

Ruthgar
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KSP2 Release Notes
Everything posted by Ruthgar
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Played KSP while I was at 36 thousand feet.
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Made a 16k fund cost Minimus lander that could return to Kerbin. Even though Bob did have to get out and push to get the PE down enough for the ship to deorbit on it's own on the return trip.
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ahhh thanks, I usually just use the tt-70s which don't seem to have this issue.....provided you made sure to strut the tanks.
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I also imagine you used one or two of the higher altitude drogues as well, plus a slight stagering of the chute openings to minimize the deceleration shock (lost a few landers and parts of others due to this)
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Just wondering what bug you're talking about? Mine seem to work fine, even if I do have to use 1-3 extra spacebar taps at times.
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As of right now, the main three kerbals will 'heal' after a few in game weeks/months. Not sure about the ones that get rescued/hired. At least in regards to Vanilla KSP.
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Hmmmm, Harkonnen, like the Harkonnen cannon from Hellsing
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ppm generally stands for particles per million. It means that for every 1 million particles from the sample x particles are of that type
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That's why you install KSP on your laptop, in addition to your desktop, even if you can only install vanilla KSP. Trust me, I've done it for my own visit to my family for next weekend. *edited* Just a suggestion, but you might want to list the mods you're using in the video information (doesn't actually have to be in the video, but just in the YT comments about it)
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BTW, this is an old screenshot, but it is by far the one I like the best of all of them, just wanted to share it with you. If you need me to explain why it's my favorite, then you just wouldn't get it.
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Strange thing is I've never actually taken that thing about 36k (and that was from inertia only) I had done the double cockpit for two reasons #1 I've found the forward set of delta wings can mess up getting in/out of the cockpit, however having them on there also increases the amount of control you have. So I just added the mk1 cockpit in front of the mk2. #2 When I initial started putting this together it was with the intention of someday in the future using it for the orbit rescue missions, however I found it more economical to do the rescue missions as part of other missions involving suborbital, orbital, mun/min locations Aside from copying/modifying other's designs, this (the mk2 wonder thump) and also the mk1 which while not AS successful have been the only planes I've designed/built and were able to get off the ground without crashing within a minute. (we don't talk about the prototype of the Wonder Thump which strangely enough led to the naming of the design) BTW, here's a picture of the mk1 I consider the mk1 to be a successful failure as it did manage to fly, about as well as the first planes of the wright brothers. Damn thing took the entire runway to get up to speed, and even with the double boosters did not have enough speed at the end of the runway to keep from sinking a bit. Swapped the boosters with 2 sets of jet engines, added the extra wing on the outside of those engine clusters, and the mk2 Wonder Thump was born. Technically it's now the mk3B as I first upgraded to turbojets and then swapped the intakes, but you get the idea. *edited* even tho the mk1 didn't get above 2k in height ever, it was fun as hell flying a set of SRBs *2nd edit* Yes I do have a few mods like Kerbal rocketry, however the final version of the Wonder Thump is used with just stock parts as far as I know.
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Ten Commandments for KSP beginners
Ruthgar replied to EasyPlayer's topic in KSP1 Gameplay Questions and Tutorials
Only have one that I haven't seen mentioned yet. When just testing something out, go ahead and try something new, but when you're doing a real mission, STICK WITH WHAT YOU KNOW YOU CAN MAKE WORK. -
Use a jet for those contracts under 30k height and you can find it quite easy for those specific height/speed tests. Check out my 'Wonder Thump' test plane that has tested everything from the smallest to biggest engines successfully at any range of altitude under 30k. This is it at prelaunch/prestaging config, but that flight had that big engine to test (at 20k alt I think), a small LV-1 (not seen) 3 separate jet tests (landed, inflight, and splash down), plus radial chute tests at 20k, and at 2-5k, and finally landing gear test splashed down. Parts recovery was about 80-82k, contract payments were 300-500k (was all initial tests) So the actual expense of the flight was only 1-3k in funds.
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Most of my ships are WAY too heavy for the [CAPS LOCK] fine control system, plus I always seem to mount the rcs at 45 degree angles to the control system
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Some of my favorites This last one though that I placed last week kinda tops it all off and since then I haven't found it in me to really come up with anything since for some reason, give me time though.
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Heck, I do my own burn calculations, but still use Mechjeb to execute them that way they get done precisely. This is actually because of my own noob mistake of relying solo on mechjeb for a few of my interplanetary burns, and not checking on the planned maneuver AFTER reloading from a crash, or just a general restart. Turns out mechjeb doesn't really like reloads and can really screw up what the burn was supposed to be.
