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BrotatoSalad

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    Bottle Rocketeer
  1. Share your favorite KSP catastrophic failure stories in greentext form. Bonus points if you can actually make the text green with HTML in your reply. I'll start. >build FAR SSTO >go to orbit second try >feelsgoodman.jpg >time to test reentry >Jeb looks willing >Begin MLG retro burn >flametastic reentry >Jeb status: lunatic grin >approach transonic speeds >control surfaces are kill >wings are kill >ohcrap.jpg >lifting body physics ftw >ultradank gentle glide >put down landing gear >tfw ripped off during reentry >noscoped by atmosphere liek if u cri everytiem
  2. This has happened to me before, either falling onto another craft or the ground after jumping off a ladder. The game instantly crashes, and on reload everything around the area, including flags, is on an escape trajectory from Kerbol.
  3. Ok wow. My twr was WAY above that. Consider this thread answered. I should really use less first stage booster power.
  4. When it comes to actually landing, prepare for 30 minutes (with physwarp) of coasting in and out of the atmosphere to slow down from mach 7 without tearing your craft into many small pieces.
  5. A Duna lander which remains in low orbit for future kerbals to use instead of bringing another one to save fuel, and several crew rotation ships which never docked because it was a one-way trip for the ship, and I transferred the kerbals by floating over there with the jetpack.
  6. Once upon a time I did an early career Mun landing without fuel lines. In greentext form, the mission went like this: >land on mun with side fuel tanks >do science >get into capsule >pump fuel from middle tank to radial tanks >take off >realize fuel is slightly unbalanced >ohcrap.jpg >attempt to manually steer it >out of control, mission completely FUBAR >wild spin, Jeb having the time of his life >bailoutbailoutbailout.gif >try to land with jetpack >Jeb is kill >science is kill >mission is kill >tfw forgot to quicksave
  7. You get banned from the forums for repetitively asking about when Squad will add 100 meter diameter fuel tanks.
  8. I can only see one problem with these: how could you possibly build an SSTO? They look pretty heavy. Heavy enough to require huge clusters of rapiers to get it up into orbit. The only reason I can build an SSTO that big is because of the b9 huge sabres. These look like very interesting parts, but would probably require modded engines to be SSTO material.
  9. It's actually a hybrid. If you go slowly enough to not cause rounding errors, your ship moves. If you go above that, it "off-loads" some of the velocity to the universe. It's a much higher limit, but if both the universe and your ship are going fast enough to cause errors, the old kraken will be back with a vengeance. I think this can sometimes be caused by the Hell Kraken glitch, as it causes your ship when you reload to break apart, presumably from good old rounding error kraken forces.
  10. I just can't go back to the stock "aerodynamics" after trying the glory of FAR.
  11. I actually overheated a turbojet engine on an SSTO on the ascent to orbit. It was in the center of a cluster. Luckily, it ran out of intake air and started to fart the deadly flat spin sparks, and I regained control easily.
  12. IIRC, Scott Manley did it with a crippled plane (wings at an offset angle from an Infernal Robotics glitch) in an Interstellar Quest episode, and he had FAR installed. I would advise getting close to the ground and using forward-pointing radial engines to slow down, and when you stall, do it a few meters above the ground to avoid damage. I agree entirely. Trying to land a plane on Duna is insanely difficult. However, taking off is easy in the low gravity if you have a decent TWR.
  13. I think it's really good in mun/minmus transfer stages, especially in career. I use the big radial engine for landers because it's more convenient to mount multiple ones and decouple from a flat fuel tank base. The poodle as it is has some utility, but it could use a buff or two.
  14. A while back I asked how to fly SSTOs in FAR in the gameplay questions/tutorials subforum. I got some very good advice, and now I can competently build and fly SSTO's with FAR. About a week ago I started a new career save, and now i'm getting to building some very large rockets for interplanetary probes. My problem is finding a good ascent profile that doesn't cause a flipout on rockets with little control and a lot of SRBs to save those sweet, sweet funds. So far (pun intended) i've tried putting various sizes of b9 and stock fins on the bottom for control and doing my gravity turn at 1k meters. If I go easy enough on the turn, the rocket is intact but my ap always ends up at about 100k, far above the optimal 70k. If I try tipping over earlier in the ascent to flatten the trajectory, the payload starts to jiggle inside the fairing, and the fairing walls start to oscillate violently. This even happens when using FAR assists instead of SAS. If it manages to keep together from the sheer quantity of b9 struts I put on it, it will flip over and head for the ground. Please help. I can't seem to do an efficient ascent to orbit no matter what I do.
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