Jump to content

SilentSkills

Members
  • Posts

    21
  • Joined

  • Last visited

Everything posted by SilentSkills

  1. Before, I often used 50m height for water splashdowns of <5t craft. As it is now depending on your weight you might not want to go under 300-350m for any type of landing.
  2. Now you get to master the art of not wasting your precious dV on inefficient ascent profiles
  3. Hello all I'm in the process of building a rover + descent/sky-crane stage on top much like curiosity. I figured out to use SPH to build the rover and the VAB for the crane + rocket construction using sub-assemblies The problem I am having is that my placement node on the rover is always "Wrong". In other words the rover can only be placed on top of the rocket, instead of [CRANE] - [LANDER/ROVER] - [ROCKET]<. So how do I control the placement node of the rover? Any tips the construction order of the rover? Any other tips? Thanks
  4. The new version 1.0.13.0 and the patch 1.0.13.1 are unstable on win64 version. The game crashes to desktop during the loading process. I only have kerbal alarm clock and this mod installed. The game ran fine after removing this mod. Any ideas? edit: I did several attempts of clean install and patched installs of the mod. Neither worked.
  5. 1- Constraints don't need to be believable 2- It wouldn't be Kerbal if they were, and the game would turn into a repetitive, real life proven progression that wouldn't be as fun. 3- It's very hard to run out of funds. 4- It's incredibly fun to rig ed rockets just to get the contract criteria met sometimes.
  6. A bit off-topic but a few months ago I read an article that mentioned how in real life clusters of smaller engines were more efficient than a large single engine. Even if it means more complexity and chances for things to go wrong.
  7. how did you get that massive thing in orbit? I would love to see pics
  8. Pretty sure I'm not the only one with this issue. How are you guys docking the shuttle? I'm having some difficulties since the docking adapter is a little too close to the edge of the cockpit and there are no parts, stock or included in the mod(to my knowledge), that can extend the small docking ports enough to dock without colliding with the shuttle.
  9. I don't think they will ever launch anything with nuclear based propulsion from KSC. Imagine if something like this happens: https://www.youtube.com/watch?v=z_aHEit-SqA As per the original question. I would think that the LV-N has the potential/risk to release radioactive exhaust, much like contemporary nuclear plants. LV-N is virtually useless anywhere but space anyhow.
  10. The first thing I've been doing when I open up my browser for the last 1.5months is searching ksp patch .24/.23.5. This constant teasing is unbearable.
  11. Your designs are beautifully brilliant; a display of pure out-of-the-box thinking. I'm learning much from your crafts.
  12. Explore the possibility of using RCS driven "rovers" in low gravity environments.
  13. Yes, I've quit many times, mostly because I get burnt out. I'm somewhat of a newbie at the game and at the physics behind it all, so designing, planning, and sometimes even executing the missions almost stock are both satisfying and incredibly taxing. I usually come back after I'm mentally refreshed.
  14. I don't dispose of them. I recycle them. They are expensive.
  15. The game should come with a warning for severe risk of addiction, and a brutal increase in creativity.
  16. A work around is to undock, and redock shortly after. If that doesn't work, EVA a kerbal into III and try to dock again. Worked for me 30 mins ago.
  17. Awesome missions. It has greatly helped polish my efficiency in rocket design, and solidified my dependency on Flight Engineer. I have an observation/question. I am barely able to break even for the more complex Mun/Minmus/Duna Missions (I've never been able to get to eve), but it still dries my budget up every time I attempt one, forcing me to do a series of repeatable missions to afford a future one. I try my best to stick with stock values in terms of ISP and twr. So I'm just wondering if the rewards are balanced to be profitable? Specially on the more difficult missions. I would love to see a screenshot of someone's Duna craft to draw some inspiration from them.
  18. Rapiers aren't actually bad, but their thrust and efficiency depend on how fast your rocket/spaceplane is going, which is zero at launch, and increases incredibly slowly if you are launching vertically (assuming you are using it as a jet engine). If you use the rapier as a regular rocket engine it will behave as such, just not as good as some other options.
  19. Balancing the cost with vanilla items is totally impractical at this point, since we are talking about a mod after all. I agree that players should unlock their access later on the tech tree so they learn how to build rockets with vanilla items. However, don't forget the main reason we love this mod: streamlined rocket designs that mirrors the way they are built in real life. Not super efficient-yet-impractical 8+stage onion rockets with more drag than a drag show.
×
×
  • Create New...