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Everything posted by MedwedianPresident
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Petition: Return to VBulletin!
MedwedianPresident replied to MedwedianPresident's topic in Kerbal Network
In Memoriam vBulletin on the KSP Forum 2012-2015 The KSP community will never forget the amazing software which was banished from our forum as part of a downgrade action. We will always remember vBulletin - the thing that has made our community professional and serious. The KSP Forum Community -
I think that too much space is lost because the forum is not as wide as the old one, meaning that all fonts appear larger and you can't see many threads or posts on one page without scrolling. I think that the forum should be made MUCH wider. It would be a step towards the better style of vBulletin.
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PETITION: Bring back VBulletin The new forum sotware has brought us many new features such as better font size control and polls with multiple questions. However, many of us have made complains about most of these points: One word: Eyesore. I will confess to you my sin of playing ROBLOX, and this change in layout is comparable to what happened to ROBLOX a year and a half ago. The amount of content one can see at a time has been minimized by at least the factor of 3, and reading large texts is just uncomfortable. The choice of colors is a complete fail, and many buttons were removed completely. The KSP forum looks more like a social network than a place for professional communication. Either SQUAD is aiming at simplifying the community to increase it's size, which means that KSP will stop being a good old indie game and will become something like Roblox or the people behind the forum change have made a serious mistake. The forum has lost it's unique feel. The PC version looks like a mobile site. Lots of wasted space. Simplification is the wrong way. The loss of BBcode is...painful. Why did you have to remove the whole thing when just adding an OPTION to create content through WYSIWYG? 90% of all posts are broken now. I understand that as the community gets larger, the "cute little game and cute little forum" feel where people actually WAIT for new posts on the forum and new versions actually add NEW CONTENT instead of only fixing bugs, will be lost, but this new forum has actually stripped the community of it's professional look. This forum looks like it aims at children. Seriously. Compare with ROBLOX. This forum is actually meant for people to write LONG posts, even post STORIES and ESSAYS here. It has been stripped of it's seriousness. Now it looks like people are supposed to exchange small sentences. This is a Forum, not ROBLOX, not Facebook, not a Chatroom. And at last, yes, several people have already noted that the new forum software is actually a DOWNGRADE from the old one. The forum just looks bland and stripped of many features. SQUAD has severely disappointed us. Is this the KSP Community Forum or is this the KerBlox Forum or KaceBook? I hereby open a PETITION to return the forum to VBulletin. If SQUAD will not do this or at least return the forum to a comparable look and format while using the same software, the developers should expect that the community will shrink. I hope that the pleas will not be ignored just as they are on ROBLOX.
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The look is terrible and I miss BBcode. The forum looks as if it has got simpler and the community shrunk. Is there any way to return to BBcode and the old look while keeping the new software?
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Old versions of KSP (some versions still wanted!)
MedwedianPresident replied to xorg's topic in KSP1 Discussion
Does anybody know where I can get the old part mods (KSP Silisko Edition, Sunday Punch, etc...)? -
I Can Munshoot Alpha 13
MedwedianPresident replied to killakrust's topic in KSP1 Challenges & Mission ideas
Oh, nostalgia! I'll make a try at a classic munshot on Saturday. Some information for the noobs over here from a veteran who's been here since .12: - No patched conics. When you will complete your transfer burn, you probably will have to wait out several orbits until you will get a capture. - No electricity. Ships can be left in space for many years because they won't run out of anything. - Only one ship at a time. The game won't handle multiple ships, I think that debris will get deleted once they get out of sight. Direct ascent, no docking in orbit. - Different physics. The game won't punish you for designing ugly asparagus rockets since there is no heat and aerodynamic failures are nearly impossible. This also means that there are many glitches and bugs you can make use of. Example: firing engines at half the throttle will only consume a quarter of the fuel. - The game was much simpler back then. Only Kerbin, Mun and Kerbol. No IVA's, and you are stuck with the Original Three (Jeb, Bill and Bob) - No plugins. Forget 'Jeb and Engineer. You'll have to do it the hard way and learn from failure. - The game was easier back then. As said before, things that would cause catastrophic failure now would be left unpunished in 0.13. - There is something on the Mun that was deleted later (or was it deleted in .12?), but I won't spoil it for you. -
When will new content for KSP be released?
