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Avanti

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    Bottle Rocketeer

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  1. I do not have access to "disable warp drive" button which takes me "out of warp", instead i have to turn retrograde and warp in that direction to cancel out the warp speeds, but since i will never be able to perfectly do this maneuver, i end up with residual velocity vectors which point in random directions with residual speeds of 30km/s to 600km/s, while i can cancel out these excess speeds with the vacuum plasma engine, the time it would take is beyond my patience. this was in the version for .23.5. have you added this button back in to the .24.2 version?
  2. hey guys, i have the latest update for .23.5 and everything works fine. i have unlocked everything in the tech tree on career mode. now i am experimenting with the warp drive, however i have a problem. the drive doesn't turn on and off like i've seen in other videos. i charge up the exotic matter using beamed power. choose my speed, and hit the activate warp button, but there isn't a turn off warp button. what i have to do is turn around and activate the warp in the opposite direction to slow down to "real" speed, however it is impossible for me to perfectly inverse my speed and i end up with vectors that are 30km per second and higher in some off angle direction. which is way higher than the orbital speed of Kerbin. is there a version where the on/off button still exists? otherwise it is impossible for me to have predictable performance with the warp drive. another thing i have noticed is that the blue/red band that appears as you warp doesn't happen with my craft.
  3. I love this mod, with FAR it allows me to create very aerodynamic aircraft. however i have noticed that when i'm returning from orbit. as i approach the runway, wing segments disappear in a puff, when i look at the events. I see that the wing segments are colliding into the launch pad even though i am 3 Km from the space center. So far this is the only bug i have noticed.
  4. Hey guys, in my many missions to the Mun, i have learned that a periapis of 31.5 Km results in an all in one reentry that never exceeds 2 G's. going from interplanitary missions i tent to use 25Km which results in 4 G's. - - - Updated - - - Hey guys, in my many missions to the Mun, i have learned that a periapis of 31.5 Km results in an all in one reentry that never exceeds 2 G's. going from interplanitary missions i tent to use 25Km which results in 4 G's.
  5. there are many bugs with this mod, problems i have encountered, science lab+ 4 small nuclear reactors +small thermal/power converter and 2 heat radiators, everything powers down to 30 % even though the lab is taking up 5MW, so my system idles even though it's under a load. antimatter doesn't work at all even with everything directly connected. the concept is nice, build space stations with spamed antimatter collectors to make fueling stations for warp ships, cool stuff like that but the system needs work. it hardly functions.
  6. the SR-71 black bird used turbojets, but at higher altitude, the engine converted to a ram-jet engine, hence the ridiculous air intake design, turbo's on their own have trouble above mach 2
  7. i have an easier way of doing this, for each recovered vehicle, the parts that comprised that vehicle are dis-assembled and credited individually, now that the vehicle is recovered, next time you enter the VAB,you get a credit that discounts cost the next time you use that same part type. if you recovered 2 large solid rockets, then in the VAB, next time you build a ship, you have 2 discount credits for the large solid rocket part. if you recover an orbital crew transfer vehicle, the engine, fuel tanks, crew pod, antennae, and anything else that was attached to it are now dis-assembled and discount credits are now applied for each exact part type in the VAB. so if you build the same crew transfer vehicle, if you use the same parts and duplicate the ship, you can use all the discount credits that the last ship got you. and you now have re-used a whole ship. hopefully i made that clear enough lol
  8. there should be more realistic explosions/effects. but adding on to the health percentage, there should be local areas to parts medium and larger that can fail but the whole doesn't, like a piece of shrapnel penetrates a fuel tank and it starts leaking fuel into space,but that penetration wasn't enough to cause the whole tank to structurally fail, rather than just the option of exploding/not exploding. with fuel tanks, part of our scientific research should improve these parts so we can increase the number of sections in the tank for redundancy against penetration (with oxidizer and liquid fuel in separate sections), so one hole won't cause the tank to empty, just the compromised section. the tank section leaks based on the size of the whole, sometimes giving Kerbolnauts time to EVA and patch the hole. the cost of redundancy is added weight for that part. of course for you pyromaniacs, if shrapnel had enough energy to penetrate multiple sections, it could allow fuel and oxidizer to mix and ignite from the sparks of the impact. causing it to go boom.
  9. It's not just crew capacity, but the kind of instrumentation you bring up there. labs that work with materials in zero G, labs that induce centrifugal forces to experiment with growing plants in artificial gravity environments. lowering food requirements in the future upgrades that increase crew comfort and therefore production rate. and keep adding to it as science brings in new experiments and technologies. but if you build a station, you need to resupply it, and every time you resupply the station, science production goes up as new experiment supplies are brought on board, and then as time progresses the science rate decays as the experiments are used up. requiring more resupply missions to bring in fresh material.
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