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problemecium

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Everything posted by problemecium

  1. I'm continuing to brainstorm designs for my next mothership. Julia never got to go to Jool, so to make up for it I want the successor to make Julia look like a sepratron.
  2. I like the idea of the rescue missions, but there are two major problems I see: - Too many! Even if I already have several in progress, they seem to just keep spawning, and Kerbals are piling up at my Astronaut Complex. I do admit this is a good problem to have. - Too soon: as soon as I dare to send a tiny probe to Mun, suddenly I find that Jeb's Junkyard or whoever has reverse engineered my technology and stranded someone in a retrograde orbit, and now they expect me to go get him. If the player is "the" Kerbal Space Program, there should be a delay before the rescue contracts start spawning of at least a few days, if not weeks, plus the time required to send someone there (How could you strand someone around Jool two days after I explore Jool?!?). Oh, and as I've mentioned elsewhere, SQUAD should put in a blurb in the flavor text suggesting that if we decline a rescue, some other agency will take care of it, unless we're supposed to worry that the Kerbal will be stuck there until it dies :C P.S.: I'm also with the others who would like to see a greater variety in upcoming versions, e.g. "Go and deploy the panels for us". A start could be including a parachute or two on some of the rescuee vessels so we have the option of going there, opening the chutes, and then pushing them down in the ship, or perhaps including a simple tank + engine system so we can go and refuel them instead. If necessary, SQUAD could include a small selection of simple prebuilt ships that would be unavailable to the player (maybe with a game rule setting about it), which would spawn in space the way the current pods do and EVAs did.
  3. Found it: I spy with my Kerbal eye... the Monolith! I'd call it a spoiler but it's about the easiest Easter egg to find xD
  4. 9/10 for being sparkly and circley and not requiring 785 SRBs in a cube to get to space. Also not technically a spaceship xP
  5. Occasionally I stack maneuver nodes, but I find that the UI for them gets rather twitchy and the nodes themselves give unreliable predictions when more than maybe two are stacked, so I only stack them when I'm uncertain how much dV I have left and want a rough estimate of how much I'll be needing. For actual maneuvers, I only use one at a time and I don't fuss over executing it exactly as marked - since they're often so sensitive about timing, I find I can get better results if I just follow the general idea of the node (e.g. for an escape burn, aim below prograde for the first half and above for the second, etc.) and delete it when it's close to done so I can carefully watch what my orbit is doing.
  6. Since everyone else has suggested what I was going to suggest, maybe have a look at this too: Para-Sci Fuel Flow-Blocking Bulkheads You can use them to force fuel to drain from the bottom of the rocket first, keeping the center of mass up top and thus the vehicle pointed toward space
  7. The most likely explanation I see, based on what seems to happen with others around here, is that you're landing too hard. What is your touchdown speed, i.e. your vertical speed just as the wheels hit the ground? For most things not on lander legs this needs to be less than 6 m/s, and when there are tires involved the slower the better.
  8. No, multiples of 3 are not the best. The mathematical argument here claims that exactly 3 is the best number. If all four (or more) legs are the exact same length, and the terrain is flat within the space occupied by the lander (it can be tilted, but must not be uneven, curved, lumpy, etc.), then the number of legs does not matter. If, however, the terrain curves, extra legs may or may not contact the ground. Only the first three to touch down will do so, thus defining a triangle. If this triangle is very skinny, and the terrain is tilted, then the lander will be likely to tip. However, due to the legs' suspension and the fact that any terrain a player is likely to consider "good enough for landing" will be relatively smooth, having four or more legs rarely makes a big difference. In some cases it actually helps if the lander has an uneven mass distribution or lands on a hillside.
  9. I'm with worir here - it IS Rocket Science! But I'm also with the others here who are wondering why 1.0 introduced parts that generate large amounts of heat and didn't include any radiators. They did include radiators on solar panels, yes, but really that's unrealistic (they'll absorb heat from the Sun; a radiator oriented parallel to the rays instead, rather than perpendicular as in a solar panel, would be more effective). BTW I've also found that a simple magic sauce for keeping LV-Ns unexploded is to just thrust limit them to 73.5%. Sure, it's a bit of a thrust nerf in effect, but A: SQUAD believed they needed a nerf, and their case is pretty solid, and B: once the large jet fuel tanks are unlocked the changed LV-N chemistry turns into a massive boost. The way I see it, LV-Ns have just gotten the opposite treatment from what ion engines got a few versions ago - made about 2/3 as strong but twice as efficient. In a general sense anyway,
  10. A Universal Lander... it can land on the universe! O_O So I presume this can't actually handle departures from Eve or Kerbin?