MedwedianPresident replied to MedwedianPresident's topic in KSP1 Discussion
Remember 0.14, 0.15 and 0.17? These versions added TONS of new content? Eeloo was added 2 years ago. -
The last 5 to 10 updates have been mostly concentrating on improving performance or adding new elements to the gameplay. Sometimes a part or two or new models are added. Remember the time before 0.25 when every update brought us new parts or even new planets? When will we get a content update? By that I mean maybe including some mods in the stock game, adding new parts or even new planets.
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Capitalist heresy! That flag of the american bourgeoise on the fairings of the rocket!
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Looking from Jeb's POV while he is sitting in a external command seat (using VDS Cameras or how it is called) looks cool. Now, why not add various gauges that can be attached to the surface of things which show things like speed, heading, maybe even MFD's. This would add more realism to cars or planes which utilize command seats.
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I'm trying to build some sort of a light bus and I wanted to try out how it works without struts before adding them. By the way, it has got solar panels on top to charge energy during the day and hidden fuel cells to get energy during the night.
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A Kerbal magazine made by the community ?
MedwedianPresident replied to roarke's topic in KSP Fan Works
Very good idea. It may be online, but later, it can even be sold on paper! It should include various mission reports, challenges, mod spotlights, bugfixes, etc... -
I'm bad at choosing names for my vehicles (you must help me), so I have named it the SDV-1 (Subaquatic Deployment Vehicle). It is meant as some sort of military reconnaissance sub/manned torpedo and I will experiment with dropping it from a bomber. It can actually use buoyancy to "jump" out of the water. It reached 3000m ASL before stalling. I sacrificed Jeb since I yet have to add a parachute.
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I would like to know what substances in KSP are denser than water and which are not as dense. Can LiquidFuel be used as some sort of "Ligroin" to pull things down in water smoothly? Let's assume that we are working on Kerbin. Denser than water: - Ore Less dense than water:
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I just saw the first photos of working stock submarines and I have noticed that the far away coastline and mountains can easily be seen. I wonder if a fog which restricts visibility under water to 100-500 meters could be added. Maybe as a mod? The fog should get darker and thicker as you dive down, so that lights are required after reaching 300 meters of depth.
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Space Professionals Institute of Culinary Excellence (SPICE)
MedwedianPresident replied to sumghai's topic in KSP Fan Works
- Tea, Lord Green (Equivalent to Earl Grey, my favorite tea) -
Faction A has sent a large space station in equatorial orbit. Faction B wants to destroy it. Method 1: To prevent detection, I will launch a debris bomb into retrograde orbit. The kinetic energy of the debris (I'll be using tens of oscar tanks or even just decouplers) will be enough to effectively destroy the station; however I can also use small bombs from BD armory. I will deploy the debris 10 to 20 kilometers prior to the nearest approach so that they will move enough to collide with anything in a radius of several hundred meters.If a vital module or a docking node is damaged, the station is pretty much broken. Pros: - large, variable action radius - high probability of hit - hard to detect; late detection; only seconds of time for counter-measures - no good counter-measures except for modifying the position or the orbit of the station which may not be possible in the small time period Cons: - Orbit may be blocked for several hours until the debris will be far enough from eachother. If this is not desired, maybe a self-destruction system could be used, especially timed detonation for explosives. - hard to execute (setting up the right retro-orbit may be hard) - hard to time deployment of debris (Solution: staged deployment of debris in groups) Method 2: Same as method 1, but I launch into the same orbit as the station, rendezvous with it (5-10 km) and then fire a booster to enter a collision trajectory while pointing at the target before deploying the debris or bombs. Pros: - more precise than method 1 - easier to execute Cons: - takes longer - easier to detect and more time for counter-measures - Modifying the orbit is possible due to the longer warning time. An intercept with missiles is possible. Method 3: I rendezvous with the station and launch missiles. Pros: - easier and even more precise than method 2 - easier to execute as no manual control of missiles is needed in BD armory - shorter warning time Cons: - BD countermeasures Method 4: I rendezvous with the station or approach it quickly and detonate a Tsar Bomba from that add-on to BD armory. Pros: - Effective complete destruction or disassembly of the station; no survivors. - less parts Cons: - heavier rocket (a Tsar Bomba is very big) - debris may irradiate the orbit or the planet What do you think of my methods? You can propose any improvements or your own mission profile here.
