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KSP2 Release Notes
Everything posted by moogoob
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All my launch systems are named after the Tarot, which sometimes lends itself to acronyms. My most recent is HERMIT: the High Energy Rocket Module - Interstage Transfer stage.
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Scott Manley's greatest Kerbal Space Program series
moogoob replied to KerbalCorgi's topic in KSP1 Discussion
I like the Serious Business series. Realism Overhaul, RSS, Realistic Progression, procedural fuel tanks, career mode... all things I never use. (Just kidding, I've been really into a very stock career playthrough since 1.1.2 came out. ) -
How to use stock fairings
moogoob replied to AeroGav's topic in KSP1 Gameplay Questions and Tutorials
I use them all the time for rocket cargo, and last I checked they are one of the better low-drag parts, as long as you make them suitable pointy. As someone said above, just click the first segment out straight, then drag inward to make a cone. One thing to be aware of - the fairing has to be closed to fly with it, IIRC. Either closed to a cone point like you want to do, or closed against another inline stack to make an interstage fairing. -
I have standard builds of sort, and I name them. However, I build them for each payload, and mix and match launch and upper stages and fuel levels as needed. For example, I recently had a satellite contract to deliver to a particular high orbit. At that size payload, I used a Hermit (Spark) upper stage and Magician (LVT-45) launcher. A 160-ton fuel tanker needed an Empress (Rhino) upper stage and Death (Cluster of 6 Vectors and two Mammoths, asparagussed) launcher.
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Are they more expensive/less effective than SRBs? Yup. You have a point. Perhaps my enthusiasm comes from trying to reduce the complexity in my rockets, at least when launching smaller payloads. I feel bad for some reason needing boosters just to space a Mun lander probe, when a cluster of Thuds, while slightly more expensive, has no parts being shed and is in my opinion easier to fly. To sum up, I only use this in that intermediate payload class when a single Swivel is too weak, a Skipper is too powerful and I'm not in the mood to strap tubes filled with explosive to the sides of my rocket. On days when I AM, well... (Your launcher array is awesome, BTW!)
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Tried to set a land speed record.
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Recently I've been playing around with some of my light (size 1) launchers, and have been turned on to using a cluster of three or four Thuds on my first stage. I mount the thuds around an inverted Advanced Nose cone and clip the engines down and into the cone to make a discrete cluster, as such: There are a few advantages to using Thud clusters on payloads that are getting too heavy for a single LVT-45 without SRBs: -High TWR lets you keep a single stack (less complicated than triple LVT-45 stacks, which are my usual "size up" option) -Slightly lower efficiency isn't too much of an issue because it only has to lift its own fuel - which is cheap to take extra. Greater length of resulting rocket can only help aerodynamic stability. -Gimbal range needs to be capped to keep rockets under control. Anyone else use Thuds for launch engines?
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1. Have fun. 2. If I'm not having fun, play something else. 3. When that ceases to be fun, go back to KSP. That's all! Otherwise, I clip parts, and I don't. I play using Mechjeb, and I sometimes fly manually. I play with permadeath, and sometimes I use "auto-hire Kerbals" on Sandbox. I fly whole interplanetary missions from design to return, and sometimes I Hyperedit my rovers right to Duna. As long as the first rule is in play, it's all good to me.
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Yeah, mine broke too. After I'd already nuked and rebound everything after clearing out my install for 1.1. Thankfully (and oddly), it DID save my controllers various axes' sensitivities and whether or not the axis was inverted, which saved a small amount of time.
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Commercial break: reap the powers of the TiltProbeCore™!
moogoob replied to n.b.z.'s topic in KSP1 Discussion
I'd heard of multiple cores at 90 degrees before, but never at slight offsets. It's a pretty simple solution, actually. Elegant! -
I believe the answer is: Minmus conducts light. /jk
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How to make landing gear less bouncy?
moogoob replied to aluc24's topic in KSP1 Gameplay Questions and Tutorials
I've never seen those... perhaps time to boot up and play some more with planes. Have you tried upping the dampener strength? Knowing what dampening is, that SHOULD prevent your gear from bouncing back too quickly, and may even prevent bouncing entirely. -
Using the dirt runway on sandbox
moogoob replied to Tortoise's topic in KSP1 Gameplay Questions and Tutorials
I'd love a mod that lets you replace the runway in sandbox, if only for rover testing purposes. -
All the problems I've had (constant CTD) from 1.1/1.1.1/1.1.2 turned out to be from mods. Now running nothing but Mechjeb and KSP's been as sturdy as a rock.
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manipulating contracts to get crew
moogoob replied to Callmedave's topic in KSP1 Gameplay Questions and Tutorials
These are the new "keep a lander on the Mun so Jeb can cash in on flag placement" contracts. In an earlier version I had a whole field of flags with various money puns and song lyric references. Though A) you now have to work for it and B) most of your payout is in Kerbal resources. -
I'm glad the other parts are in, that's for sure. Never used the telescope part. But those big ox-stats? Very useful! The big probe core is perfect for "mothership" designs, where you have a bigger orbiter and transfer stage in one, carrying a lander/descender. The scale just works out - big core for the big orbiter, small one (like a HECS or OCTO) for the lander. Like Cassini/Huygens, or that one whose name is already escaping me that tried to land on bounced off the comet. The antenna is fun too!
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Those "bad people" DID fund Wernher Von Braun who basically invented the ICBM and went on to be a founding member of NASA. In other words, in addition to all the atrocities etc. they did in fact contribute to the field of rocketry. You know, in order to blow up Londoners, but still. Von Braun thought his rockets could have gone on to greater uses.
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Constant crashing
moogoob replied to TampaPowers's topic in KSP1 Technical Support (PC, unmodded installs)
I'm getting the same bug. Win 10. Always happens when I enter the VAB or hangar after a launch. Last time, I launched, returned, went to the main menu, loaded a different save and BAM it crashes as soon as I enter a vehicle building spot. -
If your engine has multiple nozzles (IE either the RAPIER and Mammoth) it will use the individual nozzles for said roll maneuver.
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Dres is a nice stepping stone to Jool. As long as transfer windows work out, i always try to go there before Jool in career. I should go there more often!
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In career i use them to mark biomes. Otherwise and in addition, i put "Jeb wuz here" or "Bill and Val wuz here" to commemorate the crew that made it all the way to duna or minmus or whatnot. In sandbox, i just put random stuff, or use them to mark lading sites, bases etc.
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Finally got around to installing the final 1.1 update. A clean install, so of course rebinding my controller took 45 minutes over two days as I can't change settings outside the main menu for some reason... (Squad... you know what needs to be done. :D) Got everything working, re-installed all my mods, tested a few launches then just relaxed and took screenshots in orbit.
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I backed up, deleted via Steam then manually deleted what was left of my KSP folder yesterday before reinstalling fresh to avoid this very problem. Spent half an hour re-doing all my controller bindings, but it was worth it for the clean install. Steam doesn't remove anything that's NOT in the stock game when you re-install, so it makes sense that some things linger.
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Id Software wrote the original levels for Doom using graph paper and a text editor.
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What do you set brakes to? Or do you not use planes/rovers? If that's the case I wouldn't bother mapping brakes either. Also, I wish it would let you map the big "X" button in the middle of the controller. I would SO use that for staging.