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Everything posted by 700NitroXpress
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Eve Launch simulation
700NitroXpress replied to 700NitroXpress's topic in KSP1 Gameplay Questions and Tutorials
I want a way to simulate it without math. -
Eve Launch simulation
700NitroXpress replied to 700NitroXpress's topic in KSP1 Gameplay Questions and Tutorials
Starting height is roughly 800 meters above sea level. -
Eve Launch simulation
700NitroXpress replied to 700NitroXpress's topic in KSP1 Gameplay Questions and Tutorials
Well, couldn't higher gravity be simulated with extra payload weight, and thicker atmosphere be simulated with parachutes deployed at launch to create drag up to a certain altitude? -
I say, I really really really hope that's true!
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You just update and it keeps your save data from the previous version.
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Is there a way to simulate the conditions of Eve on Kerban for a sea level launch using throttle control at different altitudes?
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The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Yeah, just make it equal in power for now. If there's something new that comes out with 0.23 then you can power it up to match the new stock parts, but I do want to keep all of engine power and ISP equal to the stock engines. -
Fastest rocket to island nearby
700NitroXpress replied to totalitor's topic in KSP1 Challenges & Mission ideas
Island launcher away. Time 1:18 -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Nope, only free if it's destroyed by the Kraken. This is the main part of the entire challenge, keeping the same ship throughout all of the missions. Awesome job. I don't see why not. Go ahead. -
Better "Aeris 4A" SSTO. [Challenge]
700NitroXpress replied to Sirine's topic in KSP1 Challenges & Mission ideas
9) Flight ascend (takeoff) profile must include in in-game .craft description. What does this mean? -
How far you can get a kerbal with 10 parts?
700NitroXpress replied to Jaleco's topic in KSP1 Challenges & Mission ideas
So, you say that there can be 2, 5 part ships docked. Does this mean that the lift stage isn't included in the parts used? Is this 10 part ship the total parts of the ship in LKO? -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
That's right... someone brought up the modded nuclear engine at some point. Once 0.23 comes out we'll have stock SABRE engines so then they'll be in the game for everyone. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
I like the design, my only issue is with that modded nuclear engine. It would have to have the same power and efficiency as a stock engine. I believe Hodo was the one that wanted to use one of these engines and I made him nerf it a little. My concerns with engines is that the mod engines can have an unfair advantage over stock engines. All other modded parts should be fine to use tho. Also, what's that fancy blue part under your 4000 electric charge battery? -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Looks like it did well on the shakedown, core craft is approved for missions. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Yeah, I figured that, I'll just have to do a test run and check. I just wanted to show the possibilities to everyone so you all know what's acceptable to do without point losses. Also, your system lockup with docking seems very odd. It sounds like it's locking up because it isn't completing the switch to the main ship after the docking is complete. There's going to be a long pause when docking high part count ships together. Either that or it doesn't know which ship command module to switch to. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Yeah, you'll just get the -10 points for each SA that lands without full fuel. I posted 2 different options of designs that avoid this. -
That's what I was think of, this should be part of the main stock game, right next to the subassemblies, there should be another tab that has all of the custom made welded components in it. Basically, we would just make the part and drag it in the box the exact same as the subassemblies, but this welds all of the parts together and saves it as a welded component.
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The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Here is another option you guys may consider using to help land the Seismic Actuator on the surface of Moho. You can use these nice radial decouplers that don't leave junk on the tank and attach some landing engines to them as well. I actually like this method over my first option with the top and bottom landing engine design. This design is 98 parts total. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
You get -10 points if you DO draw fuel from the SA fuel tank. Therefore DO NOT use fuel lines to draw fuel from the SA fuel tank. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
If the SA doesn't touch down with full fuel than it's -10 points not mission fail. The part count on my version that I posted in the picture is around 130 parts and it's excessively powerful for the Moho landing. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Hodo, try uninstalling the game, back up all of your save data. Then reinstall the game. Try doing a dock with an all stock install and test your system to see what the max part count is. Also try launching a 600 part ship, if you get 10 fps, that's fine. Run some KSP stress tests to see what your computer does. Then once you have a baseline to work with, reinstall 1 add-on at a time starting with the parts add-ons. If any of the mods cause a significant reduction in performance or cause the issue to repeat, then don't use that mod. You should be able to launch a 600 part ship with no problems and dock 2 400 part ships in orbit with no problem. Your frame rate will be low, but that's expected. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Yeah, in your examples, you would be pulling fuel from the actuator which would cause it to land without the full fuel supply. The actuator has to land with full fuel. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Here is what I'm planning on doing for the Moho mission. I'm going to attach a landing assistant engine on the top and bottom of the actuator. The bottom engine should burn up first to slow the descent to the surface, then it ejects and the top engines activate and allow a soft landing. Then the top part ejects off of the actuator and flies away, the actuator is now on the surface in one piece without any additional junk on it, just the way it was in the original picture. The fuel tank on the actuator is still full of fuel. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
No, don't use any of the fuel from the actuator. -
Overly dramatic rocket vibrations
700NitroXpress replied to Nabiscovinco's topic in KSP1 Gameplay Questions and Tutorials
I believe your issue is that the mainstall is producing enough power that it wants to separate itself from the rocket or already has. This can happen if you're launching things that a really lightweight with a really powerful engine. The engine wants to detach and go it's own way. It also depends on what you have this mainstall attached to. If you have an orange fuel tank with a 1440 grey fuel tank on the bottom and then attach the mainstall to that, it shouldn't shake. You can also try using struts to strap the tanks to each other to prevent separation. If you have multiple mainstall engines on a craft, you want to strut the tanks that they're attached to together at the bottom and top of the tanks to prevent vibrations or movement. It would also be helpful to see a picture of your craft that way people can suggest solutions.