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I'm sure Whackjob will answer this question. Let's assume that we have got Kerbal Joint Reinforcement and that flying things at one frame every 10 seconds is no problem for us. What is the maximum size for a vessel in KSP?
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Everybody has once been confronted with the following problem when building aeroplanes and spaceplanes in KSP: you have got a large plane which can fly or glide nicely, but just doesn't want to get off the runway or crashes just after leaving the ground. Takeoff problems are the nightmare of every spaceplane pilot and often lead to the complete failure of a winged craft which has good general qualities and flies well. For example, there are many planes which fly well but have problems with takeoff because the lift is too small or the thrust is too low, resulting in the runway being too short. In this topic, we will discuss the various possibilities of Takeoff Assist Systems (TAS) and their uses. Takeoff Assist Systems are any systems that are used to help the plane to smoothly and evenly traverse the planned runway distance, to shorten the runway distance needed to safely leave the ground, to allow the plane to safely and smoothly and quickly leave the ground and to prevent failure during the first moments of flight and while gaining altitude. List of TAS systems: 1.) Takeoff assist engines or boosters Sometimes, the plane is too weak to get off the ground with the runway length avaliable from the stock runway or from the modded runway which the craft is supposed to take off from. This may be caused by the plane having not enough lift or too small wings or by the plane having not enough thrust. In this case, engines or boosters (liquid, solid or jet) are engaged for the duration of the takeoff, which support the plane with additional thrust that is unneeded in cruise flight but may be vital while getting off the ground, accelerating and gaining altitude. The engines can either be reusable and be refueled after landing to prepare the next takeoff, or be jettisoned after leaving the ground to remove unneeded weight and drag. WIP
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Space Professionals Institute of Culinary Excellence (SPICE)
MedwedianPresident replied to sumghai's topic in KSP Fan Works
We should add an equivalent to Lamb and Mutton. How about Bleek? Or Baar? Bleek - Equivalent to sheep on Kerbin, used for anything beef can be used, including hamburgers. Especially popular in Medwedia and in the northern parts of Kerbin. - Bleek ribs, grilled (ribs of any animal are good because they can easily be eaten by hand, just like chicken wings) - Bleek steak, grilled (avaliable in medium or well done versions, maybe cut up so that the pieces can be eaten by hand or with a spork) - Bleek stew (Pieces of boiled bleek meat with karrots and other vegetables) We should also add food that is suitable for eating in low and medium gravity environments. It will be more "normal" since you can set up a table inside a colony dome on Mun or on Duna and even eat a picknick on Laythe without relying on refrigerated or ionized zero-G paste. -
When I will return home in 2 weeks, I want to make a mission video and publish it on YouTube. I've heard that there is a mod called Kerbal Galaxy or something that combines all planet packs into various star systems, all orbiting a black hole. I imagine that this allows for the planning, building and execution of more futuristic missions, including the replication of various missions depicted in Hard-SF, STL interstellar travel-themed novels such as The Songs of Distant Earth or Murasaki. Now, I want to send 100 kerbals, let's say, to Nix, a planet with slightly higher gravity and the same atmospheric pressure as Kerbin, which orbits the Abbadon star. The kerbals will set up a colony, so they probably won't return, yes, this is an one-way mission. It is self-explanatory that the ship will have to be assembled in orbit. Everything else is open. Now, what is the ideal type of ship which I could use in such an interstellar mission. This is supposed to be realistic, so no Alcubierre drives, Warp drives or Stargates. Should I use ion engines, the Orion drive (Yep, there's a mod for that), nuclear engines or convertional rockets? 