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GoSlash27

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Everything posted by GoSlash27

  1. What @Zeiss Ikon said. And make sure you haven't pinned the window open. Best, -Slashy
  2. ndiver, Oh, I see what you're saying. The game doesn't contain the tutorials for the math, valid point. The *community* has the tutorials for that stuff. *EDIT* also, the wiki has useful info on the subject, Both how much DV is required to reach a destination, and how to calculate your rocket's DV. Best, -Slashy
  3. ndiver, What do you mean? The game provides all the info needed to make the calculations. Best, -Slashy
  4. I think that's *exactly* what Squad wanted. I think KSP was intended to make the player a better rocket scientist. Becoming a better rocket scientist includes learning the math. Best, -Slashy
  5. Well... I mathematically model my stages and then build them so they deliver precisely the thrust and DV I need from them. If I need to calculate DV remaining, all the pertinent data is available in the stock game. Ship mass, fuel and oxidizer units, engine Isp. I do the same math that KER does. I just do it either in a spreadsheet or with the calculator. Best, -Slashy
  6. Nope. My attempt with a submersible buggy failed. Pics to follow. Best, -Slashy
  7. Well, I'm running a submersible buggy myself. It only does like 1 m/sec though, so I'm probably doing something wrong. Best, -Slashy
  8. Weird. Works for me. There's no indication of time (a shame), but he's definitely traversing the sea floor and ending up at the hangar on the island airfield. Best, -Slashy
  9. End of day 2. If I had just 2 or 3 more biomes on Kerbin, the Munar flybys wouldn't even be necessary and I could close out the Caveman in 2 days. Still... I'm doing okay. I have enough science in my pocket to close it out so long as I recover one of my probes intact. Best, -Slashy
  10. I'd say the opposite is the problem: Hiring kerbals is too expensive. I always staff my careers with rescuees. Best, -Slashy
  11. Not that I know of. The sound effects aren't individual files that can be swapped. Best, -Slashy
  12. Moreover, they are under no obligation to provide any support or updates whatsoever. It's not like they're getting paid to do this. Best, -Slashy
  13. Well presumably... Since the variants point to .png files in the folder for texture and bumpmap, the variants can be cloned to create new variants with textures as .jpg instead of .png. I haven't tried it, though... Best, -Slashy
  14. Behold: the Next- gen Asymmetrical Navigable Rocket (NANR) The fact that the thrust is pointed at the CoM and the CoM falls toward the engine as the fuel drains makes this rocket controllable... Barely. Roll control is achieved with small yaw inputs. HTHs, -Slashy
  15. The trick I use when designing shuttles: Not only do I aim the thrust at the CoM, but I also juggle the ET's flow priority so that the CoM moves toward the engines as the tanks drain. This is why the engines need to be well- below the main tank instead of next to it. For control... handling is a bit wonky. Yaw and roll inputs basically swap and reverse. Best, -Slashy
  16. IIRC, the Titan used with Gemini ran hypergolics, not kerolox. I'll double check... *EDIT* Yeah, it ran aerozine/ nitrogen tetroxide. The Bobcat should have a yellowish flame with orangish smoke. The Mastodon should have an orange flame with black smoke. Best, -Slashy
  17. RoverDude, Thanks! While you're at it, You should check out @RuBisCO's fix here: He has corrections for the tank masses and also the fuel/ oxidizer ratios. Best, -Slashy
  18. RuBisCO, Could you please add this info to the bug tracker here? https://bugs.kerbalspaceprogram.com/issues/17975 Thanks, -Slashy
  19. Not mad; I don't use mods. If I had anything to complain about, it'd be the bugs in the new release... but I'm not mad about that either. Best, -Slashy
  20. @Raycrate, Yeah, the empty tank mass is incorrect for the dumpling. It's listed in the config file as .3375, should be .01375. While checking into this, I also noticed that the doughnut is way too light. Listed as .01, should be .0375. I've reported it in the bug tracker. Best, -Slashy
  21. End of day one. 4 nodes left to go. The Mun probes should collect enough science to close it out, but I want to collect as much Kerbin science as I can in the meantime just to be sure. Lots of flying while I still have sunlight, and I have to design a long- range science plane to reach the poles and Badlands. Best, -Slashy
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