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disembodied

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    Rocketeer
  1. Can you make it possible to edit the UT by clicking and typing in the box? Also, a +1 orbit/-1 orbit button would be really handy.
  2. The Isp and thrust values are wrong. Looking at KER without the mod, this silly craft should have a starting TWR of 2.02 at Duna sea level - 758.1 Isp and 56.858kN thrust. edit: eh, you had already mentioned that in the OP. Oops.
  3. 1. The radiators drain electricity. You don't need even a single radiator for that ship. 2. Loading the ship up into KER shows it as having 7353 dV, which is more than enough to land and return from Mun. 3. The ship is slightly unbalanced because of that mystery goo, but probably not enough to cause issues. More importantly, those radiators create a lot of lift and drag above your center of mass, which makes the ship flip happy. Put fins on the bottom, get rid of the radiators at the top. EDIT:You also put the heatshield on wrong. It has to go to the bottom of the stack, otherwise everything below it will likely melt. Hilariously, your craft manages to avoid the problem by having another one - namely, those radiators. On reentry, the capsule flips parachute-first and they manage to cool the capsule and parachutes off just enough that they don't explode. It flips because the heatshield is above the science junior with no decoupler between them, so the center of mass is toward the top of the craft. I'd suggest leaving the science jr. with the lander stage, collecting the science on EVA and reentering Kerbin with a simple parachute/capsule/heatshield combo. Here's a simple guide: Get your ascent speed close to 100 m/s, then tip the rocket over 5 degrees east, wait for the prograde marker to start dropping and follow it without deviating from it during the first ~30 km, or your ship will do more somersaults.
  4. [quote name='Person012345'] What's going on here, why won't this thing complete?[/QUOTE] Look at the moving dots around the orbit. Is your craft traveling in the same direction as they are? If not, there's your problem.
  5. [quote name='Arsonide']The only change to Explore contracts in the latest version is that they were reeled in a bit. In the last version they could target three planets ahead of the player, meaning the moment you orbited Kerbin, they could target Duna and Eve. I scaled this down to two planets, so that they should only be able to target Kerbin's moons initially. The rewards have not been modified at all.[/QUOTE] Hm, odd. On a new career, I never did get the "Explore Mun/Minmus" contracts - it gave me Duna, Ike, Eve, Gilly, then Jool and its moons. The only Mun/Minmus related ones I got were fly by and orbit and at some point it started asking me to plant flags there.
  6. Is there a way to make the "time to node burn" time be calculated in 6h days, rather than 24h?
  7. If I enable it and then go back to the space center, it always seems to default to "off", so I have to enable it every time.
  8. KSP shows the date as Year 2, day 88. Precise node shows it as Year 1, day 88. It makes using transfer window planner with it... problematic.
  9. Engineer is calculating how much delta V you have with a fairing, but it doesn't show you how much you'll be left with after staging it before you actually launch and stage it.
  10. Bug report - solid rocket fuel burns out over twice as fast as it does without this mod installed.
  11. Yeah, I didn't think they were affected while on rails. Having to take care of every single ship you launched every couple of months manually might become annoying, though. If you do implement them, maybe have manned vessels automatically use their spare parts for maintenance whenever it's necessary while you're not paying attention to them, with some pop-up message when they start running low on spare parts? Some way of checking the status of unmanned ships while not focused on them (but with some randomness, so you don't always know for certain when something's about to break) might be nice, too. Not sure how/if those would work. Just a thought. Keep up the good work, by the way. I'm enjoying the mod. I wasn't all that interested in something that randomly damaged your rockets before, but after I tried it it pretty much changed the way I was building rockets. I'm a lot more cautious when launching now and I finally have a use for that stock launch escape system, in case my rocket decides to do its best Proton-M impression.
  12. A repair contract might be nice, but it's not that necessary, as far as I can tell. On my current hard mode career I've put 4 stations and a ton of probes around various planets and absolutely nothing has broken yet. Had to do maintenance on a few nuclear engines, but that's about it. Rolling around with 2+ million kesos at all times. The only actual broken part I've had was in a sandbox mode launch on a monopropellant tank 20 seconds after liftoff, so you might be getting unlucky.
  13. Ion engines having the same 1 hour lifetime as the other chemical/nuclear engines seems a bit low, considering one ion engine takes 24 minutes to burn through a single PB-X150 xenon container and is used for probes.
  14. It works now, "splashed down". I took a surface sample, but it doesn't let me do an EVA report while the kerbal is in the water. Context menu option is missing (it still thinks I'm in the "oceans, landed" biome if I try it while on top of the craft. EVA/Surface sample reports show up fine there).
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