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theend3r

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Everything posted by theend3r

  1. Stock = no crash VE:C&C = no crash UR = no crash VE:C&C + UR (8k texture pack) = crash The problem may be that UR isn't updated for 0.23 but still, it DOES conflict. EDIT: Crash report show I probably ran out of memory, which is strange since I have 4GB ram. Is it an engine limitation? Any workarounds?
  2. Your engines are insanely overpowered. With the fuel (mass) I see in your picture, few nuclear engines would be enough. One mainsail = 25x LV-N. You have 5 mainsails
  3. You're just making excuses. No one is equal to others, our buildings skill are different and our piloting skills too, someone's better and someone worse. If you think we just magically mastered docking the first time we tried it after watching a tutorial then you're mistaken. It took me days at least to improve my skills to some practical level and about a month or two to be able to dock reliably with ease.
  4. Mechjeb's docking was so crappy a few versions ago that I never tried it again. Docking isn't hard once you figure out how to tune each axis separately (speed, x, y), no need to do it all at once.
  5. 20 m/s? You can go at much larger speeds on Kerbin even with physical timewarps. I have a rover capable of going about 30 m/s on mun at 3x timewarp...
  6. Me too. Sending a lone kerbal into space is unacceptable, they'd go insane after a while. Then again, I still torture them by leaving them in cockpits and not providing hitchhikers
  7. So you're saying that it's wrong for an asparagus to be more expensive than a SSTO? It's just an added challenge and an incentive to not build a 1000T laucher for a trip to Mun.
  8. That's a horrible idea. 8-12 are all you need for anything that still holds together and that fuel isn't enough, especially not for this configuration. That craft I posted on the first page went to Eeloo and back with ease and fuel to spare, but 4 should be enough.
  9. Recover and relaunch = refuel.
  10. Mun, Duna and Eeloo are actually where I feel most at ease. Eve or aerobraking on Jool on the other hand...
  11. Some of my crafts have more than 700T in orbit, it would take days just to escape Kerbin's SOI. I usually use 4 + 4 detachable of them. When your craft is heavy, their mass doesn't really matter.
  12. I've fallen in love with SSTOs recently but my designs are not sufficient for the more distant locations (e.g. Jool's moons), so I've stated to build and distribute many refuelling stations with ridiculous amount of fuel, usually above ten jumbos left in their final orbits. Unless I start a new save money shouldn't be a problem
  13. A simple request that would add a bit of life to space stations and bases. The windows of hitchhiker containers would light up if they were populated seeing as they are lit up in IVAs. FusTek Station Parts already does that so it should be quite easy too.
  14. Obviously, both numbers were without payload. The point was that dv calculations have to be done by yourself or approximated.
  15. Nothing can really calculate your dv automatically. Mechjeb shows my tug has 5000dv but it in fact has probably above 25000 without payload.
  16. I don't know, just look at the internet. Most people say things they would never have just because they feel intouchable. Morals and other principles are relative, there were times when not believing in god was a worse crime than theft.
  17. 1. Never send a lone kerbal out of Kerbin SOI, they go insane 2. All manned missions must be 100% safe (have about 1.5x dv needed, contingency plans) I use Mechjeb because most of my missions are quite large scale and require insane amouts of dv which in turn requires lots of fuel + nuclear = very long burns (sometimes over 10 mins) and no physical warp.
  18. Don't have any screenshots but it happens to me a lot. I launch all my ships into the same orbits (71,100,150,300) and never delete any debris so I have about 300 debris forming rings around Kerbin. I was even hit once when docking. By a tanker.
  19. http://forum.kerbalspaceprogram.com/threads/65397-SSTM-B-%28Single-Stage-To-Mun-and-Back%29
  20. It does and it's really original Great work.
  21. Build a ramming ship and crash it into the other ship so that whatever's obstructing the hatch is destoryed. That's the kerbal way.
  22. All allowed. Those are what I'd actually like to see the most
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