disembodied
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Everything posted by disembodied
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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.
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Alien Space Programs - Dev Thread
disembodied replied to Whirligig Girl's topic in KSP1 Mod Development
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.- 170 replies
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- ksc on laythe
- ksc on duna
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Various Difficulties
disembodied replied to Hunter-K13's topic in KSP1 Gameplay Questions and Tutorials
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. -
Unreasonable deviation?
disembodied replied to Person012345's topic in KSP1 Gameplay Questions and Tutorials
[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. -
Exploration Contracts in 1.0.5?
disembodied replied to Kyrt Malthorn's topic in KSP1 Gameplay Questions and Tutorials
[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. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
disembodied replied to cybutek's topic in KSP1 Mod Releases
Is there a way to make the "time to node burn" time be calculated in 6h days, rather than 24h? -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
disembodied replied to blizzy78's topic in KSP1 Mod Releases
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. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
disembodied replied to blizzy78's topic in KSP1 Mod Releases
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. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
disembodied replied to cybutek's topic in KSP1 Mod Releases
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. -
Bug report - solid rocket fuel burns out over twice as fast as it does without this mod installed.
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
disembodied replied to Ippo's topic in KSP1 Mod Releases
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. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
disembodied replied to Ippo's topic in KSP1 Mod Releases
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. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
disembodied replied to Ippo's topic in KSP1 Mod Releases
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. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
disembodied replied to Arsonide's topic in KSP1 Mod Releases
A minor bug - I took an aerial survey mission on Kerbin which involved going over both poles. Aircraft didn't have enough fuel to reach both of them, so I just went to the North Pole and landed there. Recovered the craft and launched again, but the waypoints I had already flown across on the North Pole appeared again on the map view. Contract finished without issue when I went to the South Pole and got the last waypoint. That took about 60 minutes ingame time for a relatively minor reward. I'd recommend clustering the waypoints closer together in order for it to feel like a more focused mission. As is, you're basically zig-zagging across the whole planet in a single contract. Maybe have it be a couple of waypoints wihin 300-400km of eachother, then returning to the runway and landing safely? -
Another weird bug, which is probably RSS related - I unlocked the aircraft parts in order to get some biome science. There's no control surfaces on the first aircraft node(intended?), so I had to improvise. Lifting off, it says I'm flying above Kerbin's Highlands. It continues to say that until about 590km straight east of there, after which it changes to "Grasslands" (at this point there is ocean all around). At 640km, it changes to Highlands again and continues until at least 850km out, at which point the aircraft landed on water... and proceeded to bounce around? Weird. VVV No. I've only installed the mods listed as "essentials" for now (except RT2). I'll use that, thanks.
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1. - GameData\Tweaks\RO\RPL_03MBumperCorepart.cfg ExperimentCost and MaxDataAmount - either set both to 500, or to 750. 2. - GameData\RPL\Parts\Vanguard\RPL_Vanguard.cfg TargetSituation = FlyingHigh - change to TargetSituation = InSpaceLow and GameData\RPL\Science\RPL_ScienceDefs.cfg requireAtmosphere = True - requireAtmosphere = False By looking through the sciencedefs, it seems like the Vanguard also has the requireAtmosphere = True for HEO experiments. Another bug - not sure if that only happens when you do the changes above, but if you resume a flight (only did sub-orbital for now) with the Vanguard, the model reverts back to the - 0.625m model Stayputnik.
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[0.23] Beastly Science - Scoop-O-Matic and more! (JAN0214)
disembodied replied to BeastofChicken's topic in KSP1 Mod Releases
The scoop-o-matic & scoop jr. cause a big decrease in FPS. Goes from 60 without them, to below 25 with 2. -
I can get a lot more or the same amount (depending on fuel types, and even then the O engine usually wins out in TWR, mass or both) of dV out of an engine with ~400 isp over one with 850 with the same fuel tank and about the same overall mass. I imagine the baloon tanks will boost the regular engines' dV as well, so I basically can't see a reason in using the LV-N at all, unless I'm missing something obvious.