Jump to content

Tollazor

Members
  • Posts

    57
  • Joined

  • Last visited

Everything posted by Tollazor

  1. Oh for the love of the Great Krakken, how you have lost your Kerbal Way. Kerbals don't do things logically, they do them according to The Way Of The Kerbal (Kayway). Indeed, WHY test it on the ground, when you can test it at 22,000 feet at 300m/s? If it works up there, it works on the ground. Don't try and use boring Human Logic to try and reason out Kerbal Contracts, embrace the KayWay.
  2. I learned a few lessons this day. 1. Eve's atmosphere starts much higher than I thought... my aerobrake for a flyby of EVE turned into a perfect landing by jeb.. almost. The ship started to topple over and I panicked and hit stage .. my lander (not an eve lander) separated and fell quickly to the ground, the chutes destroyed. It hit hard from the small fall. The cockpit survived and Jeb is now trapped on eve. I sent off a bunch of SCIENCE! on my way down, so all is not lost. Now Bob ... poor dear BoB. In the name of science he wanted to do a report from Eve's atmosphere, he stepped out at about 1000km/s and was instantly ripped from the ladder ... we don't know where his body landed.. Now an over complicated rescue of Jeb is in order, from Eve. This will be an epic adventure.
  3. I had a very similar situation. I ended up burning up from mun and out and entered into a really huge oval with the aposis out above minmus. When I hit aposis I was traveling about 20m/s, tiny little burn and I just let myself fall directly into Kerbin. Phew.
  4. "Intentionally deploying the chute "late" to increase the shock to the vessel in order to break pieces off is probably not the best advice for a person who is still trying to learn to keep their vessel in 1 piece. " It might not be the best advice, but it is totally Kerbal!
  5. oddible, you have to consider fuel tank placement and usage. Your COG will shift if your fuel tanks don't drain evenly. A mod, TAC fuel balancer is a godsend for planes. If you want to remain stock, then use only 1 fuel tank to begin with. Having too strong control surfaces can make your plane excessively twitchy. Your COL doesn't tell the whole story, use it as a guideline. Your plane doesn't have a rudder control, consider one. If you really want to delve into making planes, consider FAR mod.
  6. VTOL! Sure they are hard to design, and fly. Take off is a breeze and landing ... landing can be easy or hard depending on how well you fly it. In all seriousness though, give yourself A LOT of landing room (km's) make sure your design allows your plane to easily fly level without input (or very little) and the responsive to thrust control the easier it gets.
  7. Or use the modular girder segment. Attach it radially (to the sides of your rocket) and stick parachutes on the ends of them. Deploy your parachutes before you pick up too much speed can help. If you are accelerating time, going to stage 3/4 acceleration can make parachutes rip off. There is a very high chance that if you haven't played KSP much yet, with only first node parts "Sorry, you will not go to space today"
  8. Guys, you seem to missing a point. This 0.22 adds science, costings are still no implemented. You may well find that when costings and budgets are implemented, with penalties for dead kerbals and perhaps on going costs for kerbals in flight using probes may then suddenly become very attractive.
  9. As a start this Career mode is good. I like how it forces you to rethink builds and use parts you may not have previously, or better yet use parts in a different way than you used to. No speratrons? NP just use girder+separator and attach your boosters to that. Crude, but effective.
  10. Damn, I was hoping it would. I would really like to see ~10-20% improvment.
  11. "AMD Phenom II 965BE (showing its vintage, i'll probably replace it with one of the 8-core FX models when I get some money in the bank again)" The Phenom BE's were designed with overclocking in mind. If you haven't yet overclocked your 965BE then you are not getting what you paid for. For example my 955BE I've bumped from 3.4 to 3.6ghz with stocking cooling. I plan to get an after market cooler (that will work on my next CPU too) and push that to 4.0ghz. Just moving from 3.4->3.6 made a huge improvement to KSP and other games. It is also very easy to do mild overclocks.
  12. Is it me, or are the VTOL engines included with this mod a bit OP. I built an 8 engine VTOL on a small plane, I'm using it to pick up Kethane from my Kerbal Kethane miner and want it to have a snappy response hence the engines. Anyway on my first flight of this plane I got distracted for about 20 seconds whilst at 20,000km and next thing I noticed I had flamed out and was well and truly heading for space, 120,000km's out or some such. If I had a small rocket and some oxidizer on board circlisation would not have been a problem. Now, I look at the numbers of the VTOL jets vs the stock jets and they seem fairly balanced, perhaps a little too light. I haven't built a stock engine VTOL just to see, however it seems a bit silly?? Thoughts?
  13. FAR makes it unnecessary to use intake spam or clipping, just good design.
  14. Does it have to be stock parts or can it include a few of the popular mods: FAR? Pizza and Aerospace Research (For the smaller, well scaled parts such as jet engines, air intakes, fuel stuffs all that)?
  15. Well apparently Kerbal doesn't use Physx on graphics cards, not sure about physX dedicated cards. :/ Your processor, what mhz is it?
  16. Good God Whackjob, Does that bring your system to its knees, then make it beg, beg for you to kill it?
  17. Oh, that is using FAR and Pizza and Aerospace mods. It also has a KAS point. Fly's quite well. I could knock 1 landing gear off, and 1 generator and reduce the batter size. Probably get away with 1 less set of mini air intakes you see in the back, they give such a tiny boost, but those extra meters altitude count.. If I wanted to really fly on fumes I could lose the 2nd set of liquid fuel tanks. I could possibly make the wings smaller too.
  18. Going on from my Jet Hang Glider, I made this minimalist SSTO Spaceplane. It can make a 100km orbit and land, with a little bit of liquid fuel left for a buzz of the Command Centre.
  19. I went to build a Kethane miner, I got distracted: Does it fly? Why yes: Using FAR and Taverio's Pizza and Areospace. Plus a few other mods.
  20. If you are into making SSTO Spaceplanes, I highly recommend installing the FAR mod. I spent lots of time making SSTO Spaceplanes with Stock and after installing FAR I found it to be far more satisfying and you can more realistic planes. As for the crazy spin out, I find switching off SAS, cutting all engines and oscillating your control surfaces until you are falling straightish then firing up your jet engines helps to recover. When I say oscillating, I mean that you only apply your control when you are facing vaguly the direction you want, then stopping whilst you spin around to that point again. Eventually you regain control, you have about 20,000km to do so
  21. CtrlAltEL1TE I had the same problem. It is most likely because you installed the mod with 'the old ways'. The new Mod Gods ask that you install your mod in the GameData directory. In that directory is Squad (squads stock stuff) and whatever mods you have so I new directory for MechJeb, one for ISA MapSat 4.0 and so on. Delete the incorrectly installed parts/plugins and it should display properly.
  22. Subassembly loader really needs to be implemented into the base game. It is just too darn useful to go without. I'm pretty sure the WH&S standards of Kerbal are pretty much zip. As such if my Kerbals get .... hurt during my missions well, they will be treated as the forgotten heroes they are.
  23. ASAS: UP, UP, DOWN, DOWN, errrrr .. ASAS: UP, UP, DOWN, DOWN, LEFT, RIGHT, UP ... damn it .. ASAS: UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT, RCS, RCS. Ship explodes....
×
×
  • Create New...