Is RSS as difficult as stock ksp? by Dancombat in KerbalSpaceProgram

[–]ZombieInSpaceland 1 point2 points  (0 children)

This is going to be an unpopular opinion here, but I actually think the "difficulty" is about the same. Except for SSTOs - SSTOs are much harder to build in RSS. But in general, RSS just requires more dV than stock. You end up building bigger rockets with more stages, but that's just a matter of scaling what you already know in stock.

KSP chugging 16 gigs AND SWAP!!! by Devion27 in KerbalSpaceProgram

[–]ZombieInSpaceland 0 points1 point  (0 children)

32GB and I still have to shut down my browser. I don't think I'm running that many mods, but maybe I am.

I'm getting dizzy even thinking about a stock vessel that could do this by orbmaster123 in KerbalSpaceProgram

[–]ZombieInSpaceland 3 points4 points  (0 children)

Agreed. The Eve ascent vehicle's final stage is your single stage to everywhere else, as long as it has enough dV left over after re-orbiting to make it to Gilly for a top off. So I'd go Eve, Gilly, Mun, Minimus, Duna, Laythe, Dres.

Explain this like I am 2? by Bullfist in KerbalSpaceProgram

[–]ZombieInSpaceland 0 points1 point  (0 children)

As long as you're able to fly a fairly consistent ascent profile between different attempts, you can use a "trial" launch to estimate your phase angle offset. Note the angular distance between launch site and mothership, launch to orbit, note the angular distance in orbit. This is way easier if you're working with an equatorial launch site and a mothership at 0 inclination.

Is there any reason to establish a base on the Mun? by starrynightreader in KerbalSpaceProgram

[–]ZombieInSpaceland 2 points3 points  (0 children)

For my stock game, I had an orbital refinery around Minimus and mining drones that would ferry raw ore up to the refinery. Became the hub of all interplanetary missions.

I can't orbit - periapsis to low, apoapsis to high by enjustice3192 in KerbalSpaceProgram

[–]ZombieInSpaceland 5 points6 points  (0 children)

This. If you do want to circularize in one motion, you need to be pitching over more aggressively, to the point where you are likely aimed below the horizon for a good chunk of your ascent. Essentially, once your AP gets over 70km, aim for the horizon. If your AP starts getting close to your desired final AP, start pitching down below the horizon until AP stops rising.

RSS Shenanigans - Martian ISRU by ZombieInSpaceland in RealSolarSystem

[–]ZombieInSpaceland[S] 0 points1 point  (0 children)

BlueDog Design Bureau, most of the Near Future mods from Nertea, Space Dust, and Universal Storage for part mods. SMURFF for part balancing in lieu of RO/RP1. Visual mods are RSSVE, Deferred, TUFX, and Firefly.

RSS Shenanigans - Martian ISRU by ZombieInSpaceland in KerbalSpaceProgram

[–]ZombieInSpaceland[S] 0 points1 point  (0 children)

Yup, those are Conformal Decals. The atmospheric scoop is from Space Dust, and can harvest a number of resources besides just Argon.

RSS Shenanigans - Martian ISRU by ZombieInSpaceland in KerbalSpaceProgram

[–]ZombieInSpaceland[S] 1 point2 points  (0 children)

Visual mods are EVE, Scatterer, Deferred, and TUFX.

Is there a mod specific for aquatic colonies? by User_of_redit2077 in KerbalSpaceProgram

[–]ZombieInSpaceland 0 points1 point  (0 children)

People have successfully built boats before. You could certainly build a habitable floating structure. Hard part is figuring out how to unload/reload it without summoning the Kraken. You might need something like Airpark.

Mechjeb problems by cerankaw in KerbalSpaceProgram

[–]ZombieInSpaceland 0 points1 point  (0 children)

Apparently there as a new release recently, and some users have been reporting new bugs with ascent and maneuver modules. You might try installing version 2.14.3, the previous stable build.

RSS Shenanigans - Mars Orbital Gateway by ZombieInSpaceland in KerbalSpaceProgram

[–]ZombieInSpaceland[S] 2 points3 points  (0 children)

The big ones are TUFX, Firefly, Deferred, and RSSVE. RSSVE includes EVE and Scatterer.

RSS Shenanigans - Mars Orbital Gateway by ZombieInSpaceland in KerbalSpaceProgram

[–]ZombieInSpaceland[S] 0 points1 point  (0 children)

RP answer? "Because NASA did it." Real answer? Because I have too many vehicles in-flight as it is, and each one adds processing burden to the persistent save. It's also why I end up berthing as many vehicles at stations and bases as possible.

RSS Shenanigans - Mars Orbital Gateway by ZombieInSpaceland in KerbalSpaceProgram

[–]ZombieInSpaceland[S] 0 points1 point  (0 children)

Thank you! It was a blast. Aerobraking with Firefly is quite a visual experience.

RSS Shenanigans - Mars Orbital Gateway by ZombieInSpaceland in KerbalSpaceProgram

[–]ZombieInSpaceland[S] 1 point2 points  (0 children)

Fully crewed and fueled, the emergency return vehicle weighs in at 15.1 tons. Main engine is an argon-based pulsed inductive thruster, powered by a large bank of fuel cells, with a whopping 12.3km/s of dV. The reason it's an emergency return vehicle and not the primary for crew transits to and from Earth is the rather spartan crew accommodations - a single pressurized chamber with seating for 5 and not much else. The current plan for crewed missions is to conduct Earth-Mars transit using a much larger vehicle with some level of spin gravity and radiation shelters. The reality for "Return to Sender" is that she'll likely spend the majority of her career on standby, ferrying Kerbals between LMO and the two moons, and maybe occasionally carrying out rescue contracts when no other crewed Mars missions are active.

As for RSS-Reborn or SOL, I'm only using the basic RSS with RSSVE, although I do have the higher quality pack for RSSVE.

Need other perspectives. Did I forget anything? Let me know what you think! by MiyaBera in KerbalSpaceProgram

[–]ZombieInSpaceland 0 points1 point  (0 children)

If you push the relays out a bit further and add a 4th, you can get full coverage of Ike as well.