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Belphegor

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Everything posted by Belphegor

  1. so.. after a few in game years i'm finally going to retrieve bill from orbit. he got stuck there when working with KAS struts and somehow he attached a strut end point to his own helmet, this sent him spinning off into space and in a futile attempt to regain control he ran out of EVA propellant. the strut detached from bill's large head after switching to the space center and back to bill, but now whenever i manouver the door of an empty command pod within his reach i don't get the prompt to grab the ladder. when i get too close and touch bill there's usually a baby kraken that slings him away from the craft quite violently. now what are my options to get him back apart from terminating him? thanks
  2. if you are already ahead of your apoapsis (altitude decreasing) and you burn horizontally, it will continue to drop behind you. burn a bit towards the blue side of the navball and try to keep the apoapsis stable or let it 'catch up to you' and then burn horizontally again. note that this is probably less efficient than getting it right the first time
  3. try it on a low gravity body like minmus.. the biggest one i put up there was 30t, still a bit smaller than yours but it worked perfectly.. still needed ions pushing it down or it would take flight on the smallest of bumps. only time it broke a wheel was after an unexpected double backflip edit: also spread the load by using double wheels on the same 'axis'. leave gaps on the inside of the rover if possible so you can attach a wheel on the inside of the structure. (pic related, it's not very clear tho but watch the wheel placement)
  4. i would use asparagus staging on your lifter for some extra dv.. (google it if you are not familiar with this) maybe even use 6x symmetry. fire all engines at once but don't give full thrust so you don't gain too much speed while still in the dense part of the atmosphere, also like chaos_klaus said your lander is pretty tall, you would have to land on a flat surface with no sideways movement at all or it will tip over. it's possible but it will be a lot easier if you widen the landing legs a bit
  5. i accepted a contract to bring 550 ore from the moon to kerbin. i already have a drill there so i started working on a lander, put it in orbit and linked up with my main tug there. the tug pushed it to mun orbit, released the lander, landed and loaded up the ore, rendez-vous with the tug that took it back to kerbin orbit and then landed on the slope of a mountain of all places the up-side down docking port on the bottom just serves as a control point so the navball points in the right direction
  6. i know what you mean, i never got this to work either with a ps3 controller on pc (other games, not ksp). i think those non-official drivers you must download are just flawed, ps3 controller was never meant to work on windows as it's a product of Sony, microsoft's competition. an xbox controller works fine tho without the need for installing or configuring anything
  7. made my first spaceplane. no cargo, just 6 kerbals to orbit and back. after some tweaking it actually worked although i ditched in the ocean upon landing and it broke in half. second flight was with some tourists and somewhat by chance managed to set it down on the runway in one piece apart from the canards which exploded on re-entry
  8. took a few attempts to get it safely out of the dense part of the atmosphere but after that all was good
  9. well.. graphics is not everything. there's a bit of a difference between that and calculating real-time physics on hundreds of individual parts at the same time.. i guess we'll have to wait and see what becomes of this
  10. guys i have a question thats not really worth it's own thread, might as well ask it here. is there a way to add an mp3 file of choice to the game files and make it play automaticly once you spawn on the runway? and possibly make it stop once above 3km altitude? much like how music starts playing once you leave kerbins atmosphere music related
  11. i built my minmus mining rig, a lander/fuel to orbit probe and a rocket to bring it all up there.. as usual it turned out pretty heavy.. 120t for the mining module alone. optional for a second launch is a big fuel tank to add extra capacity for the fuel to orbit probe. actually i might have to split up the lander and mining module and put them on seperate flights.. as it is now it's not very airodynamic and the smallest fairing i could get on it weighs 18 tonnes which kind of defeats it's purpose i guess.. also did a 'place sat in a specific orbit around minmus' contract and it turned out to be one of my lightest launches yet, made it there with only 1 big 1.25m tank, a swivel engine, 4 oscar b tanks and a spark engine next up is some more contracts until i can afford to launch the big one
  12. i sense some funny headliners coming up in the newspapers
  13. i could be wrong tho. i've had strange things happening in the SPH as well, especially planes veering left or right on the runway for no apparant reason. maybe -just maybe- you might maybe be able to maybe fix it by taking the wheels off, setting symmetry to radial ® and putting them back on again. or even attaching them one by one by eye
  14. yes, looks like it is.. but it's in the middle so the only thing i can think of is the wheels not being perfectly symmetrical.. or the pieces they are attached to
  15. pics? if you load it in the space plane hanger does the center of mass lean towards one side of the craft ?
