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Slam_Jones

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Everything posted by Slam_Jones

  1. Yeah I figured it would be something like that. Thanks for the response!
  2. I'll see if I can gather the Auto-Rover script I was working on. It's not totally complete (could use a few more features) but it is functional and can be expanded upon. That is, unless someone already has a script for that
  3. Hey OP, (@Hans Kerman) were you able to get a copy of the game? Depending on your region, I may be able to help out a bit...
  4. And make sure it all weighs less than 20 lbs so it can all be supported by the thrusters from the first video. Or get approximately 10x the thrust out of 'em somehow! Although, technically, you are right, it appears to be physically possible. It just can't (yet...?) actually fly with the weight an average human... but we might get there eventually.
  5. Soooo what's up with rocket guy these days? Launch still postponed? Last update looks to be from over a week ago. Very curious to see how this all plays out... I just hope the guy survives and maybe even learns something from this! This is the most recent article I've seen (though admittedly I havne't looked too hard):
  6. Usually I start with a little extra funds, science, and rep, so my first launch is my first orbit. Usually a 1-man capsule with a few science experiments stuck on. After that, I usually proceed to relays, or, science allowing, research stations.
  7. Woah there friend, I don't think he was trying to insult you or hate on your idea. He's just pointing out that KSC is already in a prime location. No need to be defensive around here, we don't bite I like the idea of being able to build another Space Center, but in the end, it takes up too many resources to really be a part of the stock game. However, if you don't object to mods, the Kerbal Konstructs mod allows you to build your own space centers out of a long list of "parts." You can even download Kerbinside or a few other mods, which were made with Kerbal Konstructs, and add many other space centers of various sizes and varieties. I've even built a racetrack at KSC (so I could test racing rovers) using these tools. The sky (or rather, your PCs processing power) is the only limit! Ultimately, IMO, they want to keep the stock game as easy to play as possible, because many people play on older PCs with limited capabilities. Adding several more space centers will slow the game down, and for some it would slow it to unplayable levels.
  8. Wow, this thread has gotten a bit heated... I agree with OP and think it would be nice to be able to delete maneuver nodes after you have passed them, assuming limited control. This is not for realism or anything like that, but rather because KSP is, first and foremost, a video game that is designed to be fun. And, IMO, having a maneuver node from three KSP years ago still showing up on your navball doesn't sound like fun. Personally, I think the best bet is to add it in as an option in the difficulty menu, defining just how 'limited' it is in your particular game.
  9. Looks like this is Sandbox mode, so tech level and money constraints are not present. If I have this correct, you plan to: - Make an initial total of 5 launches to LKO, for all 5 base components. - Assemble base in LKO. - Make a final launch for the transfer tug to dock and drag it to Munar orbit. Am I close, or do you plan to assemble them in Munar orbit?
  10. I would love to go to space, but I am far too unhealthy to do so. Nor am I rich enough to go as a tourist, or well-educated enough to go as an astronaut. But hey, that's why I have KSP!
  11. Looks like you'd be looking for 6km/s of dv (I usually add an extra 10% because my manuevers can be a bit imprecise, so about 6.6km/s of dv), should be achievable. Size of payload is important (length, width, height), so that a properly-size fairing can be fitted. Or, if it's too bulky for a fairing, a little additional engineering would be needed to account for drag. Also, as mentioned, tech level is also quite important (assuming this is for career) since not all boosters are created equal.
  12. So far, 3,324 Science from a single mission. Although I currently have a batch of experiments at my Lunar Lab, one of which is worth 3,000 Science on its own...
  13. Actually, it was driving too quickly. Since it was a flimsy 3x2 non-retractable stock panel, it didn't have a lot of air resistance and snapped off at about 10m/s or so. Something I should have accounted perhaps... On my next career game I plan to turn on pressure limits and all those fun options and see how well I fare @LordFerret oh, that's a good idea, I'll have to give that a try!
