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About AviosAdku

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    Spacecraft Engineer

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  1. Me and my brother always called them the "44 thousand gallon drum" While I can remember a number of game features that are quite archaic nowadays, the thing that really hits me is seeing when others got their start. While I only registered post 1.0, I was something of a lurker round here from not that long after I got the game (started playing late 0.20.2). As a result, I always thought of the "old guard" as those who had experience in the 0.17 era with 0.18 being rather prominent in my mind as an era before mine, to see 0.23 (a version I consider to be part of my KSP heyday) consi
  2. Agreed, nice breakdown @Ultimate Steve Based off said breakdown (and due to the fact that graphical overhauls often cover several versions), you could probably use both systems of sorting in parallel, the gameplay/development direction era and the (much more loosely defined) graphical era. By those terms, my experience with the game (before a long hiatus) was primarily in the 1st & 2nd refinement eras and thus the 2nd generation graphics. AviosAdku
  3. Yes, in fact that was how I came up with some of the figures. At severe risk of sounding condescending and my sincerest apologies if that does happen (I'm not the best at conveying ideas at times and I sometimes people end up answering a different question to the one I was trying to ask, not saying that happened here, just worried it may have happened again), my intention was to see how people subdivided the history of the game as it's aesthetics and "meta" has shifted several times, especially if a person has played during those phases and noted a difference in experience. I had a bit of
  4. Greetings I've just been wondering about the evolution of KSP as a game. While each version often has significant changes, I feel the game has gone through several phases of aesthetics, gameplay capabilities, etc. In light of this I'd like to ask how you would divide up the version history of the game? For example, I am not that well versed in version history before I started and during my long hiatuses from playing but I can note a few distinct "eras": 1 - Early game: Including the early free versions, notable for the lack of planets and early aesthetics such as the FL-T500 fuel t
  5. At the moment, my Launch vehicles are typically "Stage and a Half" affairs with a large core stage with a decently efficient (but atmospheric capable) core stage that burns all the way to orbit (vacuum upper stages are primarily used for deep space work and as such are considered part of the payload) with boosters (usually SRB's) to make up the needed TWR at liftoff. This may be related to the fact that my first orbit mission in career is usually an SSTO with the LV-T30/45 (whatever they're called now, the old name is pretty ingrained as they are my favorites) and I like to base my launchers a
  6. Well for a start there's landing aircraft ... well, on a runway in one piece that is. I have done it don't get me wrong but lining up to a runway with KSP instrumentation (One thing I miss from Orbiter was the Horizontal Situation Indicator MFD, once you learned how to use the confusing looking thing it made runway approaches so much easier, even in space gliders) and then managing vertical speed while trying to get on the runway quickly is a high time pressure situation which is never my forte. Though the most frustrating for me is coming up with visually interesting designs and/or imple
  7. I just checked my oldest screenshot so I'd say I started somewhere in July 2013 although I mainly think of it in terms of version. I started playing in 0.20.2 but it wasn't that long until 0.21 came out. AviosAdku
  8. Greetings While designing my latest craft, I was trying to work out what parachute setup will be required but I soon discovered that there seems to be a relative lack of information on this topic that can be easily found with the majority of information being vague rules of thumb for Kerbin sea level or an admonition for a simple "guess and check" approach. My hope is to find some more general purpose formula I can use to calculate the required parachute area for a given desired terminal velocity, vehicle mass and atmospheric density so that I can perform these calculations for other bo
  9. Well, in addition to some casual flying in some planes I made in 1.9, I decided to take another crack at my old Flying House project from a couple of months back. After completely redoing the engine pod system (dropping the nacelle rotation functionality and attachment system) and adding some reaction wheels when I discovered that the Thrust Vector control provides zero yaw control, I finally managed to get a flying house that doesn't flip over and explode within the first 3 seconds, then I took it for a test flight hovering above the KSC. That said, while it didn't crash instan
  10. It depends on the definition The in game folder: empty That said I regularly empty it out, keeping the ones I find interesting/useful for remembering what happened on that mission before naming them and saving them to a separate folder. (in fact I just cleaned it out as I was reading this thread) That folder currently stands at 2.88GB and 3,104 files (although at least one of those is a brief text file, I don't know if there are any others) since version 0.20.2 AviosAdku
  11. Impressive Off the top of my head, I can think of one thing although it may be stretching definitions. A couple of years back, I designed and launched my first craft to be reused several times: a 2-Kerbal Mun lander with a detachable Munar Transfer module. The idea was that the craft would take on crew and fuel in LKO before departing to the Mun (or Minmus) for a mission before returning (no aerobraking) whereupon the crew would be retrieved and taken back to Kerbin. Unfortunately, the Deep Space Utility Module as I called it was rather lacking in Dv and in the end, I had to ditch it
  12. Wow... I've been puzzling over what to say for way too long but I'll say that this story's last few chapters did not disappoint, a rollercoaster that actually made me feel … quite a few things actually. That alone puts it up with those relatively few works I consider greats and I am deeply honoured by the mention in the end notes. Since I first started visiting these forums years ago, I've tended to gravitate toward the fanfiction section (a common trend with me), yes I visit other places but here is where I come back to (event though I actually look at very few) and in particular, t
  13. Ever since I read/listened to the Randall Munroe book How To, and in particular the section that mentioned the logistics of moving a house with jet engines, I've wanted to try it. Today I did. After 3 evenings of work (last week, yesterday and today), I finally finished the house in question and fitted some jet engine pods for VTOL. This has probably got to be one of the least airworthy things I have made that wasn't some ground test platform (and as a furnished aesthetic build, something outside my typical style). Once it was finished came the testing and refining …
  14. Well, one thing that inspired me just now was going through my old screenshots (not a bad idea in and of itself) and in particular the reminders of the time I made some multi-mission craft. To briefly explain, the AEV Shadrach was a 2-crew Mun lander that, when paired by a deep space propulsion module (swiftly replaced with a standardised tanker spacecraft) would fly to the Mun and to perform the landing mission I had at the time, return to LKO where the crew would return using a simple capsule type crew shuttle. When another Mun landing mission came along, it would receive a new tanker and
  15. Well, I was giggling like a maniac just looking at it. As to my dumb creations, it's hard to tell, I tend to be pretty conservative with my designs and even when I do something stupid like firing an SRB powered super sounding rocket straight up to hit the Mun, the craft itself wasn't exactly a "dumb" contraption. That said, depending on one's definition of "impractical", perhaps some of the drag racer type designs I made once may qualify. I don't have screenshots and my memory is a bit fuzzy but some of the designs I think consisted of a bank of enormous rocket motors and a small cre
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