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It depends on what I'm doing, in what game mode, and where I'm going. If I'm staying inside Kerbin SOI, I've got a lander setup that can get me to minimus with a transport section that usually has 20-30% fuel/oxidizer that I then dock with a station I have there in min orbit where I move all the extra transport fuel to except for what's needed for the deorbit burn (provided the tanks on the transport ship I have docked to the station aren't full, then the transport section I brought gets docked to the transport ship as an addittional engine/tank) then I proceed to land on Minimus ditching the transport tank after the deorbit burn (if I still have it), land there and do whatever I went there to do. I then launch from Minimus do a low power burn to return to Kerbin via a mun capture transfer, and while I'm there, land on the mun. I then take off go to kerbin orbit, rescue the lost kerbinaut, then do a minor deorbit burn to start aerobraking, and usually have 20-100 M/S of delta/v left for a final braking burn in the last half second to second. So yeah, inside of Kerbin SOI, my lander usually gets back into atmosphere with 1-5% of the total delta/v it had, but have had a few missions where my final deorbit burn after rescuing the lost kerbin has been done using the RCS props. As far as my interplanetary transports go, I typically try to leave kerbin SOI with 50% or more of the delta/v needed for the round trip and at least one lander full refuel (monop, fuel, and oxidizer) as I've lost count of the number of times I've miscalculated the hoffman transfer burn badly and have needed a 300-500 M/S correction burn (my normal interplanetary hoffman transfers do normally need a plane change & correction burn, but it's usually just in the 10-50 M/S range). I'm really glad I do this even if it takes the extra time to build/fuel the interplanetary transport as on my latest trip to duna and after landing on Duna, I had my 'Apollo 13' incident. I went ahead and did my orbital docking after the lander ascended from Duna in the darkside of Duna. In doing so I had forgotten to take into account the orientation of the transport and wound up crashing the lander at 10-20 M/S as I was doing my rendevous speed kill burn into the rear end of the transport. The resulting explosion completely crippled the transport rendering it incapable of managing a stable straight burn even at just 1% thrust, however, enough tanks did survive so that the lander was able to dock up, detach the ones that would unbalance the thrust of the lander even more (damage to the lander rendered it offbalance, and even with ballasting the contents of the fuel tanks the lander could only maintain 40% thrust while towing the remaining tanks without spinning, it could manage 60% without the tanks sustained, and brief bursts of 100% provided the rcs was on) So I then proceeded to limp my way back to kerbin ditching tanks as they emptied (love love love having built a modular transport ship, next time I need to remember to build more then one of the primary engine stages that has a forward facing docking port) In this case, having way more fuel than I needed made sure I did not need a rescue ship.
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Congrats, now do it in the dark, with no lights, and without accidently blowing up parts of either ship (did that yesterday myself to one of my interplanetary transports with my duna lander, except I kinda collided my lander with parts of the transport, then proceeded to catch the surviving transport tanks and used my crippled lander to limp back to kerbal (really glad I didn't go with detachable engines for the duna ascent))
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Not sure myself, haven't really thought about it yet. Give me a few hours to try a few things
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Was looking through all my screenshots I've taken over the last few days, and just found my favorite from the Duna mission, check out the first alarm listed in the alarm clock window btw.
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Found this video on youtube that I think everyone that plays KSP would like. Currently watching it myself, check out around time 4:00 someone had the idea for MORE BOOSTERS
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Stupid things you've made to do missions in career mode
Ruthgar replied to lukerules117's topic in KSP1 Discussion
I consider all my rescued Kerbins as welll 'volunteers' for my remote base monitoring program at various locations throughout the system. -
Stupid things you've made to do missions in career mode
Ruthgar replied to lukerules117's topic in KSP1 Discussion
Ouch, yeah I've seen most of it myself. Jeb was otw back from a Duna landing and stepped outside for an EVA report at 65k above kerbin, and got ripped off the ladder. Managed to RCS back to the ladder and grab on, climbed up to the capsule and got in just as the flames started to appear (I've got to really rework my lander this happens a lot of the time) -
Stupid things you've made to do missions in career mode
Ruthgar replied to lukerules117's topic in KSP1 Discussion
Yeahhh, I did those ones using a jet that could handle going up to those altitudes and maintain those speeds and payloads. Ever see a flying wing do end over end flips at a rate of 10 a second because you just fired one of those massive first stage liquid engines attached to a mini fuel tank mounted to the top of your flying wing? I HAVE! Here's a picture of my glorious 'Wonder Thump' with that engine mounted on it. Great thing about it is that even under the longest test it has done, the actual cost was only about 3-5k in the fuel it used after parts recovery. -
Ummmm. A 3 man team of Jebs..........Anyone else scared to think of the hijinks that would happen on a mission with them? Me personally I think Bill's panicking, and Bob's fearful reaction help keep Jeb under control when he's flying (NO JEB YOU CAN'T MAKE THE LANDER DO FLIPS 100 METERS OFF THE GROUND) He's scary enough at times on his one man missions, think of what 3 of them at once would be like.