Jump to content

Zzabur

Members
  • Posts

    34
  • Joined

  • Last visited

Reputation

11 Good

Profile Information

  • About me
    Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. After dozens of campaigns and about 2000h on the game, i restarted one with starting science and cash sliders maxed. I have never completed my own objectives in campaign, and I restart another with other objectives. All civilians in my Kerbin orbital station have died of starvation because i forgot to resupply them after Bob Kerman messed up with the snack stock. I have never watched a Scott Manley video since i start playing (0.14) :X
  2. I am using SSTO for almost all my LKO flight, just launching stations and sats frm the launchpad, any supply or kerbin transfer are done in SSTO. You just have to be more careful when building your SSTOs.
  3. THIS is a great Kerbal landing
  4. You can warp x2-3-4 during burn. If it's still "not reasonable", you're free to use a higher thrust engine.
  5. I had about the same issue there, and i found a way to deal with it. When reaching 28-30km, check your air intakes, then decrease throttle slightly, you'll earn a bit of air intakes. Continue to decrease slighlty, i found that losing control is because : -either an engine got less air intake (reaching very low intake like 0.05, it seems that it feeds engines from left to right, so right engines flameout a bit before left, and your plane begin to turn on the right) -either too much thrust for control surfaces (as they become less efficient because of less atmosphere) You need also to be almost at prograde 0° on the horizon to "build" your speed to 2km/s. I don't know exactly which is the main reason causing this issue at 30km, but i could resolve it by lowering throttle to keep control. I can reach orbit without using any space engine (just raising a bit periapsis sometimes with a second burn at apoapsis, but i often manage to reach periapsis >70km with only jets). If i keep full throttle at 30km, no matter how much SAS or winglets i have, i lose control.
  6. no particular order : -MechJeb -USI life support -protractor -MKS/OKS -ScanSAT -KAS/KIS -Kerbal Alarm Clock -Karbonite -Crew Manifest -TAC fuel balancer Nobody can use more than 4gb (except on linux 64), i am also playing win7 +8Gb and can support a bunch of mods without any issues.
  7. In my opinion, this is a matter of entry speed. I managed to build a few spaceplanes in 1.0.2 that can bring about 10 kerbins to orbit and refuel my space shuttles or stations around Kerbin. Before re entering, i burn retrograde like any other ships, actually, i try to brake a lot using space engines (got no RAPIER atm) between 70km and 40km. Just before 40km, i turn the ship prograde and then i can adjust pitch. The best way to brake is, as you said, a pitch a bit higher than prograde, i would say about 10-15° (big planes need a bit more pitch, aound 15° i found), you'll also move the landing spot a bit further. But i also could use some negative pitch ! You lose altitude and speed faster, generating more heat, but if you have braked enough before 40km, the plane can still survive re entry. So, using this 70-40km retro burn, i can adjust my pitch to land exactly where i want, if i see that i will land before the KSC, i raise my pitch until +10°, if i am missing it and fall into the sea, then i lower my pitch to -10° (only if my speed is low enough, or i will burn the ship before ground). In 1.0.2 career, i now only use SSTO to resupply because i don't lose much money as they can land at KSC in one piece.
  8. I am european, so i wouldn't speak for american people. You're right, some people could live for 14 monthes in Mir, though it's still protected by earth's magnetosphere. I doubt anyone would surive the same trip outside Earth's magnetosphere.
  9. So much unknown factors...Nobody has left Earth SOI since 1972, and it was for the moon, I highly doubt we can reach Jupiter with a manned mission in 25 years while we couldn't send a man more than 6 monthes in space around Earth since the last 40 years. We had the same discuss about Mars One, the MIT answer far better than me : http://newsoffice.mit.edu/2014/technical-feasibility-mars-one-1014 Lots of issues : food, water, spare parts, radiations.... I
  10. Same here, i couldn't make a decent SSTO since 0.14 lol. But since 1.0.2, i made them easily, without even any RAPIER engines. I find the new model more realistic and predictable, I don't understand people who say it's harder than before.
  11. That's why i am using Life Support mods. Staying far away from Kerbin means a lot of issues to deal with. I found it not realistic the way you describe it, but when you have to deal with life support, you can't just fast forward infinite times. Then you'll find challenging to resupply the lab station, you can also bring some crew back. Also sending 10 kerbals in space with life support for a very long trip can be difficult, so you wille have to send them with multiple ships. I use some mods to make the game more challenging, with life support, time based stuff is not only clicking anymore.
  12. It looks like the same issue, it seems to happen mostly when i re-enter Kerbin's atmosphere with my scientific exploring ship, or when i reach high atmosphere with my SSTO, both got temp gauges. Thank you for your answer, I'll check this sticky.
  13. KSP should run vanilla without any memory crashes, it happens only 2 minutes after loading any save, with small ships/stock parts. I am playing since 0.14 with tons of mods, i already crashed because of memory usage, but it happens when i run too much mods. In last version 0.9 32bits, i played hundreds of hours without any memory crash with about 20mods (FAR, USI mods, mechjeb, distant objects, scansat....) and huge vessels. Updating to 1.0.2, memory issues on a vanilla install after 2 mins in a 4 parts ship, it is obviously not working as intended, even in 32bits. I didn't had any of this kind of issue in 1.0.1, even after hours of playtime. Even using vanilla+ATM mod doesn't prevent early memory crash. There is definitely some kind of memory leak issue in 1.0.2 in my opinion.
  14. About the same issue here, i got ctd after few mins, seems like a memory issue. I used to play 0.90 with about 20 mods and no RAM issues with vessels containing several hundreds of parts. Now i crash on <30 parts vessels and no active mods. I have this issue on any missions, but it seems to happen often when aerodynamic effects are displayed, but not only. Sometimes even 1 minute after loading a game, it seems very unlikely that i run out of memory under this circumstances, though i got sometimes more than 90% memory used after few mins without mods and small ships.
×
×
  • Create New...