Forgot your password?
in Kerbal Network
Posted June 24, 2018
in The Daily Kerbal
Posted June 22, 2018
I made an attempt, and managed to impact with a time of 16:15
Unfortunately the landing legs I put on the probe were insufficient for a safe landing. The vessel I used had 9 stages and approximately 17,000 dV.
Imgur album of the flight is here
Grab a copy of the craft from kerbalX here
in KSP Discussion
Posted June 20, 2018
I always rinse new mods in lemon juice under the light of a full moon to remove viruses...
in Welcome Aboard
Posted June 19, 2018
"Part Time Action Men" - stuntmen available for all your action movie kerballing needs! call Wernher today for a quote!!
Posted June 17, 2018
I had a rescue contract for a landed kerbonaut on the mun, but every time I got within 2.3km the stranded craft would spontaneously explode.
Many, many attempts were made to approach gently from various directions, but death was always the result.
in Suggestions & Development Discussion
Posted June 16, 2018
Lagrange points as stable orbit locations only makes sense if there is some mechanism making all other orbits decay or become unstable, having one without the other is kind of pointless.
Currently all orbits are stable, and by introducing decay or instability you would detract from the entry level fun and friendly nature of KSP
Having said that, it would be nice to have some educational DLC covering the finer details of real orbits (legrange points, procession, solar pressure, lumpy gravity, atmosphere decay, etc..)
in Challenges & Mission ideas
Posted June 6, 2018
in Gameplay Questions and Tutorials
Posted June 4, 2018
use the tilda ~ (the wiggly line next to the 1 button)
backspace is now your abort hotkey
in Add-on Development
Posted June 2, 2018
It would be cool to see SRB nose cones (nozzle gimbaling too) become available as a part upgrade at a higher tech tier
Posted May 29, 2018
you could try signing up to github, then following the prompts
there are some other options for sharing listed in the sub forums i recommended:
2 minutes ago, Jonms said:
How do I create a mod for ksp
How do I create a mod for ksp
oh an easy question...
try the following:
oh, and don't forget to have fun!
Posted May 26, 2018
I like to choose a historical name from a similar mission, then add the letter K.
Manned craft become Merkury, Kermini, Kerpollo, Kolumbia, Kerblab, and KSS, while unmanned craft are Kersplorer, Kerboneer, Kerbidium, K-train, etc..
Also everything launched (or crashed) gets an accurate sequence number thanks to Project Manager which is amazingly easy to use!
in Science & Spaceflight
Posted May 24, 2018
I guess whether or not the aeroplane will fly depends almost entirely* on the amount of air passing by the wing, resulting (or not) in lift either via the Bernoulli effect (pressure differential) or Newtonian deflection (conservation of momentum)
To achieve the outcome of air moving past the wing you could either:
The first option is precluded by the conditions of the experiment (i.e. a fictional magically-powered conveyor that can instantaneously reach any speed such that friction is provided to prevent the craft from moving forward.)
However the second option is still viable, and can be achieved via several means such as a gust of wind, prop wash, or even an extreme boundary layer of air propelled by the moving surface of the belt as it approaches warp speed!
*Thrust vectoring or a high AOA of might also cause the aeroplane to break free of the conveyor's clutches through sheer brute force!
You missed some early science! Don't forget to do a second EVA report while jumping for "EVA while flying over..."
I came here expecting discussion about a second Pol moon around Jool! But I guess a story mode would be cool too...
What would the story mode be about anyhow?
The Realism Overhaul thread has a good list of recommended mods,
also Scott Manley has made an excellent youtube video explaining the whole realism process
Hi @ReigningKing and welcome to the forums!
You will find a wealth of information in the Gameplay Questions and Tutorials sub-forum, for an example check out the thread I've linked below:
My quick tips for you would be:
Posted May 23, 2018
Pass-out missions can be beaten by flying in a tight banked horizontal circle... (e.g. around the flagpole.)
A pair of juno engines should provide sufficient power
Hi @Nervenkobold_GER and welcome to the forums!
It sounds like you have discovered that most RO engines have limited ignitions and/or ullage requirements for fuel. From the wiki:
Restarting an engine is a tricky prospect, requires just the right conditions, and even then most engines only have a limited number of restarts. Issues such as freefall causing propellants to float away from their feed lines complicate the matter. To solve this, LVs use small motors called "ullage motors" to settle the propellants before igniting their main engines. Spacecraft often use RCS for this purpose. Assuming propellants are settled, the engine must be able to ignite; most first stage engines have only one ignition (often provided externally), though some upper stage engines have multiple ignitions. Because of their simplicity--needing neither to ignite their propellants nor spin up a turbopump--pressure-fed hypergolic engines have effectively infinite ignitions. Indeed, that's all RCS is: sets of small hypergolic (or catalyzed monopropellant or cold-gas) pressure-fed engines.
Posted May 21, 2018
@neistridlar another fine review Our BS designers are currently considering your recommendations for sepratron boosted drink service, perhaps even adding "rocket fuel" cocktails!
On another (maybe related to performance) note, do you know if the drag-cube bug afflicting airplane plus parts has been resolved? I've been holding back from playing with this mod until i hear it has been fixed...
Posted May 18, 2018
The contract window button is located at the top right of your screen in flight,
In map mode you will be able to see the orbital paths of everything (even planets if you zoom out with the mouse wheel). You can centre your view on other objects by pressing "tab", pressing the tilde (wiggly line ~ above tab) will return focus to your ship. (note: unfortunately you can not tab to stranded ships until after you have approached them)
Rescuing stranded kerbals from orbit is quite a challenge early on, in real life even NASA tried and failed to do this with the Gemini 4 mission! You will need to master getting to space, achieving a specific orbit, arranging the rendezvous, and then space walking or docking to transfer crew. Scott Manley has a nice video tutorial on how to rendezvous (the game version is old, but the method is still the same). Don't feel bad if you need to cancel these contracts for now (you can do this from the Mission Control building) to progress with your career.
Upgrading the tracking station is almost prerequisite to doing rescue contacts as it will allow you to target the stranded vessel and plan your approach, without any targeting you will just have to eyeball it. Possible, but very hard!
It was a kinda cool video, but i have a question: why not use the capsule's internal decoupler?
As a side note, the capsule pictured rolled around the KSC for about 10mins before coming to rest for recovery!! I wonder what happens when you roll it down a mountain side....
Posted May 17, 2018
@Kodiax welcome to the forums
To beat those early "test at altitude" contracts try the following:
During the flight:
Posted May 14, 2018
Edited May 14, 2018 by Blasty McBlastblast
found traces of red hair & hand-me-down robes...
Hearing rumours of rare mountainous splashed-science, mission controllers hastily dispatched Jeb with all the experiments they could gather!
After a continent spanning detour (due to a missing decimal point when setting the custom waypoint) Jeb arrives and spots his target
A fancy barrel roll was used to enter into the extremely steep decent required!
To maximise the landing area Jeb hugs the cliff face, with flaps deployed and reverse thrust engaged to slow the plummet descent...
Maintaining ~100m/s as the water looms up allows enough air over the control surfaces to pull up sharply, splashing down safely with metres to spare!
At this stage Jeb learns a terrible truth: the so-called mountain lake is sadly only a coastal biome. Seems we could have left the science at home!
Takeoff is achieved at a comfortable 25m/s thanks to lots of wing area set at a generous 5° AOA (thanks to feedback from @neistridlar in the regional jet challenge)
Climbing out was easier than getting in, with the single wheesley* proving more than enough thrust to climb vertically.
in Add-on Releases
Posted May 5, 2018
this mod is a-head of it's time...