Jump to content

annallia

Members
  • Posts

    721
  • Joined

  • Last visited

Everything posted by annallia

  1. I found myself coming here just to watch them scroll a few times...
  2. Not technically in KSP but... Finally got my new computer up and running. Now just patiently waiting for my download to finish (shouldn't be more than a minute or two) so I can get back to playing again!
  3. Not entirely true. In fact I only had one craft that really had a problem with them. I had placed a landing gear too close to the bay. The part itself didn't touch the bay (when it was closed, or fully open) but just the act of having the tiniest bit be in the doors way when they would open caused the entire craft to wobble something horrible... even when the bay was not opening/closing.
  4. I was going to order a new HD for my PC so I can play again, but decided to put it off for a few weeks and just get a new pc! As a side note I noticed my laptop here still has version 0.18 on it! Might play it later for old times sake. Also has 0.23 or 0.24 would have to double check and too lazy to do that.
  5. I started building a colony ship. Got the basic design made, got the first few pieces into orbit (even using extraplanetary launchpads I had to break this thing up..) Then decided to take a break and something went funky with my computer so now I am MIA till I fix it.
  6. Didn't do much just toyed around with rebuilding my little rover for moving hab modules so I can set up offworld bases.
  7. The boys have been working hard lately so I thought they could use a little downtime... Jeb and Bill went bowling on the mun, you know for scien(tist)ce. Yes I know horrible attempt at a horrible pun, I'll show myself out now.
  8. Might be right, might be wrong, I don't know but for atmo... I try to put my PE over my target (initially anyway) usually about 35-40k altitude (for kerbin) For non-powered landings this usually has me around 2-3k in the air above my landing zone and on a almost dead drop trajectory so when I hit chutes I am never too far off. For powered landings (spaceplanes specifically) it allows me to make breaking maneuvers and final adjustments before landing.
  9. Landing legs (depending on size of the rover) are a huge help on this. My mun train (few pages back) each car had landing legs because of this same problem, even at a low landing speed like 1.3m/s I was flattening wheels and despite having engineers at the ready to fix them... weird things happen on the mun. There is always also landing gear. Put the small landing gears on your rover and land on those wheels, then raise the gear and off you go, it gets a little ugly if you are forced to use the medium gears though. If you don't mind mods Kerbal Foundries mod has some great rugged wheels, I don't care for them much myself because of issues I have with the torque. I don't like slowly accellerating and when a wheel makes a 25 ton rover pop a wheellie on Kerbin you know it will be trouble on Mun.
  10. Indeed. There is a experimental rover body in Kerbal Foundries mod that I use a lot. One of the things I love about it is the bay doors... they slide closed rather than swing open/close.
  11. I made a few improvements to the JebSled. I think I actually managed to frighten him! Though considering how the initial test before heading down to the south pole went I can't exactly say I blame him if he wet his suit a little...
  12. annallia

    KSP Puns

    I laughed harder than I care to admit to at that one...
  13. Made a few more tweeks to my mun driller, then built the tanker and converter rovers and got em to the mun, then docked em together to make a mun train! When full (takes 5 days to fill ore, mono, and lf/ox) it has a blistering top speed of 4.5m/s.... But only when going downhill. In other news Valentina successfully landed her new plane... Well ok success might be a bit much, landed though! And on the south pole Jeb tested out his new rocket car. Tops out at just over mach 1, further revisions will be made.
  14. Didn't do much, did make a new Mun driller though, now just have to make an overly complicated sky crane for it and figure out how to get it there. And I suppose it would only be right for me to make a new refinery and tanker as well...
  15. I started out intending to build the next section of my station, but somehow wound up building a horribly over engineered satellite for the Mun instead... At least I made the fairings look pretty for once. And landed it to mark a huge area of really really rich ore for future mining. So long as it has power it should stay standing... Or rather it should stay standing until I switch back to it...
  16. Well after I went Kerbalcidal yesterday... I started a new save. New save means new station! Is purple! Really should start putting landing legs on these things (also helps when I don't forget the RCS ports...) if I am going to be landing them instead of just sending them on a sub orbital trajectory.
  17. Val seems to have a horseshoe stuck somewhere in mine... No matter how bad the crash is she somehow survives. Hell I can even be using the mk3 cockpit and have 2 other kerbals bail out before her only to splatter on the tail fins or explode due to heating or something and Val pops out and somehow misses the fins or manages to not turn into popcorn.
  18. After multiple chute failures as well as a few ejection mishaps and unplanned rapid disassembly events I got frustrated and a little homicidal... And de-orbited my station while it was crewed. There were no survivors.
  19. Because it was a dual purpose mission. Part 1 was to deliver the pods, part 2 was to deliver pilots to the station for the purposes of the orbital construction yard. In other words the pods were full already the only way for him to do that would be to toss one of the pilots out. Mod can be found here Hasn't been updated in a while but still works great.
  20. I tried to deliver escape pods to my station, unfortunately I rushed the design and had a number of flaws. The first flaw being that the RCS ports on the pods themselves were poorly placed, I somehow missed a few and had others misaligned. Second flaw which I didn't notice until I was docking with my station was the command pod on the ship making the delivery didn't have any parachutes... No way for Jeb to safely get home! (well could have tried a powered landing I suppose...). Jeb hatched a plan though. He would keep the remaining 7 pods attached to his ship, make a reentry burn, burn to slow down as much as possible, pop the chutes on all the pods, and then ditch himself and parachute. That huge RCS container is all that remains of the delivery ship, 7/7 pods alive all thanks to Jeb!
  21. Hmmm double checked my mods not seeing a skybox in there but it wouldn't be the first time I "lost" a mod
  22. Just do a roughish landing on the engine, will give you a little bounce but they make surprisingly good shock absorbers.
×
×
  • Create New...