Jump to content

ScallopPotato

Members
  • Posts

    123
  • Joined

  • Last visited

Everything posted by ScallopPotato

  1. Just landed on the surface of Tylo with Bill and Bob. They lost one of their engines (now unsymmetrical!) but they have enough thrust to reach orbit with one engine.
  2. Designing a FAR-compatible lander/ascent vehicle for Laythe. It took me 4 hours, with half of that time getting the complex staging correct. At launch, it's 547 parts, 14 stages, and 1699.3 tons. KW rocketry is wonderful. Pictures will follow
  3. My first docking was with my Saffle nuclear tug and my Tuck refueler (a self-controlled orange tank). I was so ecstatic when I finally docked the two! The tug and refueler are still in orbit around Laythe (waiting to be used...)
  4. I've beeb able to complete a Moho fly-by in career mode. It just takes a lot of delta-v and I knew I didn't have enough to orbit or land. Yet I still had more than I needed to do a fly-by, so I used the rest of it to get an earlier encounter with Kerbin. I've found that the best Moho launch window is at the ascending or descending nodes, mostly to avoid inclination changes. When I reach periapsis (at the ascending or descending node), I do a burn to get an encounter on the next pass or two. I like adjusting my encounter to where it intersects the planet. This is because I can't see what side the close approach is on, and it takes a lot less delta-v to raise my periapsis out to the dark side than adjusting from a 1000km light side encounter. If that makes any sense. I have a second Moho mission waiting in LKO right now. It's a large nuclear transfer vehicle and a small mun-type lander docked in front. Has anyone tried using an Eve gravity assist to reach Moho? I know MESSENGER and other Mercury probe used Venus flybys to get the encounters. Like, on my latest Eve mission, Kerbal Alarm Clock said Eve was only 1 day away from the Moho window when I had my late encounter.
  5. The big orange tank doesn't overheat as badly as it did before .22, but it's still an inferior heat sink compared to the other rockomax tanks. This also applies to many mod fuel tanks, including the KW Rocketry tanks. Nukes overheat when attached to the KW tanks but pause their overheating when attached to the double, single or half rockomax tanks. My question is, why is there a difference in the overheating between the difference type of tanks? I'm wondering about it from the coding perspective. Like, if I go into the config file, what variable changes it? The max temperature is 2900 K/C for all the tanks, so that's not the one. The reason why I'm asking about this is that I'm making a massive nuke-powered space tug and any of the custom 2.5m NERVAs explode (ie the KSPX ones) when placed under KW tanks. I place the nukes under a pair of double rockmax and away from the 3.75m KW tank and it works fine. I'd rather use the KW tanks because the large 3.75m tank is so useful and the tug looks so much better when I stick to one design style. (I dunno if this is the correct forum lol)
×
×
  • Create New...