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BrotatoSalad

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Everything posted by BrotatoSalad

  1. Share your favorite KSP catastrophic failure stories in greentext form. Bonus points if you can actually make the text green with HTML in your reply. I'll start. >build FAR SSTO >go to orbit second try >feelsgoodman.jpg >time to test reentry >Jeb looks willing >Begin MLG retro burn >flametastic reentry >Jeb status: lunatic grin >approach transonic speeds >control surfaces are kill >wings are kill >ohcrap.jpg >lifting body physics ftw >ultradank gentle glide >put down landing gear >tfw ripped off during reentry >noscoped by atmosphere liek if u cri everytiem
  2. This has happened to me before, either falling onto another craft or the ground after jumping off a ladder. The game instantly crashes, and on reload everything around the area, including flags, is on an escape trajectory from Kerbol.
  3. Ok wow. My twr was WAY above that. Consider this thread answered. I should really use less first stage booster power.
  4. When it comes to actually landing, prepare for 30 minutes (with physwarp) of coasting in and out of the atmosphere to slow down from mach 7 without tearing your craft into many small pieces.
  5. A Duna lander which remains in low orbit for future kerbals to use instead of bringing another one to save fuel, and several crew rotation ships which never docked because it was a one-way trip for the ship, and I transferred the kerbals by floating over there with the jetpack.
  6. Once upon a time I did an early career Mun landing without fuel lines. In greentext form, the mission went like this: >land on mun with side fuel tanks >do science >get into capsule >pump fuel from middle tank to radial tanks >take off >realize fuel is slightly unbalanced >ohcrap.jpg >attempt to manually steer it >out of control, mission completely FUBAR >wild spin, Jeb having the time of his life >bailoutbailoutbailout.gif >try to land with jetpack >Jeb is kill >science is kill >mission is kill >tfw forgot to quicksave
  7. You get banned from the forums for repetitively asking about when Squad will add 100 meter diameter fuel tanks.
  8. I can only see one problem with these: how could you possibly build an SSTO? They look pretty heavy. Heavy enough to require huge clusters of rapiers to get it up into orbit. The only reason I can build an SSTO that big is because of the b9 huge sabres. These look like very interesting parts, but would probably require modded engines to be SSTO material.
  9. It's actually a hybrid. If you go slowly enough to not cause rounding errors, your ship moves. If you go above that, it "off-loads" some of the velocity to the universe. It's a much higher limit, but if both the universe and your ship are going fast enough to cause errors, the old kraken will be back with a vengeance. I think this can sometimes be caused by the Hell Kraken glitch, as it causes your ship when you reload to break apart, presumably from good old rounding error kraken forces.
  10. I just can't go back to the stock "aerodynamics" after trying the glory of FAR.
  11. I actually overheated a turbojet engine on an SSTO on the ascent to orbit. It was in the center of a cluster. Luckily, it ran out of intake air and started to fart the deadly flat spin sparks, and I regained control easily.
  12. IIRC, Scott Manley did it with a crippled plane (wings at an offset angle from an Infernal Robotics glitch) in an Interstellar Quest episode, and he had FAR installed. I would advise getting close to the ground and using forward-pointing radial engines to slow down, and when you stall, do it a few meters above the ground to avoid damage. I agree entirely. Trying to land a plane on Duna is insanely difficult. However, taking off is easy in the low gravity if you have a decent TWR.
  13. I think it's really good in mun/minmus transfer stages, especially in career. I use the big radial engine for landers because it's more convenient to mount multiple ones and decouple from a flat fuel tank base. The poodle as it is has some utility, but it could use a buff or two.
