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Everything posted by Frank_G
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Hello, may we see many explosions, intentional or otherwise!
Frank_G replied to Solarspaceprobe's topic in Welcome Aboard
Dont sip on the oxidizer! -
Hello, may we see many explosions, intentional or otherwise!
Frank_G replied to Solarspaceprobe's topic in Welcome Aboard
Welcome Solarspaceprobe! Have fun here, its a nice place full of awesome people and useful explosive knowledge (and useful insanity). See you around! -
Whats wrong about playing another game until inspiration and ideas return by itself? When i force myself to continue, playing turns to work and fun to frustration. Games are meant to be played, not beaten or being worked through. Currently i am playing Alien Isolation and i am really looking forward to Elite Dangerous. KSP fills all the time in between.
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Need some help choosing mods for realism
Frank_G replied to Boonestorm's topic in KSP1 Mods Discussions
Well, if you use FAR, you will need fairings to protect your payload from aerodynamic forces. My recommendations would be: - Procedural Fairings - for the above reasons - ScanSat - because it adds sense to satelites and helps planing missions by delivering excellent map material - RasterPropMonitors - For some nice IVA missions, and it works hand in hand with ScanSat, allowing you to use mapping functionality from within the cockpit. -
Congratulations on that great achievement. Wait until you land on Duna... i found that even more breathtaking
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What Are You Planning/Hoping To Do In KSP In The Near Future?
Frank_G replied to michaelsteele3's topic in KSP1 Discussion
Youre welcome! And that is exactly how i get it up into orbit. That is one cool miniaturized craft. And 17 parts is excellent. I really love to keep things small and efficient. Just an idea... make some dock-able emergency engines, so you can decide how you want to land. I have included parachutes on the latest version to make it saver, but when it hits water it is doomed, regardless if descending powered or by chute... Water is so deadly on Kerbin... -
Yeah, a truck with 22.000.000 horsepower... who cares about re-usability
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Electric charge doesn't add up
Frank_G replied to tomf's topic in KSP1 Gameplay Questions and Tutorials
Hm... the only thing i can think of is, that you denied energy usage... if you switch off batteries, you cant recharge them either. -
[Showcase] Showoff Your Rep-Worthy Crafts
Frank_G replied to Redrobin's topic in KSP1 The Spacecraft Exchange
A little return vehicle i have designed, to return up to 4 kerbals from orbit to the runway of the KSC. It is fully reusable. However this is not an SSTO, it need rocket assist to get into orbit. Maybe i can change that in future designs. The longer i play KSP, the more i like to building small and efficient craft... -
What Are You Planning/Hoping To Do In KSP In The Near Future?
Frank_G replied to michaelsteele3's topic in KSP1 Discussion
Thank you , but it is not an SSTO... it is a return vehicle... it only has enough deltaV to de-orbit an land 4 kerbals. And to build it yourself, it is as simple as you see it there... only has around 25 parts. Tank, Probe core, cabin, wings, landing gear, docking port, engines, 2 intakes and RCS thrusters... you can reconstruct that in 5 minutes. No hidden parts or so going on there. Here is a screenshot where you can see the front and the underside. -
What Are You Planning/Hoping To Do In KSP In The Near Future?
Frank_G replied to michaelsteele3's topic in KSP1 Discussion
I havent landed on every celestial body yet, time to get this going. At the moment i am preparing my second attempt to land on all 5 Jool moons in a single mission. If this mission is a success, i will try and go on a Grand Tour throughout the complete Kerbol system. Designing and testing craft for the upcoming Jool mission... upper left - orbital construction site for the main mission craft | lower left - testing the return vehicle for the work crew | right side - Design work in progress of the main mission craft. Making sure everything fits to the point before shunting the material into orbit for assembly. -
Dropping stages without separatrons is indeed more like an insurance for a failed mission. I am lucky, that i like the concept of separation rockets so much, that i already use it on every launch since .21. To be honest, i havent yet played around with the new economic features in .25 yet. I have heard that there are critical balancing issues and i just wait for the next update. However i think it is a nice idea to have an insurance. The tradeoff seems fair. I guess i will try this prior to the next update. Hopefully NASA uses this setting too, because the ISS resupply mission yesterday blew up 6 seconds after lift off... As far as i know, there were no people injured during the incident, thankfully. There are impressive videos on youtube, if you are interested.