  16. regarding the subject i spot a suprisingly low amount of puns in this thread.. anyways.. i hope they go through with these plans! i'm looking forward to discovering the secrets of uranus
  17. i guess the first one will lift upwards. and the second one will be pushed into the ground
  18. i use the balloon wheels on small unmanned rovers, the kind small enough to put multiple of them on the same rocket. usually with the soul purpose of doing a surface scan and the rugged ones for everything else. i only used the biggest wheels once but that was a 20 ton landship that needed a lot of ground clearance
  19. Belphegor (orBeelphegor, Hebrew: בַּעַל-פְּעוֹר‎ baÊ¿al-pəʿÅÂr - Lord of the Gap) is a demon, and one of the seven princes of Hell, who helps people make discoveries. ... Belphegor is the chief demon of the deadly sin known as Sloth in Christian tradition.[2] ... associated with licentiousness and orgies. he was worshipped in the form of a phallus.
  20. ps4 and xbox i understand but why the Wii U? is there some market strategy i'm not seeing here? 6-year olds and 40 year woman in yoga pants aren't exactly good audience for a space flight simulator i think
  21. my experience with these things is limited but i would try sticking some control surfaces to the tail fin. i recently had a similar problem with an MK3 plane veering off the runway no matter what i did and a bigger tailfin with added control surfaces kept it stable until the end of the runway (before violently dissintegrating into many pieces because MK3 parts seem to be held together with glue)
  22. an easy way to do it is when you get close, preferably less than 5km, to kill all relative speed. thrust retrograde until you go 0m/s then point straight towards the target and thrust forward a bit. from then on use rcs to correct so the target stays aligned with your heading. and offcourse slow down by the time you are about to crash into it getting a close encounter with the target is even easier, get into a similar orbit as your target. if it's ahead of you make your orbit a bit lower on one side (so you go faster than the target) but keep one 'intersection point' where you travel through the path of your target. if the target is behind you make your orbit a bit wider so you go slower. you'll see 2 markers in map view saying 'closest encounter xxkm', and 'target position at intersect' at one point the targets position will shift to the other side of the intersect point (in front or behind depending if you are catching up to it or it to you) then you set a manouvre node on the intersect point and match orbits, but not completely. keep an eye on those markers and they will shift closer together. play with the manouvre node a bit to get them as close as you can, preform the burn and warp untill a bit before the intersection point. if you do it right your speed relative to the target should be pretty low and it won't require a big burn to match speeds also, make a cannon that shoots kerbals
  23. was about to do some contracts when i noticed over half of my kerbals were still on the moon for training and science.. with no way of getting them off, their lander was short on fuel. and i forgot i was supposed to leave the science bay on the moon in order to make a safe re-entry but i launched it with 2 kerbals inside and 3 more in the command pod.. i saw this as a good chance to test a prototype lander with mining gear that i'm going to use on a duna mission (but with re-fitted fuel and engines more suited to conditions on the moon). the flight went well despite being a bit tight on fuel on the last stage so i had to complete orbit around the mun with the lander itself and eventually landed with only 80Dv left. now Valentina, Bob, and 3 other guys have 2 fully fueled exit vehicles to return when that (very very slow) science bay finally runs out of data something really nice happened there too when i warped a bit during the mining.. everything stopped working, i clicked the solar panels and they said 'blocked by kerbin'. only then i noticed this sweet eclipse going on right above me
  24. for question 1, try placing your rear landing gears closer to the center of mass. your plane is creating leverage to point the nose up but at the same time it's pushing the rear wheels into the runway because they are too far back sorry i can't help with 2 i haven't tried my hand at spaceplanes yet.. and 3 is a good question i'd like to know this as well
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