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Mmmmyum

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Everything posted by Mmmmyum

  1. I see on the forums that a majority of the people here use it for nearly everything. I just don't really understand why people think it's the best engine for interplanetary burns, as the rocket equation relies on mass, which the LV-N has a lot of. Personally I build really small, and I've never really needed to use it. (I used it on the escape burn and orbital injection from Kerbin to Eeloo, that's all) Why do you use it?
  2. I eventually gave up on that idea, but that made me glad that I didn't try. Thanks
  3. My Duna lander has 3250m/s delta-v left in it after returning from the surface. Is that enough to visit and land on Ike, and then still return to Kerbin? I need some delta-v to break before I hit the atmosphere as well though. I mostly mess around in the Kerbin system, so I'm not that sure about interplanetary needs. Mandatory picture of lander:
  4. If you get the maths from somewhere do please tell me, FAR provides all the necessary information but calculus is involved. Which I cannot do yet
  5. This. I don't see why it would be that hard
  6. Ah. For Eeloo I had my top stage (lander) rendezvous with the second stage. I then decoupled the pod and flew the pod upside down on the second stage back to Kerbin
  7. Writing this after a night of sleeplessness so errors are gonna be abundant. Are there any bodies that you cannot physically do without docking craft in space? Excluding Eve and Jool obviously, but where your rocket is launched directly to another planet with no orbital construction needed. I've personally done Eeloo (that was with Ioncross life support as well), Duna, Gilly like that so far
  8. I saw a thread on someone asking about locking staging, and that already exists... But I would like there to be an option to decouple a part without it shooting off. I know struts do that, but they can weigh a lot and they look quite unseemly on really tiny probes. It surely wouldn't be too complicated to have a part without an explosive force, so that it just stays by the decoupler without shooting off into space? (Again, this is annoying when launching small probes)
  9. That's a good suggestion actually. I'll redo my run and just post the F3 screen if it's faster
  10. Who can build the fastest rocket car that stays touching the ground? Pretty simple. Rules Mods are allowed. Mods used must be balanced. Nothing that doesn't stay with stock masses and such FAR is recommended. Your Rocket must be able to stop within the length of the runway For the above I recommend RealChute's drag chutes. Must be manned Also no clipping parts with the dev menu Must also have an F3 screen added I'll put my try next, just need to time the screenshots right. There can be a stock leaderboard if anyone wants it really. It's just a few lines of text. I got to Mach 1.002, at 343.6m/s And the F3 screen (showing 14.5G's experienced, and a highest speed of 350m/s):
  11. Are they enabled? Is audio being routed to them? If you have a Realtek chip open it's control panel thing and it should be simple
  12. I don;t have a music 'video' (mostly because they don't exist in the genres I like), but this is my all time favourite song
  13. If that's a core 2 quad you should be alright. For KSP I'd say just another 2GB of RAM should do it.
  14. Just get Real Solar System and spend a few days learning to get into orbit. Realism Overhaul is also good, but it resizes everything to new sizes which can be annoying. Get Modular Fuel System when it's updated (currently waiting for that myself)
  15. I'm GMT +2 and I generally do well in English. Also I'm currently on school holiday's right now so I'm free just about whenever. Currently doing IGCSE English, to be exact
  16. I find that it just gets stuck in the top left corner right over the pods tab button for me. FAR's old button also used to do this, but I can't seem to drag it away.
  17. Why is there no clear cut answer for where lift comes from? Surely the people at Boeing, Aerospatiale, Airbus, Cessna, Piper, Mooney, etc know how their wings work?
  18. Surely it could be a requirement that all parts (mods etc) have a precomputed airflow model? That would take nearly all the load off our PCs. And make it as simple as possible while being realistic as possible
  19. And even if doing airflow calculations would add to the workload our CPU's have to do, they could easily run it on another core
  20. That would explain it, I need to find my old download then... Thanks
  21. Bug repot: It seems that although I can edit fuel tanks now, I can't edit engine setups. I set real masses off in the latest build if that helps
  22. All those mods work together quite well as is, and only having tanks would make communication and reentry quite interesting
  23. It works pretty well, they're all a lot easier to get to (and mostly within Kerbin's orbit), but there aren't any problems. Also I've got a feeling RSS rescales Krag's planets as well
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