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grafdog1138

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Everything posted by grafdog1138

  1. Hey guys! So I've been wondering recently, what is the purpose of a shuttle, such as the stock Dynawing? I can't see that that particular rig affords any advantage over a standard rocket, except the recoverable aspect I guess. And also for the Dynawing in particular, why does it have those useless tanks I-beamed into the cargo bay? Probably stupid questions all, but I really cant figure it out.
  2. Sweet. Been thinking about installing those two. Alright then guys, thank you!
  3. Alright!!! That's what I'm talking about @Just Jim!! Also that's a rad user pic So yeah, the message I'm getting is that I've completely overestimated the power of aerodynamics. My inner drive for realistic game play cringes at the sight of the skycrane approach, but I still wanna get friggen huge things into space, so it might not matter. The only other thing I'm wondering is, is there some really good mod that allows actual construction of craft via Kerbal EVA?
  4. Show me. I don't want just words in reply, I'd love some pics, part recommendations, the works! Thanks though, sorry i should have been more clear.
  5. Hey guys! So I'm back from a long break, and I have this question begging to get answered: I see large rigs like the stock Crater Crawler, and I wonder to myself, how the heck do you deploy something that huge? It doesn't fit the biggest fairings available, so what gives It's not even assembled in LKO, there's no docking seams! So tell me: how do you (in vanilla KSP) get something really huge up there and working?
  6. Hey KSP Forum! I am, quite simply, looking for a pre-built Saturn V replica to fly. That's just about it; I've just installed MechJeb2, Hyperedit, and a sick transfer window grapher, and I want a nicely complicated mission to test all the new swag out with, plus show the game off to a few friends and maybe get them interested. Whatcha got?
  7. Yup, wrong version. I guess i assumed I had the latest version and didn't look. Thanks!
  8. Yes, neither the button or the alt+H ways work. The Kerbaltek folder is inside the GameData folder next to the Squad one. When will the issue be fixed?
  9. Downloaded HyperEdit, not sure where in the file hierarchy it's supposed to go? Running on a mac
  10. Hey, so looking at doing a Duna mission myself, and liking the idea of testing it from the Duna end backwards. Where do I get HyperEdit?
  11. Hmmm, well this certainly gives me a lot to chew on! I think I'm gonna follow the general advice of this discussion and just try some stuff. I think that all the numbers in this game are scaring me off the "just build a friggen big rocket and shoot it off" approach, but its looking like everyone does that, so that's good enough for me! I'm also thinking about getting a mod or two. I wanted to play vanilla for as long as possible, but these fancy dV calculators and such are too tempting!
  12. Hello KSP Community! So in the course of a science game of mine, I've become really, really tired of playing around in my own little corner of the solar system. I've built a Mun orbiting space station, landed a couple of times on the Mun, and flown more refueling probes to the Mun than I care to count. I want to go to Duna. The question is, what does it take to get there? Manned or unmanned, I'm interested in both types of mission... but what does a typical Duna mission look like, and is it complicated? Thanks in advance, I know y'all are an awesome community who'll respond in a helpful way. Grafdog
  13. Well, the plane tops out at around 380m/s as mentioned. That's at full throttle, which I keep it at when flying since the point is to mill science fast and move on to better parts of the game. When I find the drop zone, I figure out its approximate altitude on kerbnet, set my drogue to fully deploy at only 100m or so above that, and my mk1 to only 50m above. Then I take another pass as low as ever I can, and keeping speed at around 150m/s, drop, and start circling immediately. Works like a charm.
