-
Posts
4,106 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Dman979
-
Uh-oh. Does this mean no launch, or just not ready? @Mad Rocket Scientist: here's the LV. All credit goes to @Joco223 for design. He also recommends removing 2 boosters from the launcher. Can you test that in an all-up config ASAP (when you get the payload?) https://mega.nz/#!JQ8nFDQZ!Deo2Sx5doevaBi76gOJACGgRv9LJAjfVATaeorueL2w
-
Welcome aboard, @Mycroft First, congratulations on orbiting! There's a few things I notice here: Your rocket is over powered. To do a flyby, you only need to cross the orbit once. You are probably launching a huge rocket with too much ∆V. Try only raising your Apoapsis, and leaving your Periapsis at ~100km. (The minimum orbital height is 70km) Second, your orbital plane and the Mun's orbital plane are misaligned. To fix this, set a maneuver node at the ascending or descending node and burn either anti-normal (at AN) or normal (at DN). This will change your orbital plane to match the Mun's. There are 6 directions in space: forward (prograde) , backward (retrograde) , into the planet (radial) , away from the planet (anti-radial) , up (normal) , and down (anti-normal) If you want to orbit the Mun, try setting your Mun periapsis to ~15km, and then burning retrograde when you arrive. Finally, Mechjeb is a kind of autopilot/information display system for KSP. It does come from "Mechanical Jebediah," because you could use it to fly an automated mission with little player input. There is an ongoing debate about whether this is "cheating," but you don't need to worry about that yet.
-
That might work. I'll need to double check this, but it might work. @ZooNamedGames, it normally takes about 11 minutes to get to orbit, in one almost-continuous burn. I don't think we'll have a high enough TWR to need to make an OI. Also, if you can make the payload+spin package at most 2 tonnes, we can use the second booster build by Joco. If not, we'll need to bump up to the 10 tonne lifter.
-
Hey @ZooNamedGames, We don't need a ton of relays for this. Remotetech installs a bunch of locations around the globe, so we don't need to set up coverage for everywhere. We can plan around the gaps, and set up nodes and commands if we need to. We can also use KOS. If you want me to set up relays, though, I can do that.
-
The earliest versions of Kerbal Space Program
Dman979 replied to KasperVld's topic in KSP1 Discussion
Wow. This is amazing. 0.7.3 and 1.0.5 are two totally different games. You can really see how it changed. P.S. Do we get aluminum Kerbals with the downloads, too?- 246 replies
-
- 11
-
-
That makes sense, according to Newton's Third Law of Motion.
-
Hmmmmm. Absolutely no purpose? √ Breaks things? √ Fun? √ Deserves rep, even though it meets all of the above criteria? √
-
I like the last panel, too. I've never made a ship so large it warped the gravitational field around it and pulled flagpoles into it!
- 6,461 replies
-
- 2
-
-
- totm mar 2024
- kerbfleet
-
(and 2 more)
Tagged with:
-
So, from my launches- About 7-15 min to LEO. About 25-75 min to GTO burn (at AN/DN). ~360 min to GSO/GEO insertion burn. ~12 hours for fine-tuning (optional). So 392 to 450 minutes in real time. That's about a quarter of a day, when most of it is coasting. We might have to do some speed up, in order to get everyone together, as that's a significant amount of time.
-
Mine was "Ask the Mods Questions about the Forums!" Still pretty happy about it.
-
@JamesGoblin, Welcome to dream land, then. You might also want to check out the Science sub-forums, and the Game play help and tutorials one.
-
Needed for GAP Contract Pack Expansion: BDArmory Vehicles
Dman979 replied to inigma's topic in KSP1 The Spacecraft Exchange
Why yes, yes I do. I have craft files, too. kerbalx.com/dman979/GAPA-A1 http://kerbalx.com/dman979/GF3-52C http://kerbalx.com/dman979/GB4-83 -
Across the doors, so it's visible when closed and also a bit when open. Basically, on the flat surface in the middle of the last image. You decide!
- 6,461 replies
-
- totm mar 2024
- kerbfleet
-
(and 2 more)
Tagged with:
-
Awesomesauce! It'll be just like the real one- big, will get attacked by foreigners with a totally different understanding of their purpose, nearly indestructible, cures cancer and represents truth, justice, and the Kerbfleet way! One thing I will be so impudent to suggest- move the front decal from the ramp to the top of the cargo bay. It will look awesome! (Not that it doesn't already!)
- 6,461 replies
-
- totm mar 2024
- kerbfleet
-
(and 2 more)
Tagged with:
-
Needed for GAP Contract Pack Expansion: BDArmory Vehicles
Dman979 replied to inigma's topic in KSP1 The Spacecraft Exchange
@inigma, I've made the AA gun. It's pretty simple, and is 8 parts. Pretty deadly, too. Shot down a 3-fighter sortie without a scratch. I have two fighter designs made. One uses the P100 and a Juno, the other uses the other big engine (can't remember the name right now). You can sell the first one to the player, and use the second one for the enemy. I also have a twin engined bomber similar to the Mosquito, which can carry 6 bombs under-wing. It has a dorsal and ventral .50 cal turret, and uses the P100. I'm just finishing up final testing on the crafts, and I can get them to you tomorrow or later tonight. -
New booster per mission or re-use previous designs? What do you do?
Dman979 replied to Sovek's topic in KSP1 Discussion
When I'm playing RO, I generally make a lifter for each of a few mass categories, and then tailor them a bit from there. For instance, if I have a bit of extra TWR, but less ∆V than I need, I might add some fuel by lengthening the stage a bit. That way, I don't have to design a new rocket for each payload, but I'm not strictly confined by what I have available. It's kind of a bad practice for me, though. I need to practice my math skills, and engineering within constraints, so I should probably start using standard boosters and tailoring the fuel load for each one, more like RL.