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babbos

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    Bottle Rocketeer
  1. Hello, re-entering the KSPI world and trying to figure out all the Fuel and ISRU capabilities, a few questions: 1. How can I produce Liquid Hydrogen for fueling my ships? ISRU produces Hydrogen Gas. The only way I found to produce LH2 is through Water electrolysis which is a cumbersome process that requires a lot of parts and tanks. 2. The Ore processing map posted on the first post is wrong, tried to follow the path to create Hydrazine and it requires a different path, and again, producing Hydrazine is very complicated and requires a lot of parts and tanks, is that intended? 3. What is your first, second and final ore setup? At the beginning with your first thermal and nuclear engines what is your main fuel and how do you setup your ISRUs to produce that fuel? 4. Can KSPIs ISRU converters produce monopropelant? I couldn't find a way, what is the solution for that?
  2. Hello there, I am having some trouble enabling SAM sites. I am on OSX latest, KSP v1.0.5.1028 with BD Armory v0.10.2.1 fetched from github releases. I have re-installed my KSP from scratch and tried this with only the BD Armory mod installed as I was getting nuts why it didn't work... No matter which setup I try, the SAM sites will simply not fire any AA rocket, I've read all instructions and documents, saw the Youtube tutorial on how to setup SAM sites but no luck. Here's a setup using the Jernas Missile Turret: I've tried all other combinations using Adjustable Missile Rail and the Patriot Launcher with all combinations of AA missiles.. No matter what i do, after I enable the guard and the tracking radar the SAM turret will simply not work. It will detect and lock on the enemy ship but on each firing interval it will just print "Selected Weapon None" not selecting a missile and thus not firing: Please help
  3. I am having a problem attaching a mine on it's main vertical axis. It clips on top but remains red and will not turn green no matter how much i jerk it or try different attachment parts. It can only attach from the side... I didn't have this problem before, anyone else experiencing this?
  4. My orbit 3.75m upgraded Fission Reactor gets overheated with 4 Huge Radiators... Is this the intended behavior?
  5. I just move the file from SPH folder to VAB in my save game and continue building on VAB the lifter
  6. So this only happens to me? Any idea why? Something i can do / try?
  7. Ever since i installed 1.2.7 my multi-crew ships are no longer Command Centers. I have ships with 10 kerbals inside and they no longer have the Red Dot that indicates they can act as a command center... I even tried removing all my mods but RT and check on a new sandbox game, no dice... anyone else experiencing this?
  8. Thank you for your prompt and clear reply Fractal_UK! You are the best So add me to the supporters of making the rx antenna omni, time will come when you want to burn your thermal dependent ship to a vector that your dish is not properly oriented and you'll just stay there forever... Can someone post a picture of his / her refinery in a planet and describe the flow of refueling ships? Do you do it Kethane style or anything new has come up?
  9. Is there a way to view the microwave network in the map view like the remote tech net? I'm still not 100% if the tx/rx dishes need to be actually alligned between crafts or just open and have line of sight to work
  10. Burning on a high altitude for interplanetary transfers provides a way better and more accurate burn. Here's how to do it from launch to burn 1. Launch and get into circularized LKO, not more than 120km 2. In two, and only two spots you need to burn and raise your APO to ~600km. These two spots are at the edge of kerbin as faced from the Kerbol, right on top where half kerbin is illuminated and half is in the dark. - If you are going to planets that are higher than kerbin then you need to burn on the left (west) side of Kerbin when faced from the side the kerbol shines on it - If you are going to planets lower than Kerbin burn on the right (east) side. 3. Once you reach your new APO of ~600km circularize 4. Your burning point for interplanetary randezvou is ~20-30' ahead of you, create your perfect node. 5. Burn and win The high altitude will give you more space for errors and thus more accurate ejections from kerbin
  11. I installed 1.2.7 and have a few issues / remarks to make... Time Delay I love time delay! But really, now we are not able to land a probe remotely anywhere but Kerbin's moons right? Am i missing something? Flight Computer Issue 1, not precise Delta/v calculation. I think everyone must have noticed that by now, the delta/v burn command to the flight computer will not burn the amount expected by a node guide... Issue 2, In a repetitive occurrence i could not make the Flight Computer to point straight. This happened on two identical very small probes that were attached to a main probe. Once detached and they were on their own, when i commanded them to point to Retrograde or the Node they would just spin out of control rolling like crazy. Unless i hit the time warp button fast enough, they'd spin so fast that i'd get the 'cannot warp while in acceleration' message, essentially rendering the game inoperable until a cancel command reached the vessel (~3m)... Let me know if you'd like me to repost to GH
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