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Crashy_McSplodey

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  1. Ah well in this case then I would reccomend you look at the mod Kerbal Joint Reinforcement: http://forum.kerbalspaceprogram.com/threads/55657
  2. If this is the problem I have came across with multiple sets of ailerons along the length of a rocket, then there are 2 ways of combatting this wobble. 1) Build your stack symmetrically to improve the balance of the design, reducing or removing the need for SAS/RCS in the early flight where the atmosphere is thicker and this wobble is more easily introduced. 2) Reduce the amount that the ailerons can deflect by when building in the VAB using the settings window. ^^ So much this ^^
  3. Nice! Can't wait to give this a go Out of curiosity, si there a master list of MODs which got rolled into the stock game?
  4. I'm home after 6 months away on Friday, new laptop waiting for me! Can't wait to get KSP DLed and modded up and then spend all of my time off doing rokkit science!
  5. Depends on how much I'm throwing out of the atmosphere. Generally though initial staging looks like the following: 0: throttle up to 1.1 - 1.3 TWR 1: Fire liquid fuel engine(s) 2: SRBs and/or clamps. 3: Adjust throttle as neccessary to avoid a stupidly high/dangerous maxQ. 4: Realise that the rocket isn't rolling for orbit, cry as the AP of the trajectory climbs higher and higher. 5: Revert to VAB \o/
  6. Currently reading 'The Battle of Corrin: Machine Crusade' from the Dune prequel trilogy., by Frank Herbert and Kevin J Anderson Next on the list is 'The Causal Angel' by Hannu Rajaniemi.
  7. For Squad, I do not htink there is any need to implement new biomes from a gameplay perspective.Adding biomes to planets would increase the amount of science points available per planet, meaning that players could plow through the tech tree quicker.Adding biomes would (imo) require new contents to also be added to give this increase in resources any purpose, or alternatively, they would need to alter the mechanics / distribution / cost of the tech tree as it stands.
  8. Satellites have, and continue to use a wide variety of attitude control systems. Mir and the ISS use the gyrodyne reaction wheel system, with rotating masses distributed throughout the structure. While spacecraft like Hubble, Chandra, Spitzer etc use the 3-axis reaction wheel system. Other satellites use electromagnetic torquers for fine adjustment and precision aiming of antennae. Of course ships such as the Apollo CSM, Space Shuttle, Dragon, and Orion systems use a propellant based attitude control as their reaction speeds generally need to be an order of magnitude quicker than those used in satellites, and satellites (usually) have longer operational lifetimes, and as such these propellantless systems offer greater longetivity. Note that attitude control and station keeping systems are usually completely separate and different systems. The (usually) monopropellant systems used on satellites, such as for GEO satellites for example, are used to restore the orbital characteristics after various factors have cause the satellites orbit to change. These changes are caused by insolation, variations in the earths gravitational field throughout the orbit, atmospheric drag, and even the re-radiation of heat can, over time, alter the characteristics of a vessles orbit, all of which need to be compensated for. So, statoin keeping is not attitude control, and there are more ways to control a spacecrafts attitude than there are to station keep.
  9. I shave my body and mix the rather large pile of hair into the dessert I have been unjustly denied, and then stalk the next poster with the clippers >
  10. Kerbal Engineering Redux, with it's ephemeris and catalogue, options and the advanced HUD make piloting much easier, but still require you to do everything. Mods like Universal Storage and Fustek, or KW rocketry add some great variety and options into the game too.
  11. KSP V0.23.5 ARM (x32) Mod Manager V1.3.11 Background Mods: Active Texture Management 3.1 -Green_Skull ATM Configs 1.1 (Optimized for GFX settings) Module Manager 2.1.5 These allow me to fit the following Mods in at ~3.18 GB RAM load. Aesthetic Mods: Better Atmospheres V5 -Distant Object Enhancement 1.3 -Environmental Visual Enhancement 7.3 -Planetary Editing Tools UI -Texture Replacer 1.5.10 -Custom Asteroids 1.0.0 Chatterer 0.5.9.3 Cool Rockets 0.5 Crowd Sourced Science Logs Ion Engine Sounds for 0.23.5 RCS Sounds 4.0 Game-Play Mechanics/Utility Mods: Combined Living Spaces 1.0.6.0 Custom Asteroids 1.0.0 Custom Biomes 1.5 Deadly Re-Entry continued 4.7 DMagic Orbital Science 0.8.1 Enhanced Nav-Ball 1.2 Ferram Aerospace Research 0.13.3 Final Frontier 0.3.22 Kerbal Alarm-Clock 2.7.4.0 Kerbal Joint Reinforcement 2.3 Kethane 0.8.6 MechJeb2 2.2.1.0 Modular Fuel-Tanks 5.0.1 Nav-Ball Docking Alignment Indicator 3.0 RCS Build Aid 0.4.6 Remote Tech 1.4.0 Ships Manifest 23.5.3.3 TAC Life-support 0.8.0.4 -TMS TAC Life Support Retexture Toolbar 1.7.1 VIOD 0.12.0 Parts Packs: ASET Props Pack 1.0 B9 Aerospace Pack 4.0c (with community hot-fix for 0.23.5) B9 IVA Extension DMagic Orbital Science 0.8.1 Fire Spitter Infernal Robotics 0.15D Kerbal Attachment System 0.4.7 Fustek Station Parts 0.04.4 KW Rocketry 2.5.6B Modular Kolonization System 0.16.17A Near future Packs: Construction 0.1.0 Electrical 0.1.0 Propulsion 0.1.1 Solar 0.1.1a Spacecraft 0.1.0 Raster Prop Monitor 0.16 SCANsat V7RC2.4 (for MKS compatibility). Universal Storage: Core 0.71 KAS 0.7 Parts Catalog Awaiting TAC expansion.
  12. Welcome Kerbonauts o/ This thread will replace my blog as a reporting post for my missions, misadventures and discoveries in KSP. Full of Stars! Is intended to be a semi-realistic exploration of the Kerbol system. With steady progression and exploration of Kerbol and it's many planets, the expansion of Kerbal kinds presence throughout via unmanned space and planetary probes, manned landers and stations. And there may possibly be more with the upcoming updates and the possibilities that will come with the removal of the 4GB limit of the 32x version. So please join me in my exploration of the heavens, of the limits and possibilities of the technologies available to me, and my rather kaleidoscopic imagination.
  13. Got just about all of the fresh, gooey science I can from orbit around the Mun and Minmus, treated myself to some new and exciting tech (never got this far in career, I used to be a dedicated sandbox player until Mr Manley showed off his IQ series).I have tweaked and twerked my current sattelite designs with newly unlocked parts. Mostly exploring new probe cores, and solar panels, along with more weight economic batteries. I also have unlocked the multi-spectral SCAN device.I have also designed heavy lift rockets so I can get the fuel in orbit more eficiently for out-of-Kerbin SOI activities.More excitingly I have started the R+D phase for manned Munar and Minmus exploration! The biggest pain in the backside is keeping my aesthetic ideals and making it fly.
  14. http://forum.kerbalspaceprogram.com/threads/78305-0-23-5-Science-Library-v1-2 This mod, through Blizzy's toolbar, displays all science you have don, can do, and allows you to sort it all quite easily. It also displays points from incremental experiments such as Materials Bay, Goo containers, which you can run several times with diminishing returns, showing how much you have already gained from them, and how many are left.
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