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Pineapple Frenzy

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Everything posted by Pineapple Frenzy

  1. It's too easy when all of us are sitting here drooling, waiting for the first sign that .23 is out. I'm just tired of falling for it. If you can't beat 'em, join 'em.
  2. You may wish to introduce yourself over at the Orbiter community. They have a math specific sub forum and plenty of knowledgeable and educated users who like to discuss mathematics related topics ad nauseum. Orbiter is a great space simulator and is the only real competition to KSP for our valuable time. I've wasted many hours playing Orbiter. Good luck!
  3. Each antenna has a maximum dynamic pressure, beyond which it will break if it is activated. Your best bet is to attach the small dipole to your booster stage. It doesn't need to be activated and will withstand a launch (and re-entry). Once safely out of the atmosphere, you can then activate your other antennas.
  4. For some reason, after I set the signal delay from true to false, the Remote Tech control panel no longer appears when I press the button in the top left corner. Any thoughts?
  5. Hello, I love Remote Tech 2. But sometimes I wish I could just launch something without bothering with antennas etc. Is there any way to temporarily disable Remote Tech 2 without removing the whole mod? Cheers.
  6. Sorry to ask again, I unlocked the Communotron 32 but it isn't showing up in my parts bin. Not there in sandbox either. Everything else seems to work fine. Any thoughts?
  7. I'm not sure, but I think there are some meshes missing. The long antenna isn't showing up in my science bin. Any tips?
  8. I think it would be cool if the developers approached Chris and picked his brain for some ideas about tweaking KSP. I'd be interested to hear some of Chris' thoughts on how to make KSP even better!
  9. I use Ion engines when I want to lazily cruise between the moons of Jool. I like the challenge of trying to maximize my science, TWR, and DV. Of course, this is an exercise in sparsity. Since every Ion engine required 16 1X6 solar panels to operate reliably out near Jool, it becomes difficult to keep TWRs from falling below .06 (Kerbin) with any more than 7800 m/s DV. With .06 TWR, I can burn 500 m/s in about 13 minutes, which isn't too bad. Scaling up the vessel while maintaining the same panel to engine ratio opens up marginally more payload space, but at some point this is eaten up by the requisite reaction wheels.
  10. That players think about the game , even while they're not playing it, means the developers did their jobs.
  11. Is anyone else having problems with large numbers of solar panels on single truss legs causing buggy physics?
  12. I've found it takes 16 1X6 lightweight solar panels to power one ION engine reliably at full throttle throughout most of the solar system, including Joon. Using careful planning and minimal parts, I've been able to get TWRs (Kerbin Gravity) up to .06, with nearly 8000 M/s DV. To put it into perspective, that allows me to burn 500 M/s DV in about 13 minutes, give or take. That's short enough to make cruising the moons of Joon fun, and makes exploring the rest of the solar system possible. My payloads are minimal: gravity probe and a small antenna with no battery. I can send messages back between burns. It's slow, graceful and fun. Don't mind the random decoupler. I had just finished deploying the ION Sloop in the Joolian system.
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