  11. I just wandered through the SCP wiki again and allegedly 682 was killed recently by SCP-6661/2-J. Anyway, I've applied for an SCP wiki account so I can post #BADA55-J for you guys
  12. Yeah, there is technically already at least two threads as far as I remember, but we may as well leave this one up and call it the "1.0 Motherships Thread"
  13. Psh, no they don't! I know from personal experience with Daphjorie Kerman, who broke the solar panels on my Mun lander. No other Kerbal has ever done that in the history of my space program, seriously!
  14. Hmmm... this interests me, but: I'd rather have interstages available since, well, KSP rockets often don't match real life stuff at all, plus a lot of us are history buffs and want interstages for things like Saturn V replicas. Same goes for three- and four-point fairings, although I guess more isn't really necessary. Fairings being persistent debris should be optional. I rather like how the stock fairings go away on their own. A way needs to exist to strut payloads to the fairings; perhaps the fairing can move out of the way as does stock, except not while a strut's second end is being placed.
  15. (xrayfish's IS a ship. From a movie called "Meet Dave") 8/10. Looks like an SSTO that doesn't involve absurd amounts of wing clipping (unless they're just really well hidden). Technically a plane and not a spaceship, but hey, I'm running out of pictures xD
  16. ^ Same here, except I'd try to build a humongous single-stage lift rocket xD
  17. SCP # SCP-BADA55-J Threat Level: Keter SCP-BADA55-J, also known as [REDACTED] is a short, green, humanoid creature which wears a helmet and suit similar to 20th-century spacesuits. SCP-BADA55-J appears harmless, but has been known to go to extraordinary lengths to place itself in control of any large vehicle available. When multiple vehicles are nearby, SCP-BADA55-J tends to show a preference for aircraft or anything that involves rocket propulsion. If SCP-BADA55-J is ever allowed to commandeer such a vehicle, it will immediately attempt to abscond with it, and so far every attempt on its part has resulted in a catastrophic crash. In some cases the subject has managed to travel quite far and may even have changed vehicles on the way, but eventually it has always ended up crashing and usually causing massive property damage. SCP-BADA55-J itself, however, never seems to be killed or even injured in these events. Occasionally it will appear to have been destroyed, but within a few days it invariably resurfaces and resumes its usual behavior. SCP-BADA55-J is to be kept in a padded cell and provided with a constant supply of distractions in the form of toy rockets as well as a computer with a copy of [REDACTED] installed and kept as up-to-date as possible. In the event that the subject escapes, it must immediately be captured and restrained before gaining access to any vehicle. Should it gain access, all personnel shall be evacuated from an area to be determined by the maximum possible blast radius from the vehicle in question crashing, multiplied by 2 as a safety margin. All local fire departments are to be alerted in any region through which the subject passes, and all air traffic, including military traffic, is to be immediately grounded with the exception of a minimal number of surveillance craft (preferably drones). As soon as the vehicle inevitably crashes, it and the subject are to be recovered and the subject is to be returned to its cell as soon as possible. If the crash site is deemed hazardous, it is to be secured first and the subject's recovery made second priority. SCP-BADA55-J appears to have no need for food, water, or other sustenance. When made available, the subject will consume "snack" foods enthusiastically, but shows no signs of discomfort or loss of health when deprived of these. Some have hypothesized that SCP-BADA55-J is able to perform photosynthesis, an idea bolstered by its green coloration, but even when kept in dark rooms for extended periods SCP-BADA55-J has exhibited no ill effects. SCP-BADA55-J appears to communicate with those who enter its cell, but its language is unintelligible and does not match any known human language. It tends to appear cheerful, even in extremely dangerous situations, and will rarely display an expression other than smiling. In the event that it does stop smiling, it will usually resume smiling within a few seconds. SCP-BADA55-J appears to be fairly intelligent, as evidenced by the complexity of its constructions in [REDACTED], and displays a childlike playfulness toward toys, people, and vehicles.
  18. I unlocked most of the Mk3 plane parts and made a spacewhale.
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