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Going to Jool and land on all of the five moons in a single mission... after failing the last time, it is finally time to get things going again. So today i began to design the main mission craft, the "Robert A. Kerman" (right side - still a very rudimentary work in progress). I also constructed and launched an orbital base to serve as quarters and storage for the orbital construction work (upper left - here you can see Ed Kerman working on the massive heat shield). I also worked on a new return vehicle, a small fully reusable shuttle like craft to get the workers back to kerbin. It is no SSTO though, it needs rocket assist to get into orbit. (lower left)
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Spaceplane vs. Rocket - Eve Rescue Party
Frank_G replied to Sovnheim's topic in KSP1 Gameplay Questions and Tutorials
This will get expensive, but it is doable. The only way i have ever managed to return from Eve was in an asparagus staged rocket. You need around 10.000 m/s to ascend from Eve´s surface. So, i recommend 3 rocket ships, one for each kerbal, or instead of capsules you use one ship with external mounted seats, but personally i would never leave my Kerbals to this discomfortable way of ascend... If you like, take a look in my signature. There is a link to the detailed report of my Eve return mission. Godspeed and good luck, sir. You´ll need it! -
RasterPropMonitors and Kerbal Engineer Redux would be nice. And something like Kerbal Attachment System and some robotic manipulators.
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I am doing my mod installation manually. Every time we get an KSP update, i make a fresh install, download the mods i need in the latest version and unzip them into the GameData folder. And with each KSP update the list gets shorter, which makes it more and more easy to maintain. I am really looking forward to the coming editor update and the art update.
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Flickering shadows
Frank_G replied to TeeGee's topic in KSP1 Technical Support (PC, modded installs)
Ah, i see... i thought this was a mac OSX specific problem, that occurred just after updating to the latest version of OSX... Good to know. -
(Outdated) [0.25] The Mac OS X Thread
Frank_G replied to Master Tao's topic in KSP1 Technical Support (PC, unmodded installs)
I have serious shader problems too. I put this on OSX Yosemites bill... which OSX Version do you use? -
My native language is german and i spend most of my time here in the main sections of the forum. It is full of nice people. Just have sone fun and interesting conversations, its worth a while. Oh... And welcome to the forums Abdu! Cool to have you on board.
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Is a 3D mouse useful in KSP?
Frank_G replied to Engineer of Stuff's topic in KSP1 Gameplay Questions and Tutorials
I second that. I am using a spacepilot pro by connexion, but its place is in my 3D modelling and texturing workflow. Using it for KSP is just a nice bonus, but it is definetely not worth the money, buying it for KSP only. It is a pro construction tool... If you want something fun and useful for KSP, go for a nice complex flight stick. -
I always try to. Keep my part count as low as possible, usually below 100 parts per craft. But i have stations and craft for the large scale missions, usually build using orbital assembly, that easily reach a part count around 1000.
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Why use the arospike
Frank_G replied to Apature rocket science's topic in KSP1 Gameplay Questions and Tutorials
It is powerful, efficient and lightweight for a rocket engine. If you like, take a look at my Mission to Eve (Link in the signature) which makes extensive use of the aerospike engine. Its pretty much one of the best engines you can put on a heavy lander in my opinion. -
I really love the addition of an experience system, which will make each Kerbal somewhat unique. But i think it is a very bad idea to make them influence performance of engines, fuel usage and anything related to pure physics. A good scientist can probably achieve more science out of a single experiment, a good pilot might survive higher G-Force and a good engineer could keep things from breaking again much better than an unexperienced one. But increasing thrust? That is something for a strategy game, where heroes do things better than the usual grunt. I know that the goal is, to make your Kerbals perform more awesome than others... But Jeb for example already owns this status, just by laughing danger in the face... The current plan should seriously be thought through again... Everything mentioned here is based on the perspective of things we know to date of course and Squad has surprised in a positive way more than once... So please dont take this as an offense or lamenting on something we cant overlook at the moment... Just stay with that, what makes KSP so awesome.