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BruceJohnJennerLawso

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  1. Looks like a nice little addon. Cant figure out why on Earth it has such a negative rating, but downloading anyways.
  2. Definitely dont need multiplayer at this stage, but I would say -clear out the launch gantry save for a basic crew elevator, and make that a component that players must add in the vab (ie even real launch facilities at KSC/Baiknour have to be modified for various launches. Why not have this in KSP?) -Docking would be nice, but I particularily would like the multi vessel launch capability. That being said, I have found Crewtank to be working in 0.17, so that can be a temporary fix for that -The Scientific and decals lists are still empty ( since 0.13 at least). I think its about time a utility bay is added that can hold our KSPMSEP (experiments package) -A bit more content work. I think it would be nice if someone working on the creative side at Squad started say, naming the mare, craters, whatever on the Mun, or ran community contests to do so, so that a landing on the mun, could be specified as Mare Kerbstrong (the big one on the near side ), and an overlay could be pulled up in map view -one last thing, not as important, but the dev team originally wanted to be able to simulate Space center management, like Buzz Aldrins Race into space. If this isnt at least partially started in 0.18 (kerbalnaut recruitment/a mission/space program log) I dont see it ever being finished. But anyways, terrific work on 0.17. The visual improvements to the game truly were a giant leap. The overall program, particularily in map view looks almost real now, so good job.
  3. Launching even a basic 3-crew capsule with 1 large fuel tank & engine into orbit is incredibly hard, almost too hard, indicating a need for some parts tweaking in 0.17 or later. That being said, however, I have found one very stable way to accomplish it with a minimum of parts. Go on youtube and check out Scott Manleys video showing a complete minmus mission using only 8 parts or so. As you can see, that wont work in 0.16, due to the CM rescale, but try building the same idea (Command Module/SPS fuel tank/SPS engine/decoupler/3 Fuel Tanks/1st stage engine) with the big parts. Then add 3 of the 1m fuel tanks radially around the 1st stage base, add 1m engines on them, & crossfeed both ways, to and from the big 1st stage tank. Lastly add 3 large SRBs radially in the spaces between the small engines. Believe it or not, this design will get a 3-person CSM stack into orbit with at least 75% SPS fuel almost every time. The design sorta follows the Rocket science problem where a designer wants high-thrust, low ISP at launch, but needs lower-thrust, high ISP most of the time after Pitchover. The space shuttle took advantage of this by jettisoning its SRBs (high thrust, low ISP) before using up all fuel for the Liquid fueled main engines (lower thrust, higher ISP), but the KSP SRBs arent heavy enough to warrant a decoupler after burnout
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