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Fubarbrickdust

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  1. Not really a comment of any relevence - however... I just wanted to say that KSP is a totally awesome game!!! And the community (devs included) that surrounds it mirror that awesomness Even though I've not played for about 6 weeks now **not the games fault...I just had a bit of KSP burnout from playing it WAY TOO MUCH** I still check back here every week to read the dev notes and comments - and every week I always leave the page feeling super hyped for 1.1 and generally happy all round. I'm so gonna be burning myself out again when it drops, no question...and y'know what, when it drops I'm gonna be playing that mofo STOCK!!! (...as in the flavour, vanilla.) HELL YEAH!
  2. [quote name='toadicus'] [B]Fubarbrickdust[/B], there's no realistic way to nerf the Comm 16 more without making it useless in T1, which is the primary time its currently useful. When you upgrade your listening device (tracking station) you necesarrily expand all of the link ranges back to it. Remember that the DSN could hear my kids' walkie talkie more "loudly" on the moon than it can hear Voyager right now. :-)[/QUOTE] Okeydokey. When you put it that way I guess it kinda makes sense...better get my little green guys outta Kerbins SOI to bring out the big guns then! Thanks man. [quote name='toadicus'] On the other hand... I could pretty easily enable remote control points within a single link. Put differently, I could easily allow control if there is a crewed vessel with a direct connection to the probe in question. What do people think about that option? [/QUOTE] This sounds pretty cool, actually :)
  3. [quote name='Skalou'] [U]Edit:[/U] [B]Fubarbrickdust, [/B]good point for the 1. : actually no, but it's planned for the stock 1.1 if i remenber. for the 2. in career mode :wink:[/QUOTE] Cool, cheers man. As for point 1. - Fairy muff...I thought might be easier said than done. And 2. - Ah, I see. As it happens though I am in a career game, with an upgraded Tracking Station so I guess that's the thing - the question still stands, however.
  4. First off, I just wanted to say 'nice one' to toadicus - this is a totally cool mod! I tried both this and RT...and to be fair, while RT is awesome it's just a touch too hardcore difficulty for my tastes and require a level of micromanagement and such that were threatening to steal the Kerbal-fun from my game! On that point, and not wanting to sound middley-moddIey - I was wondering if yourself or anyone knew if there are any more ways to up the difficulty with AR a bit, just a smidgen? Maybe with fiddling around in the cfg files or some such? Speciffically: 1. Is it all possible to turn Kerbin itself into a body that can block AR line of sight and shift the 'central point' of connection to the surface where the KSC is? - therefore creating more of a need to setup a proper Kerbin comm-sat network... 2. Is there a way to nerf the Communitron16 a tiny bit (the 1st red/white extendable looking one - I think that's what it's called). Maybe it's just because I'm still early game at the mo, but it feels like it might be a little op as its reaches out to just past Minmus/Kerbin SOI and sorta negates the use of anything bigger before you start going interplanetary. Or is that completely by design/am I vastly underestimating the bigger picture and scale of the Kerbol system? Anyhoos, that's it. And thanks again for taking the time and inclination to make the mod, it really does get a big thumbs up. And no worries if the answer to these is a big NO (especially No.1) Just thought I'd ask and see if it was a possibility... Thanks in advance for any feedback. Cheers, Fubar.
  5. This [the workaround] is the very 1st thing tested with a fresh copy of 1.0.5 - So far so good. Exactly as with 1.0.4 I'll update with an edit if I encounter any issues but I've a feeling it'll be just fine...
  6. Okey dokey so here it is! I'm dead chuffed to report that Bob has made it safely back home to the KSC! I just wanted to say a massive thank you to everyone who gave they're input on the thread and helped to get Bob home...much appreciated. It was fun for me and I've learned a lot in the process from the bits of info and and advice provided by Slashy, Snark and Doslidynk to name but a few. To all - I salute you As for Bob? - Well he's gonna take some well earned R&R along with some mandatory psychological counselling sessions - I don't know how long it'll be before hes happy to go back into space, however, he has informed me that he'd like to spend some of the science he's earned on researching aviation...He'd very much like to spend some time to see if he can design an aircraft that's capable of breaking the sound barrier here on Kerbin - I'm sure we can spare him the points, there's enough going round after his valient efforts on The Mun. He says thank you too btw...
  7. Thanks fellas. And I think that ^ was the little nugget of info that I was missing... In other news, I'm happy to report that Bob is safely aboard the rescue ship and on his way back to Kerbin! Nice!
