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Aiyel

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Everything posted by Aiyel

  1. any way we could get turrets that include both guns and missiles similar to the Russian Kashtan and Tunguska systems?
  2. So, I found that there\'s an arch on the Mun. Any other easter eggs present?
  3. Is there any way you could find a download mirror that doesn\'t look about as safe as a third-world brothel?
  4. I\'m currently using the Vanguard as part of my munar exploration rocket using Silisko Edition. Basically, it\'s vangaurd-adapter-ASAS-small tank+ legs-lander engine. I stick that baby on one of my awesome-sauce launch stacks ( i have several experimental stacks capable of putting that thing in munar orbit, playing around to find the most efficient-and awesome- one.) Boost it, set it on a collision course with the mun, and go from there. The lander stage, with an ideal efficiency level, will be sufficient to bring it to a safe landing and put it into munar orbit again, using the vanguard\'s engines for the TKI burn and course correction.
  5. AAR: So I decided to take a trip to the Mun in the Altair, atop the SLS. Aside from wishing for ASAS and gimballing (but fully recognizing that currently the game would happily shake any of these rockets apart with them) the launch went flawlessly. As usual for most packs, I felt little need to shepherd my fuel, so went for a direct burn TMI. I launched, tilted downrange gradually until I was pointed directly at the Mun shortly after SRB separation, and just kept on the throttle through the first stage and part of the second. This put me on a good course to intercept the Mun... actually, I intercepted a little *too* well, and had to fire a correcting burn on entering munar SOI to aoid becoming another fantastically large crater on its surface. (Obviously, we know why the Mun has such evenly-circular gigantic mares. Previous launches. ) Casually inserted into Munar orbit with something like a quarter of the second-stage tank left. Certainly the rebalancing has been a vast improvement as normally I\'d have had an almost full second stage tank. Not being one to waste fuel, I decided to use the leftovers for my deorbiting burn. Once done with that, I waited patiently for my rapidly approaching munar landing. The Altair, despite being fairly touchy on the helm, performed admirably, but I had burned barely a tenth of the onboard fuel of the lander stage when I\'d successfully set her down, and had to keep the throttle exceedingly low to avoid flying off back into the void. Despite my aversion to wasting fuel, I decided to leave the lander stage where it was and use the ascent stage alone to navigate back to Kerbin. The ascent stage was VERY jumpy on the helm, even with the precision mode enabled. Some careful maneuvering got me n the right course, though, and shortly I was headed back home... with two-thirds of the ascent-stage fuel remaining. Enough that I managed a powered landing... almost... when i got it home. The wildly exaggerated maneuvers were what did me in, costing me the ascent engine and fuel tank in a crash, but returning the kerbonauts safely to the merciful soil of their home continent. Analysis: I like the rebalance. it works well, despite some lingering control problems. The lander model, as I\'ve stated earlier, is amazing; though I\'m hoping for an official rebalance for it as well... I\'m not trying to nag on this, just providing feedback. When I get back from vacationing with my girlfriend\'s family, I\'ll probably try my hand at my own rebalance. The first thing I plan on trying for that is simply cutting the thrust values of both lander and ascent phases in half, while leaving their consumption rates untouched, then tinkering from there. I\'ll also be planning on ONLY using the lander stage to perform my de-orbit and landing, rather than my typical \'waste-not\' philosophy re. fuel.
  6. I love the modeling on the Altair.... but... is it *supposed* to be able to acheive Kerbin orbit by itself?
  7. There\'s a decoupler that\'s a laateral with top and bottom vertical attach points. Use those. Or, edit the config to allow it. Both are valid options.
  8. Love it! Tweaked mine very slightly for useability, but still love it. (I adjusted the fuel consumption of the first stage to match the second stage, so that at burnout the second stage has slightly less fuel, and is therefore lighter.) EDIT I\'m thinking I\'ll also tweak the rest of the stages a bit. Getting the thing into orbit is the difficult part, I always feel like my lander has way too much delta-V. Still, fantastic job!