1. Propulsion Ion engines: In conjunction with a nuclear reactor, they will probably work, especially for the finer maneuvers - in interstellar space, the "finer maneuvers" may still require hundreds of meters of DV. Orion/Medusa/other big nukes: They have got lots of power, but the problem is that, since I want to keep it realistic, I don't want to irradiate Kerbin after departing (Unless I will decide that my storyline is that Kerbin is dying after a nuclear war and the colony consists of a few survivors, of course then there is no more point in not using an Orion drive in LKO.), this means that I will probably need another method of acceleration for leaving Kerbin orbit (normal nukes, chemical rockets or ion engines). Convertional nuclear engines: Can maybe used for larger maneuvers or for acceleration. Chemical/Monoprop rockets: Giant rockets consisting of thousands of liters of liquid fuel and tons of SRB's will of course be the way of launching the whole stuff into space. Remember, the ship will be so big that one "small" module will have to be launched with a rocket even bigger than the N1. Chemical rockets can be used for orbital maneuvers, chemical rockets or large monopropellant engines will be used to turn the ship. Solar sails: I imagine solar sails can be used for the initial acceleration phase and for helping with the deceleration when arriving in the Abbadon system. After that, they'll probably be just dead weight, so they will likely be dumped. I say solar sails and not single solar sail because i will need lots of them to actually reach something. Gravity assists: The black hole... Aerobraking/Aerocapture: Will probably not work because the ship is too big and will likely break apart during reentry, even with thousands of struts. If I will use it, then it will probably be in the final braking phase since aerobraking at interstellar speeds is not very healthy. 2. Mission profile How should I combine the propulsion methods to create an effective mission profile? I could use a generation ship and a complicated route which takes up several thousands of years, but I could also accelerate to near-lightspeed and wait for a couple of months (which will turn into minutes for me because of timewarp, but still be extremely boring for the kerbals), and of course any profiles inbetween are allowed. I imagine that the solar sails will only be used as emergency propulsion if the main engines fail. A mission profile I have thought up of: The ship "MSS Endeavour" will assembled in orbit from large modules which will be launched using giant rockets. The ship has a length of more than 1000 meters. The rear part contains of a large propulsion module which takes up the biggest part of the ship and consists of large stacks of orion engines as well as the nuke containers. Several acceleration stages consisting of massive SRB stacks as well as liquid fuel tanks are placed behind the nuclear stage that will be used for maneuvering within the Kerbol system. The propulsion module also contains a nuclear reactor that will be used in deep space when solar energy is unavaliable. The main propulsion module is separated from the middle part by a large shield that will protect the rest of the ship from irradiation. The middle module contains lots of ion engines for inner-system maneuvers and course corrections or as an emergency propulsion system. It also contains massive xenon tanks. The front part of the middle part contains life support systems, solar panels as well as docks and hangars for shuttles and landing craft. The front part of the ship is dedicated to habitats, laboratories, workshops, the bridge of the ship and farming and hydroponics modules. The ship rotates constantly to create an artificial gravity effect. The front part also includes solar sails which can be used if all means of propulsion will fail or to assist the convertional propulsion systems if a partial engine failure occurs. After being assembled and fueled, the ship will receive its crew and passengers. The spaceplanes that will be used to crew the MSS Endeavour will also be used for landing on Nix. After the final system checks are completed, the ship will be brought onto a higher orbit using the ion engines. Then, the first booster stage will ignite that will eject the MSS Endeavour out of Kerbin's SOI. The second booster stage will be used to lower the periapsis of the MSS Endeavour so that it will pass only thousands of kilometers above Kerbol's surface, where the third booster stage is ignited which will push the apoapsis above Kerbol's SOI. Maybe a flyby of some planet (maybe even Kerbin?) is made before the Orion drives are ignited. They will fire in turns so that acceleration will be constant, the crew maybe will be placed in hibernation if this is not possible since having quickly variable gravity is not very comfortable. After the ship is placed onto a trajectory towards the Abbadon system, the orion drive is deactivated and the crew can return to the habitat, which rotates to cause 1 g. Several years of flight time will pass until the MSS Endeavour approaches the Abbadon system. The orion drives are used for deceleration, and the periapsis around Abbadon is set very low to perform the opposite procedure as when leaving the Kerbol system. The main propulsion module is jettisoned to prevent irradiation of the system, it will plunge into Abbadon. The ship is placed on a trajectory which uses several gravity assists to further