  14. After a little more testing (been busy building space stations with onboard labs; turns out that gives me all the science I need), I've worked out that I can drop the probes from really low and keep them intact most every time in vanilla KSP. It's been really fun trying different setups out, and I've really enjoyed hearing from y'all, you're a super great community for a newbie to come into. I think this thread has about covered the topic though, so until next time, thank you all so much! grafdog
  15. @Bornholio I don't think I can justify retros on this setup... although yours looks pretty awesome. But I don't think it'd work terribly well on my setup. Keep in mind I'm in a science game and as such I'm restricted by the parts I have available currently... the carrier is a mk2 body all the way, with a mk2 to mk1 bicoupler at the back. It'd be nice if you all could see it, but I can't really figure our how to upload .craft files or images
  16. I meant to type the first version, but yes, in KSP the venndiagram of the two seems to overlap quite a lot.
  17. If I'm not too off in my lingual parsing and contextual reading, by lithobrake, this community means nothing more or less than crash landing? That's pretty funny, not gonna lie I'm not quite positive if a rig of this description would fit in the cargo bay I have currently. Also, cubic struts are just barely out of my tech reach... seems a little weird to me that i can launch and stabilize a space station with massive solar panels and an onboard lab, but can't make a cube of metal... whatever.
  18. Yeah, I was trying some of these low drops and precision timed parachutes, and it seems to be working better. I think I may reroot the plane back to having the cockpit as the main control point, that way I can still fly it and pull of that circle @magico13 mentioned. Also, I should have been more specific when mentioning impact speed of the pod. I know about the tolerance specifications on each part, I was rather referring to the concept of shock absorption by placing a gear or struts on the pod, as mentioned by @bewing. I might try that and use only one drogue chute on the pod; that'd cut the decent time a lot, and with a lowered drop and speed i think I could do it in vanilla KSP. I suppose my hesitation to add mods (of this type) comes from not wanting to clutter the game UI up so much that I can't even focus on the main thing. That's why I'm kinda waiting on them. Plus I really enjoy limitations; they breed creativity and problem solving in a special way.
  19. This This brings up serious philosophical questions, such as "how fast can I slam one of these pods into the ground and still expect a working probe?". I'm not about to spend forever flying in a circle waiting for the pod to touch down. It kind of defeats the whole purpose of this rig: fast science milling on Kerbin. The solution? I'm thinking it might be manually timed parachutes. Thinking out loud, here's what comes to mind: Once I find the biome I'm looking for, I slow down and take a flyby overtop of it with the cargo bay opened. In this way, I can use the Kerbnet access of the probe core to find and mark a certain point for the drop off. Now, odds are I can't really expect to hit the exact coordinates, but if the area chosen is reasonably flat I can presume that the altitude of the waypoint set is gonna be close, give or take 100m, to wherever the probe ends up. Then all I have to do is set my chutes to open with the smallest margin of space from the ground I dare (say, 500m), turnabout, fly back over the waypoint, and drop. I'll admit it to be overcomplicated, but it's bound to be more fun than circling for a half hour. I think I'm gonna try it out.
  20. Yeah, I know the cargo bay isn't technically necessary, but what can I say? It was a new part I got, and it looks wicked this way
  21. Wow, I really appreciate all this feedback! This seems like a pleasant, informed, helpful community. Thank you all! Not sure where to start replies, so all just give a little update as to my design and thought processes... I rebuilt the carrier starting with the probe core as the first piece. It took a while and was extremely bothersome, but I got it done. This method seemed to work pretty well; upon dropping off the pod, it was targeted and the parachutes deployed perfectly. I actually had been using at least one drogue chute in all my designs, being aware that the high flight speed would shred a normal chute. So all in all the current setup does what it says on the tin. Slight issue though. For all my tests, I've simply took off, pulled an Immelman (which results in a westward heading), and deployed the pods right out on that open field of grasslands behind KSC. No point in flying for a long time only to find out I overlooked something stupid. So when I dropped the pod, the plane had nobody controlling it, and by the time I made land the plane was gone. I'm not sure if it despawned or crashed into the mountains out back of KSC. Suddenly, the physics range extender mentioned by @DoctorDavinci is tempting, despite my potentially obtuse adherence to a strict vanilla purity until I get my feet a little better. Thank you all again, you're an extremely helpful community for newbies like me. P.S. Quick question @DoctorDavinci, will this mod you mention increase lag? I'm not running KSP on as robust a computer as I might like.
  22. Whenever I try to switch to one of the pods I've dropped, it says that I can't switch vessels while flying in atmosphere.
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