  9. Ooh, and you can make a new capsule that is a giant kazoo!
  10. Wouldn\'t having the parachutes attach below the center of mass cause...problems?
  11. Nice job. I\'m hoping eventually we\'ll get payloads big enough to justify the FailCan Heavy. Also, can\'t wait for Harv\'s fuel line part, so we can run the Heavy in its planned \'Put RIDICULOUS stuff in orbit\' mode. (The plan is to use the heavy, but have the outboard tanks feed fuel to the central one, so all 27 engines can be going at once, and still have the core tank be full when the outboards are empty.The idea is that they\'d use it for lifting the heaviets payloads.)
  12. If mod-makers\' egos are so fragile that they can\'t stand a bit of constructive criticism, then they shouldn\'t put their stuff up for public consumption in the first place. I\'ve pointed out that I absolutely lover this pack, but find it (vastly) overpowered. Jordan\'s already meantioned he\'s going to correct some of the balance issues. This is awesome news to me. The fact is, those of us who have developed a high degree of skill at this game DO want mods that aren\'t too easy. I think it would probably be a good idea for mod-makers to cater to all skill levels, but I certainly can\'t force them to do so. All I can do is suggest tyo them that they do, and hope they take my suggestions. If that offends you, sirscott, then that\'s just too bad. Jordan: Your lander looks amazing. Can\'t wait to fly it. Glad you\'re rebalancing, keep up the good work.
  13. I\'d rather there be *some* challenge to it. As it is, any of the IFE rockets I can stick a basic lander on, take off, point it at the Mun up above 20km, and keep burning until I reach a munar intercept. And return with enough fuel in my lander for a powered landing. There\'s literally no challenge in performing a landing with any of them. I propose that when the pack is \'complete\', we get a second version balanced for a higher difficulty curve.
  14. haha! The SLS is massively, monumenally overkill. It\'s less for \'getting to the Mun\' than it is \'achieving solar escape velocity, then braking, landing on the mun, achieving a solar flyby, then returning to kerbin.\' I exaggerate, but only slightly. This whole pack is so laughably overpowred. Whcih doesn\'t make it any less awesome, m ind you, it\'s just that we really need other planets to push their capabilities.
  15. fortunately for our intrepid heroes, there\'s currently a much wider range of survivable reentry angles from a Munar slingshot than exist in real life.
  16. any hope of you rebalancing them and including them in Silisko Edition 1.0? When you get around to 1.0 I mean, i know you\'re taking a (much needed) break right now.
  17. Launch a craft on Munar intercept, jettison everything but your capsule and a parachute, and make it safely back to kerbin with no thrust expended after your TMI burn. Due to the nature of the assignment, any parts pack is available, so long as you\'re flying a vanilla mk. 1 capsule. Screenshots of craft and map screen required at TMI cut-off, upon entering munar SOI, munar peri, re-entering of Kerbin\'s SOI, and atmospheric entry.
  18. Could you maybe release a version of the lander that has a lower delta-v? I love your lander, but compared with Silisko Edition parts (about the only way I play the game anymore) it\'s absolutley insane.
  19. when you take off from the mun, (assuming you\'re pretty close to the equator burn at 270 degrees until you\'ve got a stable munar orbit. Begin your TKI burn when you\'re about 45 degrees into the far side, as measured using the Mun\'s orbital path. You want an orbital velocity of somewhere around 800 m/s when you quit your burn. What this will do is put you on a munar escape trajectory retrograde to the Mun\'s own orbit, whcih will give you a very, very low kerbin orbital velocity when you return to its SOI. End result should be a drop straight into the atmosphere. I\'ll post photos in a bit of what I mean. Sorry, phoos are in reverse order. Cut it a ltitle slow to be on the safe side here, but my peri\'s still really low.
  20. I wouldn\'t worry overmuch, Foamy\'s constructions tend to be... well... INSANE.
  21. PERFECTLY. My first Mun landing was done with this parts pack. Hell, at this point, all but ONE of my landings was performed thus.
  22. Request: Can we get a CLEM balanced to Silisko Edition?
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