  14. Woah, quite an awesome resource there! "[...] the lander fell for 55 minutes, slowed only by the aerobrake. In the thick atmosphere, terminal velocity was 7 meters/sec at touchdown, [...]" Dang! Bookmarked for later reading Thanks! So far I'm very impressed with what I've read about them. Having grown up in the USA school system, I never learned much about the Soviet space program (our textbooks spent most of that space on the Apollo missions IIRC) so it's kinda awesome to see these Soviet craft in all their glory Edit: Since this is a new page, have a picture of my Venutian 'Aphrodite' rover not long before it was terminated (the main solar panels were destroyed by the atmosphere so it didn't have a lot of time left)
  15. Oh, no kidding! I had actually assumed that the weird effects mentioned were due to math errors from my current mix of mods, but I guess my descent was a lot closer to reality than I expected! (Well, parts of it, at least ) Venus is apparently weirder than I ever imagined! Now I'm gonna have to try to make a probe that looks like the one pictured for my next expedition
  16. @eddiew - That skybox is wild! Which one is it? Also, great looking crafts as always! ------------------------------------- Today, I launched and new, more stable (read: stuffed with overpowered reaction wheels) version of the Jebediah Space Telescope. It's currently in a high orbit, waiting to go into a geostationary orbit once it's in the right position. After that, I started preparing a new Lunar Station, which will support over a dozen kerbals and have facilities available for a wide variety of science experiments. First up, the Laboratory Modules. With the Lab module in orbit, we next sent up the Habitation Module. Mostly complete. Just need to lose the Hab Mods upper stage, then get a Tug up to it to drag it off the Lunar Orbit. Lastly, I (somewhat unrealistically) landed a rover on Venus: A very hot aerobraking maneuver Below the thick, hazy clouds lies a barren surface. The top half of the SkyCrane exploded due to a staging error, taking the parachutes and battery bank with it. Strangely, the vessel continued to descend at a sluggish rate of 15m/s when the landing legs were deployed, possibly due to the incredibly thick atmosphere. This also meant that the skycrane thrusters, intended to slow down the vessel just before landing, were essentially useless (KER was reporting negative TWR! ) USR-III 'Aphrodite' managed to touch down more or less intact and began beaming data back to Earth, reporting Atmospheric Pressure in the 700-range. After only a few minutes on the surface, the rover was basically fried and the mission terminated. We did receive enough science to make it a worthwhile endeavor, but I doubt we'll be going back any time soon...
  17. No pretty pictures, since I've been working mostly on setting up relays at several nearby bodies (Moon, Mars, Venus) and tweaking my launchers for better efficiency. Also started working on launchers that can carry more than 100tons to Low Earth Orbit. So far it's been difficult to do it cheaply, but hopefully I can get the costs down to a reasonable amount. Oh, and I built a Space Shuttle. Costs way too much money to be useful and has a very low payload fraction... but it made it to orbit after a sketchy ascent, so I'm pleased about that, at least.
  18. Finally got around to sending my first Mars crew, consisting of Jeb, BIll, Bob, and Val back home. Sent up another Constellation Sat, intended for Venus. The previous one, which had been intended for Mercury, ended up only performing a fly-by. It was able to collect and transmit some science from Mercurys SOI, so this mission wasn't a total loss. I then renamed it to 'Inner Relay' and left it in a elliptical orbit around the Sun to help incoming transmissions reach Earth. I had also attempted to send a rover to Mercury, but it, too, was unable to achieve a stable orbit and was flung into a parabolic orbit around the Sun. I terminated the mission after collecting what science I could. I also sent up a Farm to Space Station: Earth to test the systems and see how valid it would be to send one on an interplanetary mission. I also have a probe en route to Saturn, but it has a 6 year transit time or so, so it'll be a while til I check back in on it.
  19. I've got (̶w̶h̶a̶t̶ ̶I̶ ̶t̶h̶i̶n̶k̶ ̶i̶s̶)̶ ̶a̶ ̶f̶a̶i̶r̶l̶y̶ ̶e̶a̶s̶y̶ one: If the Earth's rotational speed were to suddenly decrease to half its current speed, would the average global temperature change? What if the rotation speed doubled?
  20. I usually keep two KAS pipe connectors handy for that purpose. A bit lighter than jr. docking ports, and they don't need to line up perfectly either
  21. I'm curious as to why you put the fairing on upside-down?
  22. Now with pictures! Launching the Future Mercury Constellation Sat Network And, the newly re-designed SkyCrane, which now includes lander legs for safer deployment.
  23. After refining my Relay Sats and building a Contellation Sat (three small Relays stacked on top of a bigger one. The smaller relays are deposited in orbit, and are able to pick up signals from the surface of the orbiting planet and relay it to the big relay, which then relays it to Earth), I set about preparing for landing on some additional planets. I've been doing individually-modified designs for each potential body. Currently I have a Constellation and a Rover (with an updated skycrane) on the way to Mercury (assuming they don't crash and burn >.>), as well as a Constellation and Rover being prepped for Venus. I may, however, change up the vacuum engines to avoid the hour-long burns I had to endure. Since I'm not playing a full RO-install, I can still land at hostile planets like Venus and Mercury and score some of that sweet, sweet science I've also been getting more comfortable using KerbNet (can't believe I've overlooked this feature for so long!), marking biomes and potential anomalies for the rovers down below. I've definitely been enjoying RSS so far. Never before would I have needed to make a vessel with 24km/s of dv off the launchpad, but in RSS it's almost never enough!
  24. Exactly. I don't mind that they're differently sized, differently shaped, or even if they're offset in any way. What DOES bother me is that the right eye doesn't connect to the face (quite possibly the left one as well, but I don't have any photo evidence for that). Everything else I can ignore, in fact most of these issues give the Kerbals that goofy personality. But this floating eye geometry, however, just feels... lazy. I'm guessing Squad doesn't care, but is there a mod that fixes this?
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