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DrMonte

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Everything posted by DrMonte

  1. I don't see how Linux edition could show better performance than Windows. Unity is running under some emulation mode in Linux (like wine). See here for details: http://unity3d.com/unity/system-requirements. Though you might fall into those minor cases where wine works faster than Windows. First check your disk partition configurations (fragmentation lagging), memory usage (Windows takes more ram), background services (Antivirus?), etc.
  2. It seems not all mission parameters were met during decoupling. In most cases you must use staging to activate the testing part. All testing criteria must be green at that moment (you can check that in the mission log). I've tried all missions possible. At least the basic ones. Didn't have issues with any of them.
  3. I've came to conclusion that LF Asparagus lifter price is comparable with somewhat 70% recoverable SSTO. So saving my own time I ditched SSTO's. (Plane SSTO's is a different topic and they are for small payloads.) Asparagus is a design. It does not refer to Liquid Fuel. Using SRB's can make you SRB Asparagus. It is very difficult to work with SRB's in upper stages and I doubt if they suit for the heavy lifters.
  4. ROVER FAN 1. Stable rover. Low center of mass. Wide and long wheel base. 2. SAS. Is not your friend while driving. Switch it off / use different keys / switch to docking mode. SAS is helpful when you tip over (I don't fly with rovers, so I wouldn't say in flight). 3. Wheel tweaks. It might be helpful to switch of steering and/or torgue of rear wheels. 4. "CapsLock". Use careful controls in fast driving. 5. SpeedTime. Most interesting thing! Rovers are more stable when time is accelerated. Use x2, x3 often.
  5. Docking port would not connect to the same ship. There is no way to overcome this. Nevertheless it is possible to build a ring. This requires some imagination and workarounds. Something like this: http://forum.kerbalspaceprogram.com/threads/62130-Tutorial-Circular-station-building
  6. I didn't find the use for "RoveMax M1". In all cases "TR-2L" are better. So: RoveMax Model S2 - Extremely tiny unmanned rovers. RoveMax Model XL3 - To slowly move extremely huge structures. Like 50t or more in one piece. TR-2L Ruggedized Vehicular Wheel - Everywhere else.
  7. What I might suspect related to driving: Forces of SAS rotation might be much higher than forces of the wheels steering. That is why your wheels rotates to the correct side but the rover to the other. Local solution would be to use tweak-able and invert steering on wheels. Those having inverted steering everywhere. Otherwise redesign in SHP is required. Simply placed command module points to the sky, those not very helpful for the rover.
  8. No really, just send them a hotel and play for awhile. Get real advanced experience on asparagus, staging, efficiency. Install KER mod. Then you are ready to go.
  9. Much more and no simple Jets for SSTO. You can start from 4 Turbo Jets. Shock Cone air intakes might be useful as much more air will be required.
  10. Theoretically possible even in stock. Though didn't saw anyone doing this. Use of Radial intakes as floating pontoons allows speed boats to reach ridiculous 80m/s. How about planes? Note that no other part can touch water during landing. That would be really soft landing.
  11. That's my way of docking too. Only I do not use any mods at all. There was a time when I didn't mount RCS at all for the ships below 30t. Now I put a bit of propellant for a final slowdown thrust. One more hit: when the docks lock on magnetic connection but ships do not dock because of wrong angle you keep easy thrust forward and carefully correct the angle. Both ships will rotate and dock.
  12. 1. Using Firespitter allows to use electrical motors instead of jets. Those allowing to build some kind of "swamp boat". No refueling and lightweight. Just get some sleep at night. 2. MechJeb had some rover mod? 3. It's Magellan not Columbus.
  13. Landing in the water does not give you any benefit. 1. Water is not soft in KSP. That does not affect impact. 2. You loose money as you are further from KSC. If your landing speed is too high just add more chutes and land safely at KSC.
  14. 1. Use "tweaking" to remove fuel from boosters. Those making them lighter, cheaper and faster. 2. Test must be performed on staging - by pressing "space bar". Did you do that?
  15. 4500-5900 metres, and speeds of 250-680 m/s. This looks like putting parachute on Solid RT-10. Going straight down you'll get full refund for the parts. Remember that the TEST has nothing to do with real flight! You just got lucky if you were able to combine the contracts. Seriously for atmospheric parts tests you usually build a 100% reusable plane. Accept ~5 part test contracts, launch, perform all at various heights and speeds, land at KSC Runway.
  16. 1 means you stand in place. >2 on Kerbin means you move too fast fighting atmosphere. Best option is 2 but... When you burn fuel in tank your rocket gets lighter and your TWR increases. So if your initial TWR was 1.8 the final might be 3.0. That is more obvious with bigger parts than with small ones. For example with KR-1x2 you can start with TWR 1.2 and end up with 6. Bigger TWR is no big deal on airless bodies. You should keep >=2 there.
  17. You might want to look at "Leviathan Engineering" company http://forum.kerbalspaceprogram.com/threads/58749-Leviathan-Engineering ~3kt to LKO is my record up to date. Though that included mods. There are bigger parts in stock now than in 0.21 so reaching 1kt shouldn't be an issue.
  18. Make your lander untippable (if such word exist). With no intention I made one so wide that a Kerbal was not able to stand near it. Landed at the Mun pole (you know how the land is there).
  19. I'm not using mods at all and I'm pretty happy about it. There are two options to decrease startup time: 1. Upgrade your hardware. SSD disk will boost the performance for sure, 4GB of RAM is minimum requirement. 2. Use texture redux mods. They will reduce the startup time and increase performance in casual flight. The option about fewer mods might be more customizable. You can delete only the parts you never use from the parts folder instead the whole mod. (Backup first)
  20. With TWR of ~1.3 you'll fail to launch. I've tried exactly the same approach and didn't make to 50km. Had to send a rescue mission. As others noticed the TWR of lower stages must be near 2.0 (>1.8). Legs might brake on EVE. Though that wouldn't affect your lifter much. You can try testing this by putting an orange tank on top of your lander and dropping it down at ~7m/s.
  21. For awhile that is all you need: Though some day you might come up with something like this:
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