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Everything posted by Frank_G
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Behold Damokles KV-426! Ok, the picture is not so impressing, but its a 2983.93 ton class E in a circular 350 km kerbin orbit... That was quite a piece of work to keep it from impacting and i am proud like hell to finally have forced this big guy into the desired orbit. After capturing it in a highly eccentric and inclined orbit, i pushed it further and further over the last weeks, launching a mission from time to time, whenever i had nothing better to do. Now it will serve as the foundation for my new science station.
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Nice video Mr. Bones! It has a nice amount of information and graphically displays the process. I like it!
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Install RasterPropMonitors and do your Missions completely IVA. This would also keep your craft fully stock except the one external camera part. It adds much depths and difficulty to the game... and it really feels different from playing in external view. This mod was a nice push, when i got a little bored.
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IR is infernal robotics by magic smoke industries. http://kerbalspaceprogram.com/infernal-robotics-v0-6a-parts-pack-1-magic-smoke-industries-ksp-v0-21-1/
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Neutral Thrust calculation
Frank_G replied to Sovnheim's topic in KSP1 Gameplay Questions and Tutorials
This method seems common among KSP players but it costs A LOT of deltaV you could spent on other maneuvers. A better way would be using a maneuver node to determine the amount of deltaV needed and then go for a more or less suicide burn. If you find this too risky you could also do the landing apollo style. I recommend this video by Kosmo-Not http://youtu.be/zBa4c-YA3g8 -
I äh built a rocket... The new launcher for my orion style orbital service craft.
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I usually plan my missions as exact as possible, doing lots of test flights and missions and tweaking stuff. I guess i spent about ten times more time in VAB/SPH and on test flights then on the actual mission. And i like to fiddle around with stuff near the KSC and do tests on the Mun and Minmus. I use lots of mods, but i like to keep the game looking stock. So i keep those mods adding parts to an absolute minimum. Procedural fairings are an absolute must. Almost every of my rockets get some of those. To have a robotic arm and a cargo bay would be nice. However i dont want to install infernal robotics because there are simply too many parts and i used only so few in past installations. If anyone knows some fine mods adding a cargo bay or robotic arm to work with 0.23.5 career it would be nice if one would share the information. I also used to play with Kethane, Future Propulsion and KWRocketry, but with the new NASA parts i could remove them without sacrificing too much. Extra Parts: - Procedural Fairings - KAS - ScanSat - Pitch Vector Engine - and i made myself a 3.75m ASAS module with some texture i found in the renaissance mod pack. Altered Gameplay: - Ferram Aerospace - Kerbal Joint Reinforcement - RasterPropMonitors - Vertical Velocity Controller - Connected Living Space - Ship Manifest Information & Editor: - VOID - Enhanced NavBall - Simple Part Organizer - Kerbal Engineer Redux - Editor Extensions Resource Saving: - Texture Replacer (no Textures are replaced, only using the compression) - Active Texture Management Audio-Graphical Enhancement: - Cool Rockets - Hot Rockets - Mk. 2 and Mk. 3 Cockpits - KerbQuake - Distant Objects - Environmental Visual Enhancement (only the clouds) - Atmospheric Sound Enhancement - RCS Sounds - Chatterer
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totm june 2018 Work-in-Progress [WIP] Design Thread
Frank_G replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Man, your orbit looks like it was hit by some tourists usually visiting the canadian rockies... all that debris... -
I can´t remember the solar panels to have attachment nodes at all... and it simply doesn´t make sense...
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Damn... this a cycle of doom. @ Wampa842 - And the editor wont allow you to flip the parts in the 0.0.....01 degrees that you need to create the curvature.
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Sea Colony on Laythe - what do you need?
Frank_G replied to Mischief's topic in KSP1 Mission Reports
You could build an underwater station section... I did tests with KAS and fired a hook in the ground and then pulled the object down. Works nice! And well done! Looks like functional cool base. [edit] You can remove the used chutes with one of your kerbonauts, to keep the part count down. -
[stupidity] A dyson sphere around the kerbol system? [/stupidity] I would love to create SciFi alike Starships with working subsystems, shuttles, probes and stuff. Until now i keep my ships under 1k parts when finished, to get a solid and playable frame rate. @FITorion - Nice series with cool looks. Good plan!
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Here is an updated visually more streamlined SSTO, based on my older designs. It reached 120 km circular orbit with 1.4k of delta V left. I seriously have to tweak its flight abilities. It moves straight and smooth up to 10.000 m, then has serious problems with keeping its nose up as speed increases, but i was able to fight it into orbit. However i had to eject the cockpits and land em on parachutes as the plane wasn´t able to hold a stable flight pattern during re-entry and was ripped apart by Ferram aerospace´s new terminal velocity functionality. "Landing" looked like this... Back to the drawing board then.
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Well... yet again its spaceplane time. I tried a more visual streamlined approach this time. Some parts are clipping, but they are simply put there without cheating enabled or to "convince" the editor by fiddeling with the conncections. This dude weighs 40 tons an reached 120 km circular orbit with 1.4k of delta V left. Not the performance i liked to see and it flies like a brick - like a brick still being part of a wall to be honest... 15 minutes of fighting, that i would not really call flying... But i like the design and i will try to optimize both flight abilities and delta V left in orbit, maybe tomorrow.
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I think you REALLY need to be into space stuff, physics or science fiction to like KSP like most of us do. Some will be attracted, because even failing is fun in KSP. But i guess the great mass of gamers is simply afraid or bored of what goes on in a space physics game. I played communibots for a year or so, a 2D physics based robot construction game. It really caught me, but not in the slightest way like KSP did. I have lots of good friends and many are working in scientific jobs like at Fraunhofer Institute or EADS. But they dont play KSP, even after i showed it to them and they agreed that it is more than awesome. Most of us here where hit in the heart by KSP, a game where you can do the awesome stuff you always imagined and dreamed of since childhood. If you don´t have those dreams, KSP wont get you. But that is also one of the reasons that makes this community here so very special.
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Broken Inline docking port?
Frank_G replied to MaverickSawyer's topic in KSP1 Gameplay Questions and Tutorials
The problem is not the inline clamp-o-tron... it is the tweakable everything mod. I encountered the same problem. Since i got rid of the mod, the inline clamp-o-tron works as intended again. -
I always try to convince mine, but all but one seem frightened after explaining an Oberth-Kuiper Maneuver or how to calculate delta V... hmpf...
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I am good at forgeting to install RCS thrusters... I hate those moments when you see, the craft is filled with RCS fuel and you have no way using it.
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I like to keep my kerbonauts save at all times. Caring for the crew makes the game more challenging and will let you think twice before launching. And second... Who really could willingly sacrifice such friendly creatures? If kerbals would be plants, i would go hunt vegetarians...
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Thread of the Month: Be Kind to your Kerbonauts - Reentry Technique
Frank_G replied to SlowThought's topic in KSP1 Discussion
I still havent lost a single kerbal during career, but i love to massively expose them to maximum carnage in sandbox simulations... Learning from errors is the best way, so i make everyone i could imagine... I love games where failing is fun. I have recently installed deadly reentry and use the latest version of ferram aerospace where terminal velocitybecomes a factor. This will be a challenge... -
Thanks for the detailed answer! I think some inline chutes are really needed to become stock parts in future updates. I recently designed some reusable SRBs and i didnt wanted to use radial chutes, so they ended up with stubby chute noses... Some inline chutes would have really done a much better (visual) job. And when building my base lander for Duna inline chutes would have made design much easier.
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One question i have. How did it land? I see no engines or parachutes.
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Very nice! I like compact and thought through designs.