!). My problem is that now I'm at the stage whereby I need to use asparagus staging to put a kerbonaut on the Mun I'm unsure of how to calculate dV for the actual asparagus staging pairs. I've read before that they are calculated the same way as standard 'stacked' stages but this doesn't seem true as in testing in sandbox the asparagus design out-performs what I calculate... Now I'm aware that it's probably my calcs that are off so could someone ever so kindly explain how to calculate the dV for asparagus staging? (I realis that I could use mechjeb but am really trying to avoid it) Thanks in advance Para
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