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Everything posted by Vexillar

  1. True... but most things in the Kerbal universe seem to be made of various allotropes of Explodium Nitride.
  2. Somewhat late catching up on this thread... it would have changed Neil Armstrong's words just a little: That's one small step coming down, One giant leap to get back up!
  3. So I thought, I wonder how much the new parts have changed in terms of performance? To get a rough idea, I created a simple craft consisting of: Mk1 pod, Mk16 parachute, TR-18A or TD-12 decoupler and a Hammer booster. Engaged SAS and launched straight up. Here are the results: KSP Version Max. Altitude (m) Max Speed (m/s) Max G (G) 1.0.5 95,194 1,246 11.1 1.2.2 124,248 1,358 12.2 1.3 123,655 1,357 12.2 1.4.5 1 113,334 1,320 11.8 1.5.1 2 146,457 1,440 12.8 Note 1: Using TD-12 decoupler, 1kg lighter Note 2: Using TD-12 and new version Mk1 Pod Results are very consistent between 1.2.2 and 1.3, I guess the 1.0.5 is down to the old souposphere... though I now forget when the atmosphere was changed. 1.5.1 must be down to the new pod model being "slippier", as well as the lighter, smoother TD12 decoupler. What surprises me is the 1.4.5 result. I'd expected a slight "improvement" over 1.2.2/1.3. Would the time of day (atmospheric temperature) have a significant effect?
  4. Negative years? Have you uncovered a hitherto unannounced upcoming time travel capability? To the Tardis!!
  5. Welcome back. With shiny new hardware, you can now enjoy KSP 1.5.x's new shiny... er... hardware!
  6. Crashed into the Sun? You certainly don't have a problem with delta-V, then... Basic "Kerbal" (simple minded) method of doing an interplanetary Hohmann transfer: 1. Get your ship into a stable orbit of Kerbin. 2. Burn prograde to escape Kerbin into a stable orbit of the Sun (far enough from Kerbin, but not too far). 3. Set desired planet as target. 4. Check where the Ascending / Descending nodes are on your current orbit and plan a burn normal or anti-normal at the node to align your inclination to the target planet (An Dn down to 0 degrees or NaN). Execute the alignment burn. 5. Choose a point on your current orbit to plan a burn prograde (for planets further out than Kerbin) or retrograde (for planets further in) until you reach the orbit of the target planet. 6. Swing the planned burn around the orbit to try to get a close approach. 7. Do your transfer burn. 8. Wait. (Timewarp time, usually). 9. When you get close to the target planet, if you don't have an encounter (are going into an escaping orbit of the target), select velocity relative to target and burn retrograde to match your speed to the target until you do. 10. when you have an encounter, you may choose to do a course correction burn to align your escaping orbit with where you want to go into orbit round the target. It's best to orbit in the "right" direction, i.e. with the planet's spin, especially if you're planning to land. 11. When in your (escaping) orbit, burn retrograde to the orbit to achieve capture. 12a. If you're planning to land, choose your time and place of landing, switch to velocity-relative-to-surface and burn retrograde as necessary. 12b. Don't forget your landing gear, parachutes and ladders as required. 12c. Please take care of our planets, don't hit them too hard when you get there.
  7. Planes certainly fly better with 1.5.1. No other issues observed so far. Nice one .
  8. Space is big, yes, even in the miniaturised Kerbal system. So I kind of like where you're going. But (apart from learning real-life international relations) the thought of running a defence budget alongside my research program is disconcerting. And what if I'm out at work when a harmless non-friend happens by? I find lots of unidentified debris lying around my depleted anti-lander battery and some red-faced (or would they be dark green?) kerbals explaining that they thought it was a threat? Hmmm... convince me some more .
  9. Just my own opinion here... I'm not about to tell everyone else how they should play. Have your own fun! That said... I don't really see how multiplayer can work within the game as it is. Aside from all the time synch issues and server infrastructure, etc. etc. etc., me myself and I simply don't want to spend (real world) time carefully building and honing a workable ship, planning a mission, crewing it up with my favourite, faithful Kerbal Krew, carefully guiding it into the perfect trajectory, waiting.. waiting... (no timewarp)... till I get to a nice, equatorial orbit of Jool... ...then have some Griefer deliberately smash it all to bits. Nope. Not going there. However... a separate game or game mode where we could import our ships and fly around, meet up, build co-operative space stations, yup, I'd kind of like that. But there'd have to be a completely different underlying gameplay that either: prevents "bad" players spoiling it for the rest - which would mean what? Indestructible ships? How would that work in-game? It would certainly make landings easier, but then what skill would there be? Can my Kerbals get in someone else's landed ship and fly it? What would the "owner" think of that? where there's much less investment (real world time, Kerbal time, funds, Krew) involved and we accept that every time we send a ship out there'll be someone who wants to destroy or steal it. ditto but the whole aim of the game is shooty-shooty kill kill so it doesn't matter. None of those seem too appealing to me. Like I said, just my opinion. Other views are valid.
  10. There's something weird here. My FLT-400 and -800 show the legacy texture in the VAB (with no alternates) but when I launch the new textures show. Going back to VAB any parts already on the ship now have new textures and switchable, but adding parts repeats the behaviour. FLT-100 and -200 work as expected. So - different players see this on different parts, all from a fresh clean install? --------- OK - sort-of ninja'd by @TriggerAu's post above. Fix already underway. Thanks guys
  11. Tried this and was about to agree (at one point the pod was stable, falling sideways even with the parachute partially deployed), but then repeated with the same ship and situation in 1.4.5 and got similar results.
  12. So far, so good... looking forward to trying out all the revamped parts and modifications. The new suits look great. Just one thing... am I seeing things, or is the old HECS model still there alongside the new one?
  13. Vexillar


    Hi @zherdev. Welcome to the forums as a non-lurker now . Looking forward to whatever it is you have cooking for ... >cough< ...
  14. erm... no thanks... (makes swift exit to bathroom) ...but then again, I guess we all see with the insides of our eyeballs...
  15. Hey... does that mean that Kerbals are secretly into oval circuit racecars?
  16. ... when your side-mounted boosters don't jettison far enough and take out your core stage.
  17. <MrPunchVoice>Oh no it doesn't!</MrPunchVoice>
  18. Spinning Sledgehammer >sneeze< cap
  19. Hey there @THEdragon. We've had a great summer here in the UK... time to send it down under now, I 'spose.
  20. Welcome! And Kudos for getting stuck in with the mods
  21. Welcome! And thanks for being so willing to share. More fun for everyone
  22. Vexillar


    Hi @HigenHort But how do you like your chicken?