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Everything posted by AlchemistZ7
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Getting back to the Mun! A Nova-C Lunar Lander Challenge Contest
AlchemistZ7 replied to StarSlay3r's topic in 2022
Well done @BubbadevlinImpressive showing ya'll!- 123 replies
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Getting back to the Mun! A Nova-C Lunar Lander Challenge Contest
AlchemistZ7 replied to StarSlay3r's topic in 2022
Here it is. My official entry. Thanks so much for creating this contest. It was a lot of fun to make.- 123 replies
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Open-source tech program
AlchemistZ7 replied to Valiant's topic in KSP1 Gameplay Questions and Tutorials
I've used the same strategy to increase my reputation. The field work science has definitely yielded rep points for me. Two things to note: 1) it seems to take exponentially more rep points to raise actual reputation score the higher you go, similar to xp requirements for leveling up in other games. 2) Rep yield is rounded down. Say you have the commitment set to 50%. You go do some field science worth 100 science points. The strategy will take 50% of that (50 points) and give you 1 rep point for each 53.965 science taken (0 points) Takes 5 – 100% Science gains from field work Yields 1 Reputation for each 59.63 – 48.30 Science So to get reputation from field science you should collect your science in big batches to avoid loosing all your rep gains to rounding. The mobile science lab is good for that, since you can regularly send back batches of 500 science at a time. -
Jebediah A Kerbal's Journey | Cinematic - Movie KSP (30min.)
AlchemistZ7 replied to Oraldo revak's topic in KSP Fan Works
I also have no idea how you modified the kerbals to make them more individual, and how you created the scenes where they interact, such as in mission control. It doesn't look like something that can be done in the game. -
Jebediah A Kerbal's Journey | Cinematic - Movie KSP (30min.)
AlchemistZ7 replied to Oraldo revak's topic in KSP Fan Works
This is awesome! What video editor did you use? I'm learning to make my own videos and I'm struggling to find one that works well for me. -
I used to have a big problem with rockets flipping over. At the time I used the "Matt Lowne" ascent profile. Essentially, straight up until 10km, then tip over to 45degrees and burn until desired apoapsis is achieved. I have since learned a more realistic gravity turn. It's much less likely to flip a rocket, and it saves a lot of fuel to orbit. Basically: launch straight up until speed is about 100m/s, then tip over about 5 degrees. once there watch your time to apoapsis, and when it reaches 32-45 seconds, lock SAS to prograde and throttle down on the engines to maintain time to apoapsis in that range. The rocket will then slowly tip over all by itself as you ascent, and because you're always facing prograde your rocket doesn't flip, and you minimize air resistance. If you want to tip over faster, throttle down, if you want to ascend steeper, throttle up.