  8. UPDATE: So it's looking good! It took me a little while to get my head round it but I think I'm beginning to understand the 'rendezvous withing the space of an orbit' concept...we've got our encounter down to 1.1km and the 'target m/s' keeps dropping so I guess that's good (?) This little exercise has pulled up one question which I've been wondering about for a while, and if you don't mind me asking - What's the difference in meaning between the different colored 'intersection nodes'? The red ones are pretty self explanatory, but I'm missing the mark with the pink ones... EG with pics: So I'm pretty sure what this represents...It means we're in luck But what do they mean in pink?...it has eluded me thus far...
  9. Heya Neves, I'm quite new too. Picked up the game for the 1st time lat month... Welcome aboard from a fellow Bottle Rocketeer I've found everyone here to be really welcoming and helpful...it's a cool little corner of the interwebs!
  10. Heya Snark, Thanks for the info on the USI (Roverdude) mods, much appreciated. I totally heed and agree with your warning - They do look really cool, but there's no way I'll be breaking my already pressured little cranium by heaping those on top of the game too. I've still got so much to get to grips with in KSP that it'd be madness! Speaking of madness...there was some (quite likely somewhat naive) method to the linear thrusters (yep, they are) and service bay - I'd toyed around with RCS thrusters already and really liked the way they give a vessel more manoeuvrability while the main engine's not in use, thought it might be helpful if I wanted to fine tweak or tighten up the rendezvous encounter on the fly if needed. And the service bay - well that was just to house the monopropellant tank (I've only unlocked the bulbous looking ones) for the RCS thrusters, and the KER computer...I thought it'd be best for those bit to be neatly squared away in some sort of housing as opposed to blotted on the side of the ship. Looks like I made the 2nd design flaw to cater for the 1st! Ouch! Those reasons might make you chuckle - I'm quite new to the game and still really finding my feet. I'm guessing my choices there might have been a bit odd to a seasoned player. The great thing about this game is that, for me, in these early stages the whole process is a really fun learning experience. Even this whole 'Bob stranded on The Mun' crisis and the help and feedback I've been getting from the likes of yourself and everyone else who's taken the time to post here has really helped and has been a great leap for me. I reckon I now know a little more about the correct application and scenario for RCS thrusters too Right!...I'm home from work. Just gotta make a cup of tea, and then I think it's time to get phase 2 of this rescue op under way! ...Advice taken. I'm on it. I'll digest your points and see if i can make it happen. Thanks again Slashy.
  11. Thanks Slashy. Already on it! - That's what I was cooking up whilst absent. Ah yes, apologies if I threw in numbers that might be unnecessary, that's what the little HUD readout for KER was giving me for the 'mass' entry, I wasn't sure which one was the relevant figure...good to now know it's the latter (learned something new there). This is what's on it's way to the mun to pick him up (below) and it's still got 1,726 m/s left on it. Everything's pretty much as you said - stripped out/bare bones version of the lander, same delivery package. It's 6hrs out from the mun after a much more efficient launch this time (probably due to the much reduced weight too), and so far on track for a perfect equatorial orbit (already got the encounter and adjusted on the an/dn, only need to circularize it on arrival. Set up for a 33km(ap) 28km(pe) if the burn goes as plotted.) The only thing I've not done is put Bob into orbit yet - would you advise doing that before the rescue boat arrival? I kinda thought (read: assumed) that it'd be prudent to try and time Bobs launch in an attempt to get a rough close encounter going on, then close it in with the rescue vessel? Or would that be making my life more difficult than it has to be? There's still plenty of time to put him up there, and easy enough on the equator, more or less Cool man, thanks. I'll give it a look in...I was kinda leaning towards TAC as from what I read the Kerbals won't die with the USI one, the just stop functioning until re-supplied...seems not so critical that way. I'm not entirely convinced. some of the other USI mods look awesome though...but I don't feel anywhere near ready for that level stuff yet. yeah, it seems like that [the rescue plan] is the way it's going. Sensible i think. And still fun - It was probably a very dangerous path going down the 're-fueling lander' mission road....this is way simpler. I might just leave Bob's lander un-terminated and go fix it up much later down the road. Or maybe I'll fly past it Kerbal-years from now, look down and go "Meh! Useless old rust-bucket...I've got new toys now!" ...The flag'll always be there though EDIT: It's quite late/early here in the UK, 5am, I work evenings so it's cool but I should probably get some shut-eye. Thanks to all for the input so far - I'll shout out and pick it up on the next KSP session (won't be long for sure), but I've got good faith that Bob's gonna make it home! night chaps, Fin (Fubarbrickdust)
  12. SO here's the stats: LF = 48.78 OX = 59.62 Mass = 1.462 / 3.165 Engine: LV-909 'Terrier' DeltaV Total = 635 m/s (30.6s) Also, height on the Mun's surface is 1328m if it's of any use He's up the creek isn't he!? ...tbh, I thought it was a touch more on the LF - I'll test out circularizing the orbit again...maybe that touch I used to get the photovoltics lined up will have pushed it just out of reach:confused: EDIT: Tested. Orbit is totally do-able with the fuel left over...it's really tight, keep hitting between 12-15k(pe) and 15-20k(pa) but it's repeatable and consistent, so I think it's all good for when the cavalry arrive! Bob says Hi to everyone btw...he seems to be just fine mooching about on the Mun for the moment - He's re-pitched the 1st off-world flag with a dedication too!
