Stevenator1
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Everything posted by Stevenator1
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Oh my sides, I can't stop laughing. Silly 12-year-olds.... Anyway, on the note of the boulder: has anybody tried using that angle in the picture as a phase angle from the origin of the sound?
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RCS has become incredibly outdated, requiring crazy numbers of RCS thrusters to actually work on large rockets. Gimballing is all that is really needed now.
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As far as I was aware, that fuel bug was only in 0.16
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Ah the classic fly-into-the-sun approach. One of Jeb's favorites!
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My god the amount of work that must have taken.. Very nicely done, professional quality screenshot.
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I have many many mods, but I rarely use any of them. Mechjeb and Engineer simply for information, but that is it.
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I should have rephrased my question - I'm no noob, I know asparagus staging, SRBs, and Aerospikes. I was also looking for efficient designs, trying to get that mass up there with as little launch mass as possible.
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*removed because of tired post*
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Editing the post a little bit to seem like less of a noob, because I certainly am not one: Also, 334.6, not 33.46.... derp... Hey guys, Does anybody know of any good heavy lifter designs? I've looked in the Design forum, not much comes up. Is it even possible to get 334.6 Tons into space? If it is hard/impossible, any way to design a lighter eve lander and return system? My best design that I can come up with that has the delta-V requirements, along with the delta-V to get it from Kerbin to Eve, takes 334.6 tons. I've never been able to design a lifter that can get that much mass into LKO. Not to mention there is probably an easier way to get to eve and back without using 334.6 tons.
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Honestly, the entire game is possible to play vanilla. The only assistance that I have required when playing vanilla is a protractor. And yes, they have those in real existence, you don't need a mod for it
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highest speed ever OR when does the Space Kraken catch up?
Stevenator1 replied to 1of6Billion's topic in KSP1 Discussion
,so youre clear to go as fast as your computer can handle. Also, dont expect to reach Kerbol escape velocity, because there isnt one.I must agree with maltesh. You can get a ship going so fast that it will NEVER return anywhere near Kerbol, no matter how long you give it. The tracking station says something like "On an escape route from Kerbol" when that happens. It has happened from a few accidental slingshots for me. -
I'll make the video, get back to you sometime today or tomorrow... It ain't that hard...
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can you turn on peristant debris?
Stevenator1 replied to mattig89ch's topic in KSP1 Gameplay Questions and Tutorials
Under settings, there is an option for "Maximum debris" or something like that. Make sure you have a reasonable number(Mine is infinite). Also (in case you don't know this), you can keep your active pod mission from ending just by hitting escape and hitting "Tracking Center." -
The single best rocket design tip I have ever used is ejecting used tanks as soon as they are empty. One fantastic show of efficiency is DEADBEEF's http://imgur.com/a/Myh5Y#0 . That little thing can get the pod all the way to Laythe. It ejects the stages as soon as they are finished. Those 4 radial tanks can get you all the way into orbit, and that single tank on the NERVA is plenty enough for any basic orbital maneuver. I use that system to get satellites into orbit all the time, it works really well for low payloads.
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Frankly this is incredibly inefficient. The thrust to weight ratio is horrible....
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I shall take my Avatar to Eve. Might as well be in the planet in which it has it's namesake. EVE Online anybody?
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I have a craft that has done this on Duna. I'll see if it can do the same for eve when I get back on my gaming computer later tonight.
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Many have made it to the planets, but...
Stevenator1 replied to KingAirDriver's topic in KSP1 Discussion
I made a craft that returned from eve. I used docking, and made a plane on top of my rocket. My interplanetary travel stage was just lots of fuel on top of a few nuclear engines. That stage, with the plane on top, would travel into lower orbit of planets. The plane undocks, travels to the planet, and allows me to explore it. The plane then travels back up, docks with the interplanetary stage, and can refuel. I landed on both the moon and duna in one flight with this setup, it works fantastically. -
You can't by default- If you have extensive modeling and part.cfg knowledge you could expand the model outside of the game for use inside the game. In terms of addons, there are two different types of addons - those that add new parts (with the same functionality), and then plugins supported by addons, adding functionality to to the game. In tems of plugins you should get: Mechjeb - alows you to have automatic control over many parts of your flight. Generally makes your life easier. Damned Robotics and Damned Aerospace - Adds new engines and moving hinges/motors/etc. There are many more, but that is all I have time to currently list. Have fun!
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I certainly think that a more prominent donate feature should be implemented into the website, promoting people to donate to keep the game going. In addition, another way to implement that is a "Pay as much as you want" system, but $18+ to unlock the full version. And back to torrents, (I have previously suggested this to the devs in IRC) I do support a peer 2 peer based download, but what if you made a custom program that authenticated with the auth server before connecting to the p2p stream? In addition, you could have that auther download the watermarked file that the devs were interested in adding, and then use p2p to download everything else.
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I would like to think in terms of efficiency rather than new features. In addition, the features that should be added are the ones that are small changes to the code, but large changes to the gameplay (or ease of gameplay). In terms of efficiency- 1. A realistic drag model (as I understand it, and I believe I understand it well) is not hard, the only issue is optimization, making it a feasible solution. Unfortunately, I have seen drag equations, and I know how ridiculous they are on ops... 2. Another possibility (which was started with the addition of 2M parts) is to make larger parts. This makes less lag in the point that you can just have less parts, less physics, less calculations - to do the same objective in the game. 3. Though this option slightly degrades the <realistic> physics of the game, it is an option - upon launching a ship, find groups of parts based on integrity, staging, and overall mass of the section and the whole ship. If the section is all in one stage, is very tightly put together, and not too small of a mass in ratio with the rest of the ship, an option is to "permanently weld" the parts together, allowing them to act as 1 physics object. Though this would take a lot of work to implement, it could essentially render very large ships into simple physics objects, that could just "unweld" upon breaking, to give us the same fantastic explosions we know and love. 4. Though this doesn't fit too much into efficiency, the issue of rocketing through a planet/moon when going into it with too high of a warp. It has many times caused crashes or slingshots that I would rather avoid, and would make for a better user experience. And in terms of easy to implement features that drastically change gameplay: 1. Entry reheat. This is a generally simple game mechanic to add, but drastically changes how you play the game. 2. A simple start on a career mode. This could even be as simple as having a set amount of Kerbals you can launch into space, placing a higher priority on getting your Kerbs back to the planet alive. 3. Better support for different fuel types in parts. This not only would enable the stock game to have nuclear power cells easier, but also helps modders that do supply and electricity mods.
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KSP has a place in xkcd creator's heart.
Stevenator1 replied to Dantrithor's topic in KSP1 Discussion
I was just about to come over here and post this! So incredibly funny, because that is approximately the same monologue going through my head at any given time too. -
Wait... KSP had professionalism?
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Im English And Want To Buy Kerbal Space Program
Stevenator1 replied to BeastlyHEXQuest's topic in KSP1 Discussion
Paypal has no fees for the purchaser, so you should only need to pay £11.47. Also, @Beast: Please Don't Type Like This... I'm sorry, it is my #1 pet peeve on the internet. Over-capitalization is bad, mkaaay? -
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
Stevenator1 replied to kacperrutka26's topic in KSP1 Discussion
I really hope Gilly isn't on rails. I want to make a sihp capable of sending it spiraling towards Kerbin!