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problemecium

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Everything posted by problemecium

  1. This thing just won't end, will it? Well only one thing to do: perpetuate it further! 3 Go Team Zero!
  2. And I shall chime in by NOT saying it's all about the fairings! I see three fairly long booster stages there. As others have mentioned, KSP (sort of unrealistically) drains fuel from the top of a rocket first, and the bottom last. Thus, as each stage is spent, that stage's center of mass is moving way back toward the engines while the center of drag is staying put. My recommendation is to set up fuel lines so that fuel drains from the bottom of the stacks first, keeping the center of mass high where you want it. Also, you can put as many reaction wheels way out on the end of the rocket as you want, but it won't actually help. Reaction wheels do not apply linear force like a lever; they apply torque like a power drill. Thus they will be much more effective if they are clustered near the center of mass, which as I mentioned might be surprisingly low on the rocket.
  3. Mine is much larger than it was for previous versions on account of the endless plethora of rescue contracts - they just keep spawning and adding Kerbals to my list as well as leftover shipwrecks in orbit.
  4. Not a glitch. SQUAD added this around 0.24-ish when they enabled quicksaving in atmospheres. Popular opinion is that it's a sort of troll Easter egg. If it is a bug, they've intentionally left it ever since.
  5. I remember that I first started KSP on the old demo based on 0.13.3, and I remember attempting to go to the Mun, but I don't remember actually landing there. KSP wasn't as interesting back then, so after a while I got bored, and a couple years later when I came back I found the then-new (okay, less terribly old) 0.18.3 demo, and on my first day playing I stayed up all night trying over and over to do a Mun mission, and since I eventually stopped I figure I must have made it. I didn't know about screenshots back then though xP
  6. Today I did a bunch of stuff, e.g. rescuing yet another stranded Kerbal, cleaning up some debris that those irresponsible NPC agencies left floating around (again), building a new heavy lift rocket... but most importantly, today I landed on the Mun for the first time in 1.0! I had been worried that with the engine rebalance my beloved 48-7S wouldn't be as good a lander engine any more, but I was pleasantly surprised to find that my lander, which followed the same basic design as my 0.90 Mun lander, also shared most of its dV - around 1200 m/s. I might have trouble trying to reuse it on Duna, but that's a bridge to cross when I come to it. P.S.: You can do atmospheric pressure scans on the Mun now it seems. I had assumed they wouldn't work, but included a few for the aforementioned Duna scenario, and when I accidentally clicked on one I was surprised to find it gave me Science. I haven't tested the spectro-variometers yet.
  7. I second the opinion that the Flea would have been better if they'd kept "normal" booster proportions and perhaps made it a Size 0 part, not only since it would look better but since, well, we don't have any Size 0 SRBs.
  8. I'm just gonna chime in here and say "fun". 'Nuff said? KSP is fun. I love KSP because it is fun, and really all I want out of it is fun.
  9. Welp, you may have a point. I'm leaving the challenge open anyway though just to see how far people will be willing to go. If necessary I may split the leaderboard up into "Sepratrons" and "No Sepratrons" categories.
  10. I'm not in favor of a single standard rocket on account of the issue of different numbers of stages in different people's play styles. I, for example, almost exclusively use SSTO or almost-SSTO launch vehicles so that I can recover them SpaceX style. A standard test vehicle would yield very different results with one or two stages than it would with four, and those results would have varying levels of usefulness for people used to different setups. We could, perhaps, have a few "standard" vehicles for different stage counts, e.g. an SSTO test vehicle, a two-stage test vehicle, and a three-stage test vehicle with SRBs.
  11. Nope. I never really considered the water a harder place to land anyway, but with the new parachute mechanics preventing rockets from exploding when they tip over, water is nice and friendly (ish) now. See my signature for more information
  12. ^ This. Also, a request to SQUAD: Please add some kind of flavor text in the next patch that indicates that if we decline a rescue mission, some other agency will take care of it. Unless of course I'm correct in assuming that nobody else is going to do anything and when the mission expires the Kerbal dies o_O
  13. I've exceeded that in Kerbin orbit and exceeded 0.4 points per day in Mun orbit, so this isn't the maximum value. My findings so far: - an "empty" Science lab with no data in it will generate 0 Science per day, even with two Scientists and even if placed somewhere interesting like space or Munar orbit. - processing experiments increases the amount of data in the lab, and the processed experiments do not need to be saved (so they can be transmitted, removed, or deleted without removing any of the data) - the more data is in it, the faster the lab generates Science. So far the trend seems to be that the farther one goes from KSC, the more data a given experiment yields, similar to how its Science value increases. So I'd presume that since the lab can only hold 500 data, it will yield the maximum Science rate if it is filled with the most valuable experiments possible.
  14. 3.14? It's PROCEDURAL FAIRINGS PI EDITION!!! Pie for everyone!
  15. I did something sort of similar on one of my lift rockets shortly before unlocking the Mainsail.
  16. I never considered Val any more special than the other orange Kerbals. She's no more a threat to Jeb's reputation than Bill or Bob (other than being another pilot perhaps), and even if they did get competitive, I'm sure they could put aside their differences for Science. I rarely assign them the same mission anyway.
  17. Pluto, if for no other reason than to have gone the farthest. Of course now that I mention it someone's going to want to go to [insert ludicrously distant planetoid here], but whatever. Oh, and to give it a hug to make up for all this planet / dwarf planet business.
  18. Today I finally gathered enough Science points to unlock the LV-N and therefore allowed myself to run some tests and verify my suspicions that they're not that hard to keep unexploded after all. Even with all this clipping and at 4x time warp, if I simply thrust limit them a bit as shown here they never exceed 2496 Kelvins, even if I run them continuously for several minutes. This is good knowledge for when I get back to building giant motherships.
  19. *Reads thread title* No, the Kraken is not "back." That implies the Kraken ever left in the first place. The Kraken never leaves. It is always watching, waiting, in the dark, ready to strike when you least expect it. This is the way it has always been and always will be. On a more specifically relevant note, if you have issues like this, try restarting KSP or at least exiting to the Space Center and seeing if it fixes itself. Some Klaw bugs I've encountered were pretty annoying but could be fixed with a restart.
  20. It doesn't have to be in the Squad folder, but it does have to be within GameData and the folder containing it must be named "Flags" (case sensitive I believe). I recommend putting it in something like "GameData\HalcoAerospace\Flags" so that in case you ever make a mod part or plugin you can use that same folder, plus it'll be easy to find your flag image if you ever want to edit or replace it.
  21. That is impressive and very much not what I was expecting (a Skylone lookalike).
  22. Wow, we just keep getting hotter and hotter! 27000 degrees is not only several times the temperature of the Sun but around that of some of the hottest stars known to mankind (Type O blue stars). I never would have expected sepratrons to generate more exhaust heat than the bigger engines. o.O
  23. I mentioned before that I'm planning on just removing the jump pads altogether until such time as I figure out a good way to teleport from an orbiting state to a landed state (something deceptively hard). As far as random explosions, that sounds like a proper bug. Can you please tell me more about what specifically happens, and whether KSP.log is mentioning any exceptions?
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