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Dreadp1r4te

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Everything posted by Dreadp1r4te

  1. Not sure why it didn't occur to me to use an oversized nuke to power a ship, but for some reason that concept went right over my head. Gonna try that now on my first kerbal'd Duna mission. I'm gonna do an Apollo-style landing As for the power generation, oh yeah. Totally on that. Planning on attaching a nuke to my LKO station tonight. And some lights. XD ...this would have been exceptionally nice to know BEFORE I got halfway through the R&D tree. Is there any way to alter my tree, or am I now boxed into starting a new tree because there was no mention that the altered tech tree is REQUIRED?
  2. That's exactly my point; if they offer little-to-no notable advantage (in any area) to a stock component of equal size and role, why unlock them in their un-upgraded state? Who would want to use them when the stock NERVAs (which you get in the same node, at least if you're not using the custom KSPI tech tree, not sure when you unlock them if you do use it) and stock ION engine is better in nearly every aspect? The only notable advantage the parts I have unlocked thus far is an obvious advantage in ISP, but at the cost of either so much extra weight or so little thrust that that advantage is completely wasted because you can't pump out enough delta-V to adjust your course in time. I'm not complaining, merely offering some feedback that I think the parts should be at least somewhat useful in their unlocked-state, and then get improved upon even more in endgame, not be useless right up until endgame. Then again, I also think the science advancement in career mode is much too slow (hence why I'm not using the custom KSPI tech tree, which adds all the KSPI parts after the end of the stock tree) and I rather dislike how part "A" depends on the inclusion of part "B" which is in a completely different node, meaning you effectively have to have 2-3x as much science to use a part that you've unlocked. KSPI seems to compound this by making most of these parts lackluster until upgraded, and the science lab is quite a ways down the tree.
  3. Hey guys; not sure if I'm doing something wrong or what the deal here is, but at the moment the KSPI tech I've unlocked seems fairly inefficient when compared with stock KSP tech. I've only gotten the fission reactors, thermal rocket, plasma jets, and electrical generators thus far, and I realize they probably get better with upgrades, but I haven't gotten to the science lab yet and I have to say it's kind of disappointing how useless these parts are when you get them. First I tried a nuclear rocket-powered probe, and while it had fantastic ISP (using pure hydrogen as fuel) it completely lacked the thrust to make any notable course corrections. It's presently stuck in an orbit around Duna, and the only reason it got there was because my 2nd stage 1.5m Orbital Achievement device put it there. I figured I just made an error in judgement, later tried a larger thermal rocket (2.5m) running LFO, which made decent thrust (more than the 2.5m Nerva) but weighed so much that it ran out of fuel before it got anywhere. Finally, I figured the mod's description of plasma jets indicated they were somewhat superior in thrust to the stock Ion engines, so I loaded up a probe with a tiny fission reactor, plasma jet, electrical generator, and a stack of xenon and some sensors. Total weight: 1.5 tons, and total thrust output? 0.0kn indicated. So, yeah. I get that this is supposed to be endgame stuff, but I really think I should be getting some better results, at least useful stuff, even if it could be better. For example, the thermal rockets should be a bit more powerful considering that each one of them MUST be attached to a nuclear reactor, so building a craft with more than one of them requires more than one reactor, plus cooling stuff for it. Either that or I'm just doing something horribly wrong and misread something, so feel free to correct me if I've missed something...
  4. First, lemme say I totally agree with you; your inclination and nodes definitely need a display option; maybe not all the time but easily accessible without targeting another body. It can be frustrating, especially if you're just trying to line up an SSTO approach to KSC runway and need your inclination to be 0 to assist the line up... That being said, MechJeb and other plugins will display your numerical inclination, but not your nodes. Even without the numerical inclination, you can find your AN/DN by finding the point where your orbit crosses the equator of the body you're orbiting, provided it's orbit is on a 0 degree inclination around the sun. This is probably also true for bodies with a non-0 inclination around the sun, but I've never tried so I won't claim it is. To figure out if it's descending or ascending, well... are you going towards the north pole (ascending) or towards the south pole (descending)? From there you can find the point you need to burn to adjust your inclination. What I usually do (around Kerbin) is use the orbit line of Kerbin in the map view to draw the equator, so to speak, then line up my orbit so that one side eclipses the other, and the point the two lines you're left with cross is one of your nodes. If you need a time on it, just stick a blank maneuver node there so you can see when it is. Hope that helps. Edit: At least till Mihara works his/her magics.
  5. Am I missing something here? Can the new docking ports in FusTek dock with 1.25m stock ports? If not, I realize I could just put 1.25m IACBMs on the nose of my spacecraft to dock with my stations, even though this looks a bit odd, but that's a big no go for my spaceplanes; they all use B9s animated dock, which is compatible with the stock 1.25m ports.
  6. Might be a bit late, but from what I've noted from doing thorough EVA reports around Kerbin (and a few other bodies), "inSpaceHigh" is at about 250km or greater, and "inSpaceLow" is below that but above the planet's atmosphere. This means that for a "inSpaceLow" flag around Jool, you'd need to be above 200km but below 250km, as far as I can tell, but I've only orbited Jool once so I may correct myself later. Also note that "inSpaceLow" seems to be a double area, in that if a planet has biomes, this is where they'll be detected for contextually appropriate science scans; i.e., an EVA report at 120km will first show up as "EVA Report while in Space near Kerbin," and then the second time the same experiment is performed, will report "EVA Report while in Space over Kerbin's Grasslands." Above 250km (it seems) no biome is detected, and you'll always get in a "high in space above *body*" result. Also, bodies without atmospheres will always show "in space above *body*" if your true altitude is greater than 0 and less than 250km.
  7. Y'know, I love the ALCOR capsule... just sayin'. I know it's a lot of work and all, but I hope you release more pods/parts that include that much attention to detail in their interiors. It's gorgeous, reminds me of sitting in the cockpit in a DCS-series flight sim... every knob does something. Really makes you feel like you're there.
  8. I really can't wait for this to be updated for .23 without the dev build watermark all over the parts. I've got some fantastic station designs in my head just waiting for this stuff! KSPI Labs, Kethane Refineries, Extraplanetary Launchpads... oh man. I'm so excited!
  9. Ensure you're running the latest version of MechJeb. I had this issue too; and the build available on SpacePort is NOT the latest version. The development builds are linked in the MechJeb development thread, which is linked to in the Spaceport download information... since that connection is publicly available, I hope I'm not breaking any rules by linking it here for your convenience.
  10. ...I just wanna say, this has to be one of my very favorite mods. The IVAs are now not only much prettier, but much more functional! I actually find myself flipping to an IVA to play with the various displays instead of just warping to the next node as one would normally do, and I love how this integrates with other mods like ScanSat. One of Bobcat's Rovers (from his American Pack) has Raster Monitors in it, but they didn't support the ScanSat map, so a quick tweak took care of that; now I have maps in mah ride, maps in mah cockpit, it's just fantastic. Thank you so much for this awesome mod. I can't wait to see the cockpit of my B9 Aero SSTO. Doing a career playthrough (finally) and have to finish unlocking all it's components before I can rebuild it >.< Anyway, rant over. Thanks again!
  11. Not sure what Bobcat's stance on this is, so I sincerely hope I don't step on any toes, but does anyone have a package containing all the HOME and DEMV .cfg files set up with career integration for .22/.23? I have them all working in .23, but not career integration, as that's a LOT of .cfg's to edit by hand. No sense in reinventing the wheel if someone has already done it and would be gracious enough to share their hard work.
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