  13. Thanks for the advice Danny, but I'm a little confused about the "50 arc seconds" bit...and although it'd be nice the more I think about it, a 'precision landing' where I'm concerned might be a little ambitious He can get into orbit on the fuel he's got though, I've tested it...it's a dangerously low orbit, but an orbit none the less. On the MechJeb subject - At this stage I'm a little unenthusiastic about using it (not that you're directly suggesting I do) as I feel I'd doing my KSP skill-set a disservice. I'm still a relative noob and don't think it be best. Maybe, way down the road I'll consider it an option...but not before I can do the majority of what MechJeb can on my own wits. I have switched onto KER - It's awesome. Even then I don't think I'm fully understanding or utilizing all the info that the little PCB/Tape machine or VAC readouts give me...Right now I'm mainly using it for the 'orbital' and 'maneuver' HUDs which have really helped me get a feel for some of the more basic launch and orbital mechanics of the game...and helps cut down on all the map switching, which is nice. This certainly crossed my mind! - As it happens I was (still am) really close to trying out the TAC LS or USI LS mods. Easy does it though, I don't want to swamp myself in too many mods before I get a feel for the core mechanics of the game - softly softly catchy monkey, I guess. Saying that, any recommendation for one or the other? Oh yeah, I'm getting quite familiar with the science farming dance, honed that habit quite early, Thanks though. And yeah, you're right, the more I think about it and listen to the advice I'm getting here it seems like a low orbit rendezvous rescue is the smart move. For sure. It'd be nice to bring the lander home as it holds a certain sentimental value being the 1st vessel to make it and land on another body but essentially that's purely superficial and cosmetic, and would be a bit OCD. The priorities are clear. And the priority is poor old Bob! Ahaa! No way? - I wouldn't of even dreamed of that option being possible...that's too funny Maybe if all else fails I'll give it a go out of desperation...Even if it does fail and he disintegrates in fiery puff of green smoke on re-entry, he'll be forever remembered and revered as a pioneer of experimental space-type-stuff and an alround daredevil legend! Dude, that's really cool of you (and the rest of you guys for that matter) for lending your time and consideration to helping out. Thanks man. The feedback and general positive consensus I've heard regarding the KSP Forum community is right on the mark! I'm really chuffed that I discovered this awesome game and joined up to the forum, both. Relevant info incoming shortly...
  14. I like this ...I didn't consider it. I just had a 'Must Save Bob' instinct and rushed to get the rescue going. I might merge this with one of the other choices as option 5. This. Post. Rocks. Thanks Man The Winston Wolf of KSP problems, awesome! I don't have the exact info at hand as I'm at work at the mo - but I'll pop it up for sure... In reality though, even if you did the math and the hardware's got what it takes to get Bob home - I probably haven't got the smarts or pilot skills yet to use it effectively...I've been playing it safe (until now) with my designs by always putting that much more than I need. ...I've got satellites orbiting and SCANsating Kerbin with half a tank of gas in them...
  15. Yep, that's what I thought when I decided to F5'd back to the Mun landing site where we still had a bit of fuel left - I'm thankful for that at the least, it means there are more safer options if I choose to pursue them. (I initially tried to break the Mun SOI and failed, leaving Bob in a very unflattering orbit which would have been less straight forward to rendezvous with) It's reassuring to know that I'm not the only one I take it that the mission was a success? How's your Jeb doing now? Recovering from the distress, I hope. I really like the idea of doing this. It'd be really cool to pull it off, especially at my level. Although, I am viewing these options with a healthy amount of caution. As before, I'm clearly not the most honed of Kerbonauts - There could be a new thread turning up in a few days entitled "I've stranded Bob, and Bill on The Mun...What would you do?" I've already had a go at putting together a payload and delivery package that's capable of doing option 4a - so far the results aren't that confidence inspiring. I seem to be coming up against a wall where I effectively end up using just as much fuel (proportionately) to get where it needs to go. I think it's either that I'm rushing it, haven't unlocked good enough tech, or, more likely I'm taking too much of a leap in my rocket design 'learning curve' to build a (moderately) heavy delivery/payload combo. It's probably a combo of the 1st and last one to be honest :/ I'll keep exploring it to be sure though...
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