Jump to content

Gibster

Members
  • Posts

    41
  • Joined

  • Last visited

Reputation

3 Neutral

Profile Information

  • About me
    Probe Enthusiast
  • Location
    California

Recent Profile Visitors

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

  1. Are there any good guides/explanations on how habitation/home works? I broadly understand it, I just want to know what the precise mechanics are and what it's affected by. One of the things that I am thinking about is long term stays at other planets with stations that are constructed ahead of time and I am trying to think of how to engineer my shuttles that'll take them there and back. How are Kerbals affected when they're transferred from a station outfitted with lots of habitation for multiple years to a shuttle with enough habitation to get them back to Kerbin from Duna?
  2. I was having difficulty landing at Gilly today because my landing legs would compress and send me flying upward which is especially frustrating at Gilly because it flings you half way out to orbit and it takes several minutes to come back down (even with physics compression). This happened even when I slowed myself down to less than a m/s of velocity. After a second time I just said love it and retracted the legs cause its Gilly and its possible to land there with a Nerv. But this is still a bit of a frustrating issue and has caused my Minmus and Mun landers to bounce, sometimes leading them to tip over. Is there anyway to increase the rigidity of the landing legs so that they aren't just springs?
  3. I was browsing One F Jef's channel and clicked on a ksp video out of curiosity.
  4. Thanks for the info! I've noticed balancing power needs is really difficult. I am trying to make a probe with 20,000 m/s of dv as a sort of proof of concept for a reusable multiplanetary ship and I can't really get anything over a TWR of .10 while using nuclear reactors with the goal of sustainable thrust. I've noticed that the lower my TWR is the less efficient I am with my burns. I'm still figuring out how to do interplanetary transfers properly with these engines. Usually I go out to a parking orbit by the Mun (which doesn't have too long of an orbital period) or closer. I would go out further to around Minmus (further reducing the dv requirements needed to escape_, but it makes your craft's orbital period too long, such that I once missed a transfer window because my craft wasn't in the right place and by the time it got to the right place, it had missed its window. I probably need to learn how to split up burns properly, I just haven't found any good tutorials on how. I am probably expecting too much of the performance of the engines and should probably be aiming for lower DV requirements (20,000 is bit much but I still hope for it). When I've designed my craft, I usually go all in on either power capacity or production and if I had to guess the solution is probably in between (using consistent power production to reduced the stored power needs). We'll see, I clearly still have much learn on the proper use of these engines but I am having fun doing so!
  5. I haven't used the nuclear reactors yet. I am doing all my experiments with probes but I want to scale it up to large reusable interplanetary spaceships. I know some of the other engines are probably more conducive to being used on larger craft but at the moment I am kind of enthralled with the aesthetic of the Ions and Hall Effects. I am playing on Sandbox though (I've researched the entire tech tree far to many times for it to be much fun anymore) so I don't have to worry about tank size or whatnot. We'll see if my goal is even possible and it'll be a fine tuning process to figure out which engines are best and how best to use them.
  6. I'm having an interesting time experimenting with the different electric engines of NF Propulsion. Ya'll probably all know this but from what I am gathering, Gridded Ions need large amounts of battery storage in order to sustain their long burns (greater Energy/Fuel ratio). That or a large amount of energy production. Hall effects have lower power requirements but need larger amounts of fuel than Ions (lesser Energy/Fuel ratio). Anyone have any tips on using these electric engines? Like whether energy storage or energy production should be the main concern for Ions? Also, tips for using them for interplanetary travel?
  7. I've noticed that there's beautiful 1.25 and 2.5 meter Ion and Hall Effect engine models in the imgur gallery for NF Propulsion but I can't find any Ions or HEs bigger than the .625 size. Am I just crap at searching through my engines tab or am I missing something (like a partswitch model)?
  8. THANK YOU! YOU ABSOLUTE ROCKSTAR! I didn't think it was possible to use older versions with Steam so I thought my saves were boned.
  9. I'm getting ready to build a big utility station in my career mode and I was wondering where you guys think the best place to park a station in the Kerbin system is. Low Kerbin Orbit, High Kerbin Orbit, Mun, or Minmus? I want a place that will serve as a nice rendezvous and refueling area as I get ready to start launching reusable nuclear ships (that'll hopefully serve on multiple missions).
  10. I'll try Cobalt's and report back on how it works. But I also like the idea of integrating something similar in this mod, whether its adapting Aegis or creating a whole new part. It could be a part of other probe replicas that you may decide to integrate later down the line (like the ones I've already mentioned). Up to you, your work is appreciated nonetheless.
  11. The instruments don't need survive because Aegis can store experiments. It would be nice to have a dedicated science drop off pod with integrated parachutes and a heat shield/high heat tolerance. Base it off of Hayabusa, Genesis, OSIRIS or even Luna. I always figured that was the purpose of the Aegis pod. In effect this: (Hayabusa's drop pod)
  12. Question: Can the Aegis probe core withstand re-entry temperatures without being destroyed? From what I understand it has a higher temperature tolerance than other cores. I like using it as a science package drop off pod and I was wondering if my inclusion of a heat shield is unnecessary.
  13. I'm a veteran at this game (250 hours) and I just started a new mudded career mode after a sandbox which included a lot of heavy lifting and I was just surprised by how unstable my early vessels have been and how much I have to fight with them on the way up. Is this normal, or have I lost some touch with creating small early game vessels? I mean larger vessels also face instability issues but its like a different kind of instability, at least one where its a little more obvious as to the causes (like too sharp a turn or just really top heavy) At the moment I am blaming the instability on my lack of access to fairings but I just don't really know.
  14. This mod is awesome and I just started a new career game based around it. Thing is, I just realized how many parts it adds, even though I am only gradually unlocking them its still a little overwhelming. I don't know how this stuff is all supposed to be used or put together so I am just mashing it all up and hoping it works. Also, why is the Surveyor stuff so far up the tech tree, I was a little confused at having a probe with SAS a little earlier than usual (perhaps this mod is better in the Community Tech Tree, I'll have to look).
×
×
  • Create New...