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About BlockTrooper

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    Astrodynamic Master

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  1. Well yeah, I have been trying to perfect a Hohmann transfer in KSP (which is how to find velocity at a certain point in a orbit. To find V (Velocity) You need to do GM(2/r-2/a) which would be 1.766E+9(2/300,000- 2/300,000) For a minimus orbit that has a perigee of 300,000 meters and you want to know exactly how fast you are going at your perigee of 300,000 meters. Does anyone know how to decipher 1.766E+9 ??? I don't know how to convert it to scientific notation. And that means I cant make the calculation!!! Any help appreciated!
  2. Yeah, It seems like if you do a large contract (for landing on Duna and getting back for example) then more contracts will appear about Duna!
  3. Sounds like a good idea, even though I don't have much experience with anomaly hunting, I do agree that it should be a ! instead of ? if you already visited it!
  4. Well, I have been trying my best to get as many ideas as possible from this awesome community and I have done my best to put as many viable suggestions as possible in! Make sure to reply any thing else you think should be added! Kerbals moving around in spacecraft on IVA. Ability to upgrade EVA suit. Graphics Update (Seriously!) Engineers building in space. Other space centers and airfields and the ability to ship passengers to different airfields (like an airport) Other space programs launching rockets that are visible on map. Asteroid science and the ability to plant flags on them. Interior spacecraft editing. More sizes of rocket parts such as between Cockpit Mk.1 and Cockpit Mk.1-2 More realistic terrain, more command pods, walking robots that are unlocked in late tech tree, music when flying within kerbin's atmosphere and during kerbin EVA, more nuclear and ion powered engines, More liquid fuel engines, more solid fuel boosters, sub-classes (the ability for kerbals to learn new things) More parachutes, more rover compatible parts, smaller plates, buildings in grasslands, lights on dark side of kerbin, clouds and weather on kerbin, more kerbal animations and the ability for them to wander within a small area, surface sample robotic drills, drone IVA (using rotatable cameras), more rocket wings, programs (kinda like Apollo from NASA), radial ferrings, more external seats, bigger jet engine, more sepatrons, more "precision propulsion" for probe reasons, kerbal health "in a bar", kerbal supplies, kerbal "medic" class, kerbal in-built parachute in EVA suit, ability to take off EVA suit. More realistic destruction (Like maybe parts splitting in half!), asteroid science and the ability to plant flags on them, more lander compatible tech for rockets, recovery cool down and cut scene, Stronger docking connections, probe "programming" option, kerbal flight planning, more contracts available in mission control at one time! That's what I think should be in KSP! Make sure to reply anything else you want in the game!
  5. Used Steam to get the pic! It's engines can run efficiently until about 10,000 m (which isn't bad saying it's for long distance travel around kerbin) And it's average speed is 220 m/s to 150 m/s and it's engines can run for (drumroll) 3.174 (Earth Hours)!!!
  6. Where is the button to download pic? Cant find it!
  7. Thanks for the tips everyone! I made a nice little career mode plane to fly!
  8. That would be a cool! But I'm more thinking it would be better for them to choose sub-class at level 3 or 4! That way it would make it just a little bit harder to achieve and something that you could work towards!
  9. Did that 2 days ago lol, and it wasn't easy, when I docked, the entire thing started spinning out of control!
  10. I have an idea to make engineers much more useful! What if you would create a new storable resource called "parts" or something along those lines that engineers could use to build in space! That would make engineers very much useful in space stations or even rocket creation in space to make more advanced rockets to go to different parts of the kerbal system! I hope you will consider my idea!
  11. Hello everyone! I'm new to the forums (I probably should have checked these forums out ages ago though as I have been playing before 1.0 4 years ago) so I would first of all like to say how much of a good job people are doing to keep these forums a nice place! But I would like to ask what are some tips to get me going on spaceplanes as I have had much difficulty throughout these years getting them to go a few inches above the ground before they blow to pieces. I get the general idea of center of mass in front of center of weight but my spaceplanes still don't seem to work that well, and also I have found jet engines can't produce enough thrust to lift any plane I create off the ground even though I have 2 air intakes on the plane! It would be nice to know what I could possibly be doing wrong! It would be very appreciated if someone could give me some tips on ways to make my planes more stable and why mine could be simply flipping out of control! Any advice is appreciated!