decelerate it until the Nix system is reached. The ion engines are used for orbital capture, maybe a risky aerobrake in which the irradiation protection shield is used as a heatshield, is used. After entering a low equatorial orbit, the depleted ion propulsion module is jettisoned. A probe is sent to decide whether Nix is habitable enough for the instant creation of a colony or if subterranean facilities or habitation domes need to be built first. If habitation domes or underground bases will really be needed to be built, the MSS Endeavour sends a signal to Kerbin and remains a space station in Nix orbit while the surface is explored by research teams and the crew of the Endeavour hopes for a second ship with supplies to arrive. If the planet is habitable and the air is breathable, the shuttles are sent down which contain various supplies to build primitive houses. The MSS Endeavour has got oxygen and supplies for up to 50 years after arriving in the Nix system. The population will be transferred to the surface within several years, and all empty modules are dismantled and used as construction materials for the surface colony. The MSS Endeavour is gradually dismantled while the population of the colony increases. If the foundation of a surface colony is impossible, the crew of the Endeavour will have to wait for the supply ship arriving from Kerbin and eventually exploit the planets of the Abbadon system to gain Oxygen. The mission can be aborted before reaching interstellar speeds and leaving Kerbol's SOI. The booster stages and the orion and ion propulsion systems are used to neutralize the velocity of the MSS Endeavour and bring it back to Kerbin. Storyline elements for an AAR: - Various factions on the station, maybe even resulting in the separation of the MSS Endeavour into two or more parts upon entering Nix orbit. Formation of various countries on Nix. - Population explosion. Something went wrong and the kerbals started reproducing while still in interstellar space. The Captain calculates that there is not enough oxygen for everybody to survive until arriving in the Abbadon system. May involve mass executions. - A self-destruct switch which allows the Captain to terminate the mission if a rebellion starts. - Irreparable engine damage. The MSS Endeavour is stranded on a trajectory that leads into deep space, into the wrong star system or on a plunge into the black hole. - A war breaks out on Kerbin while the ship is in flight. - Life on Nix. - A virus infects the population. - Aggresive, intelligent life in the Abbadon system. The crew and passengers of the MSS Endeavour must struggle to find a safe place in the system without being destroyed by a massive array of defense sattelites. What do you think of my ideas? How would YOU design the mission?
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I have got a heavily modded KSP install. It worked until now...I spawned a ship from the SPH and EVERYTHING was missing. I am stuck in space, with no planets, nothing. If I go to Space Center, the scenery is missing, I am unable to start a Mission. - - - Updated - - - As soon as I spawn a ship, it starts! Everything goes missing!
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Most of us know this problem: you've built a nice plane that looks so aerodynamic and can't wait to fly it. But when you try to take off, it will turn right or left and roll off the runway, usually resulting in rapid unplanned disassembly. (We need to make a word for it. Siderolling?) What are your solutions to this problem? I think Jettisonable takeoff gear for large planes will not always work. In my case, it is a two-stage spaceplane. The first stage is a massive hypersonic jet-powered bomber, my rocket-powered spaceplane is riding on top. Tried to place gears near the ends of the wings, did not work, instead it was even worse!
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Let's say that I want to send a large interplanetary ship to Jool and get into a circular orbit/moon transfer using aerobraking. Now, I have that 10m heat shield that I won't need anymore. What would be good uses for it? I have thought of the following possibilities: - Atmospheric probe: I jettison the shield before I circularize my orbit, so the periapsis lies within the atmosphere and the shield will plunge into Jool after two or three more orbits. - Laythe probe or lander: If I've got a massive heat shield, I can land a whole base on Laythe! - Impactor: Leaving stuff in outer space without any use to it is uneconomical. Let's smash the whole thing onto Tylo! - Orbiter or Probe: The heat shield can become an independent probe or supply station capable of aerobraking to drastically change the orbit. Maybe even using it as a tug when constructing a space station around Jool later? What are your ideas? Are there any crazy or complicated things that I could do to my unneeded heat shield?