  14. A while back I asked how to fly SSTOs in FAR in the gameplay questions/tutorials subforum. I got some very good advice, and now I can competently build and fly SSTO's with FAR. About a week ago I started a new career save, and now i'm getting to building some very large rockets for interplanetary probes. My problem is finding a good ascent profile that doesn't cause a flipout on rockets with little control and a lot of SRBs to save those sweet, sweet funds. So far (pun intended) i've tried putting various sizes of b9 and stock fins on the bottom for control and doing my gravity turn at 1k meters. If I go easy enough on the turn, the rocket is intact but my ap always ends up at about 100k, far above the optimal 70k. If I try tipping over earlier in the ascent to flatten the trajectory, the payload starts to jiggle inside the fairing, and the fairing walls start to oscillate violently. This even happens when using FAR assists instead of SAS. If it manages to keep together from the sheer quantity of b9 struts I put on it, it will flip over and head for the ground. Please help. I can't seem to do an efficient ascent to orbit no matter what I do.
  15. Let's just take some time to think about the ant engine. Specifically, why everyone hates them so much. They're actually very handy for small landers. They're often used as an example of a useless engine, but please give them some love for their high twr and cheerful attitude.
  16. In those days even Scott Manley couldn't land on Moho from the overheating effects.
  17. Thanks for the info. I'll move fuel around when I get to transonic speeds to get the center of mass where I need it. It's weird how you can turn as hard as you want in stock, right? I thought a plane could do 45 degrees easily, but evidently not. Edit: built a basic ssto and it actually got into orbit. Haven't gotten around to landing it though. On my last try I couldn't shed enough velocity and crashed in the deserts of Kerbin.
  18. Either the wings would fall off or the entire plane would start randomly flipping around. Also, one design of my own plane nose-dived into the water as soon as it got off the runway. Could someone please give me the url for a FAR tutorial, because a youtube search isn't turning anything up for some reason.
  19. But the stock craft I tried were from B9 and were probably designed to work well with FAR. For some reason the Heinlen, a B9 craft designed for use with FAR, could not handle a simple pitch from 45 degrees down to straight forward.
  20. So, a day ago I finally updated all my mods for 0.25. Among them was B9, which claimed that it was easier to use with FAR. I've never tried it before. They lied to me. I loaded up the game and tried out a couple of small stock fighters/drones from B9. They all flew beautifully, and even did Immelman turns with complete ease. Then I built a small SSTO with a short cargo bay that I made sure to put the CoM inside and have the fuel drain equally around to avoid CoM issues. I strutted the crap out of it with the B9 invisible struts. It took forever to even make it off of the runway. Despite the perfectly placed CoL, big ass stabilator canards, and mega delta wings with control surfaces, the plane couldn't pull up at all:huh:. Even trying to made it yaw violently and randomly. I tried adjusting the CoM around a bit and adding a bigger tailplane, but it did nothing. Most of the time the nuke engine on the back connected to an adaptor fell off as soon as the plane limped off the runway. Struts did not help this problem. Next I tried flying the Heinlen SSTO, which has a noob-proof reputation. I followed my standard SSTO flight plan. Pitch up to 45 degrees right off the runway, level out at 13k meters to build horizontal speed, followed by another pitch up to 45 degrees to push the ap up above 70km, during which I usually switch to rocket power. It did do the initial pitch up, but the plane protested by oscillating rapidly along the pitch axis. When I tried to level off the plane buckled violently and went into a major stall. I'm about to give up and crawl back to stock aerodynamics if I don't find a manual or a tutorial or something. Any suggestions?
  21. I just got KAS today for the first time to straighten out my wobbly interplanetary ship. I made a basic orbital service ship with a couple of crates full of strut endpoints. I get Melmin out of the ship, right-click the crate with ten struts, open it, and press "take." Nothing happens . I try clicking it fifty more times out of pure exasperation, and still nothing happens. I have ksp version 0.24.2. Do any of you know what's happening here? All of the parts seem to be working fine in the VAB, and i can grab and place parts however i want, i just cant seem to get those parts out of the chest. *edit* I got the actual latest version of KAS and now grabbing objects works, but kerbals still cannot get stuff out of boxes. BTW, i have 32 bit ksp.
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