Newt0570
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I'd like to apply for some mun/minmus/planet landers. First off, I have this VERY clean-looking 3-kerbal mun-lander with realistic(ish) staging. Where's the launch tower? Due to the size of the craft, the liftoff stage's TWR is slightly less than optimal, but it gets you cleanly into kerbin orbit at 100km. Initially the decouplers were underpowered, so I added a bit of explosive power to them. click the >here< to see it in action Video of staging: The lander stage (in my biased opinion) is just as beautiful as the previous stages. It has four Mark55 radial engines and a single LV-T45 Engine for extra gimballing power. It is obviously equipped with four landing legs, but each is re-enforced with two struts to keep protect the kerbals during a rough landing. In this picture, it has left kerbin's SOI. It might have enough deltav to land on Eve; I'm not sure though. This is my personal favorite mun lander. But I have plenty more that are (I think) capable of landing on one of (Gas Giant 1)'s Moons or (Lava Planet)'s cool side. http://www./?l0vwtm2r5r0ojux/\ Almost forgot the dl link /\
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Spacecraft Names and other problems
Newt0570 replied to ashrutoraman's topic in KSP1 Gameplay Questions and Tutorials
If you need to change the name of a spacecraft through the ships/VAB folder, you need to click on the ships file, rename it. Just like you have already. But then open it and change "ship = Untitled Space Craft" to "ship = whatever". Then it will show up properly in the game when launching. If you'd like to change a ship name that is already in orbit, you'll need to dive into the "saves/default/persistence.sfs" find your ship, and re-name it there. Alternatively, you can delete all the sfs files inside it. This will get rid of everything in orbit, landed, on solar escape, etc. You ship designs won't be deleted by deleting just the .sfs files. You can still launch your same rockets like normal, and the game will create new persistence files. -
...jettison the command capsule in an emergency?
Newt0570 replied to hjalfi's topic in KSP1 Gameplay Questions and Tutorials
I think that is worth a sig For my prototype/experimental VTOL, I have the CM attached by a decoupler, and some parachutes stuck on. If I ever need to eject, I just press the space bar. It's saved jeb twice already. If you've been following nova in the discussion thread, we are (probably) getting mini-SRBs. I just had the idea of using these to help escape the wreckage of a runaway spacecraft, when paired with my idea above. -
How to reproduce: a)Don't close the game often/ever b)Go from VAB to flight scene many times c)wait d)install mechjeb (doubles the chance of a crash) e)clutter your .sfs file f)alt+tab away from the game and back in (might not cause immediate results, but if you keep doing this, chances are increased.) In serious honesty, it is just a random occourance that can happen anywhere. At least for me, 95% of time I crash, I have mechjeb installed. It can crash while in the VAB dragging a part, while idling in the VAB, idling on the launch pad, during liftoff, during a gravity turn, idling in a sub-orbital arch, idling in a stable orbit, during a TMI burn... You get the idea. Unless you've found a sure-fire way of causing a crash while not using any mods, threads like this don't really need to exist. (most likely not in the discussion thread either)
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Day three of the FLOB-athon! KSP devs didn't join today... but we raised 240% of the original goal for child's play charity!! This equates to over 70,000$!!! Grats to all the donators! (plus the 11k from last season for a grand total) Some sad things happened near the end that will effect future FLOB episodes. But I don't want to spoil it for people that didn't watch.
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I can run minecraft at 60fps on normal render distance, but I have a low (but playable) framerate when launching a mun lander rocket. Usually decoupling the liftoff stage reduces most of the load on the computer. The rest of a mission seems to get very good frame rates. (up to 60) There are quite a few super-efficient rockets that can go to the mun and back with less than 10 fuel tanks. These small craft never lag for me. win7 64bit processor: "AMD A6-3420M APU with Radeon HD Graphics 1.50 GHz" (quad core) 8GB RAM
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[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Newt0570 replied to kacperrutka26's topic in KSP1 Discussion
use "what-the"'s version. it looks like a lander in front of some kind of bubble structure... I think i can make out three kerbals on the image (one on each side of the bubble, and one on the ladder of the landed craft.) maybe it's not even a bubble... it's spotlights on a munolith-thing use this link to turn it upside-down http://imageshack.us/photo/my-images/268/retouched2.png/ -
Cool! always like to have some more KSP let's plays in my sub box.
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Hedvig Mk.II Heavy Launch Vehicle
Newt0570 replied to Kristian's topic in KSP1 The Spacecraft Exchange
Maybe you could add a non-mechjeb file to the O.P. So I don\'t need to DL mechjeb again. (also, so anyone else can dl it with a stock KSP) -
that\'s most likely a debugging tool for only the devs to use. It is likely not included when you download the game. the mechjeb mod makes orbits as easy as pressing 'launch'. you can find it in the plugin-powered addon section of the forums.
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Welcome to the forums! the best way for me to transfer orbit to the mun is to orbit west(take off heading right). and get in a stable 100km orbit. when the mun rises, burn prograde until your apoapsis is as high as the mun\'s orbit. You should see your orbit change to show the next semi-orbit around the mun. good luck!
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Calby and Bobmund Kerman got into an argument... It got... violent... anyway, just noticed the word 'mun' in the o.p. so here you go:
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If I remember correctly, Mac OS doesn\'t have shadows from some sort of glitch. So if you\'re on a mac, that could be the issue you are having. I don\'t mean using a mac is an issue. If I had the money I\'d get one.
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568: When you see this: ...and launch anyway
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This is my biggest annoyance in the recent patch. When I go to edit fuel lines, I often don\'t check the symmetry. It is impossible to notice in my rocket until that specific stage comes up where I suddenly start to veer off in a direction (due to misbalanced fuel). The first time this happened I had no idea what was going on.
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sssooooooo......... Who here has the best computer?
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sigged. (if you don\'t mind)
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/\ current desktop background -------- I crashed into the mun: so I sent a rescue mission:
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I was wondering how I calculate a TWR with a given craft using KSP\'s unitless numbers. I know my liftoff stage has 2550 KSP units of thrust, and ~100 units of weight before liftoff. The craft gets to 100m/s almost before an altitude of 1000m. It\'s by no means a minimal craft, But I\'d like to know how to do the conversions and calculations for designing future craft. the craft I\'m mentioning is posted >here<. (Crossfeed v3).
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Default go-to rocket sharing thread
Newt0570 replied to Stogas's topic in KSP1 The Spacecraft Exchange
When I do that, the next stage uses the bottom fuel tank for a split second. then switches to the top, which makes the gui on the left confusing to read, as it will look like fuel is draining strangely. -
Default go-to rocket sharing thread
Newt0570 replied to Stogas's topic in KSP1 The Spacecraft Exchange
my main rocket currently is my 'crossfeed' rocket; from v1-v3. Crossfeed v2: the crossfeed series has every engine fireing at launch. this includes the 5 small engines in the lander/return stage, the 4 gimballing engines for obital maneuvers (with the tall stacks of fuel above to avoid leaving debris in orbit.) and the 8 large engines for the liftoff stage. v3 cuts down on the size by getting rid of fuel that is not needed to get to the mun or minmus(from the orbit stage), which leaves less room for recreational orbital maneuvers. It still leaves no debris anywhere, and has enough extra fuel to not cause panic after messing up. It\'s one of my few crafts that is efficient enough to get a good amount of payload to the mun and back without lagging my computer out. but v3 looses it\'s classic crossing fuel lines, which makes the name rather pointless. Crossfeed v3: I like the looks a bit better than v2...(it does have a parachute, the graphics are just messed up in the VAB when taking screenshots.) -
Build the biggest airplane (that can land)
Newt0570 replied to kevinlacht's topic in KSP1 Challenges & Mission ideas
My impressivly-creative named large spaceplane: 'BIG' It is so stable that it is difficult to get out of control. Takes off at around 100m/s, and can land on grass or in the water. It is also capable of making very tight turns: My attempt at a larger craft, expertly named: 'BIgg' (slightly more creative on the capitalization)... but it can\'t take it\'s own weight -
seriously, I know i get around 60, but test makers think sentences look like this: Land of soon question spell house... Car got mother time. Can take let no?