Jump to content

Slam_Jones

Members
  • Posts

    1,616
  • Joined

  • Last visited

Everything posted by Slam_Jones

  1. I kinda tend to flip-flop between naming schemes. The least confusing are the descriptive ones: "Mun Lander 2", followed by abbreviated names: "HTT-1", followed by slight changes to normal names: "Arbiter" instead of "Orbiter." And, if I just don't care, I pick 3 or 4 random words: "Deadly Unicorn Force Field," "Alley Cat Assault Wagon," etc.
  2. Thanks! I saw someone else had posted one on here, and that inspired me to do mine. Wish I remembered who it was, they need some rep
  3. KSP is a lot more reliant on core processing (CPU) than graphics processing (GPU). As it stands, KSP is built using Unity 4.x, which does not yet offer multi-threading support. As far as I know, the best way to improve performance is to: a.) reduce graphics settings, or b.) upgrade CPU to something with a higher base clock speed. Since it's not your rig, I can guess which one you'll try
  4. Does it have: - Capacity for enough Kerbals? (They don't need to be filling the seats, just that there are enough seats) - Batteries? - Solar panels or RTGs? (Gotta generate electricity somehow) - Docking port? I think most folks forget either solar panels or batteries.
  5. Always use more struts than you think you need. Always use more chutes than you think you need.
  6. Gravity turns don't need to be perfect, but the rate at which you do them makes a huge difference. Here's my typical ascent profile (I usually use about 4,700dV to get orbit): (My eyes area all but glues to the TWR readout btw, never letting it rise about 2.0) Straight up at launch. Point at 5 degrees at 1000m Point at 35 degrees at 9km (typically due to TWR etc, the actual prograde will be dragged to about 45 degrees @ 10km) Maintain until apoapsis starts to approach 50km At each 5km past 50 (55km, 60km, 65km) I drop another 15 degrees (So basically 60 degrees at 55km, 75 @ 60km, 90 @ 65km) When my apoapsis reaches 70km, I drop almost all my thrust ( down to about 10% throttle usually). My goal at this point is to reach my apoapsis at the same time I finish circularizing. I typically keep my eye on vertical speed at this point. I'm usually not flattened out til about 50km, or when my apo is at 70km or above.
  7. Kerbal Progressive Contract Ideas I've been thinking of a few contract types that have some sort of progression required. These are just rough ideas for now, don't be too harsh on me Prototype Contracts: Progression: Design a new [atmospheric/orbital/interplanetary] ship, capable of carrying [x] Kerbals, and with at least [y] delta-V. Craft may be required to contain certain parts. (Science lab, wheels, etc) Craft may or may not have a maximum funds cost. (Not to exceed 200,000 funds, for example) Perform a test [flight/orbit] and return to KSC with no craft damage. Deliver prototype to specific location with no craft damage. Examples: "Kerboderbodyne needs a new commercial airliner designed. They need an atmospheric jet, capable of carrying 20 Kerbals at an altitude of 17,500, which has a minimum dV of 3k/m at takeoff." "Jeb's Supply Center needs a new cargo truck designed. It needs to be on wheels, capable of carrying 2 tons of dead weight, and can drive safely on flat ground at 20m/s." "Bob's Science Division needs a new orbiting science station. It needs to have a capacity of at least 5 Kerbals, contain a functioning Science Lab, capable of reaching a stable LKO orbit, and cannot exceed 200,000 funds at launch." "Mr. Popper's Penguins need an SSTO. The only requirements is that it must be able to take a Kerbal to a stable orbit and return without dropping any stages." VIP Contracts: [bonus conditions for bonus rewards] *A VIP is a Kerbal that is visiting your Space Program. They will take up a seat, and life support, but will not be able to steer vessels, perform repairs, perform science, etc etc. To complete these points, you must have both a Kerbonaut and your VIP present. *The first part is the required bits, [the stuff in brackets nets you extra rewards.] *Losing your VIP results in all pending rewards being lost, as well as a major reduction to your rep. Progression: VIP arrives. [ship is already on launch pad/runway] Takeoff. [Not exceed __ g's] Visit existing station, base, or celestial body. Remain for [x] hours/days. [biomes visited] Possible additional requirements: "Roam the surface in a rover for at least 1km." "Perform a low pass [over certain location]." "View the sunrise/planetrise/etc [at certain location] Return safely to KSC. [Not exceed __ g's]
  8. Working on a lil RCS-powered jetpack. Not much of a range, but it sure is fun I'm thinkin I might use em to drop kerbals from LKO to Kerbin
  9. Hiya, nice challenge, just got a question about rule #7 (life support). I use TAC-LS, and wanted to know if you have a way to score for that? Thanks!
  10. Also, one of the things I do to keep dV low is to keep my TWR at the right amount. I believe it's 1.65 TWR from launch, and 1.45 TWR at higher altitude. If you have KER (Kerbal Engineer Redux) it will display these figures. Edit: And yes, solid boosters are very inefficient, especially at higher altitudes.
  11. Made a little JetPack. Not much of a range, but it sure is fun
  12. Kinda reminds me of Sim City 2000. I like it.
  13. Not super impressive, but one time I was bring Jeb back from Mun after collecting a fair bit of science. As this was before I had installed KER, I had no idea how much dV I had, and my pod quickly ran out of fuel. I hadn't quite made it to orbit, but I wasn't gonna let Jeb die that easily. I had him EVA and jetpack into a stable orbit, while the pod exploded on the surface beneath him. Sent out Bill, picked up Jeb, and returned to Kerbin successfully.
  14. Hiya mods, mind closing/deleting this thread for me? Thanks! http://forum.kerbalspaceprogram.com/threads/104592-Show-off-your-3D-art%21
  15. In vanilla KSP, there's really no reason other than contract completion or RP purposes. Personally, I use MKS and TAC. This makes it so every colony will require some sort of upkeep, or have a purpose. For the past few days, I've been working on getting a functioning colony going on Mun. This includes drills, refineries, factories, farms, etc. My only goals are sustainability, and having off-world launchpads for further colonization.
  16. Well that's the beauty of private servers... just you and your friends. If they blow up your stuff, you can punch em in real life Srsly tho, I don't think MP should be in Squad's focus just yet. I'm sure it's somewhere in their master plan, and I'm sure it's at whatever stage it is for a reason. I'm much more interested in seeing multi-thread capability before MP, but hey, we can dream can't we?
  17. Working on getting a functioning MKS station goin on the Mun. The idea is to get all the drills, factories, farms, etc sorted out on the Mun, then taking the same stuff to another planet. The latest trouble I've run into is the Kerbal-disconnecting-External-Seat-from-while-driving-and-turning-into-debris on my resource transfer truck. My solutions are so far: re-make the truck with an actual command pod, or make a transfer VTOL. I'll probably end up making both. PS: I finally got two rep blobs! Woo!
  18. Today I recruited a Merlin Kerman and a Lemmon Kerman Edit: Just got a Corny Kerman xD
  19. Hi, cool mod, quick question: Does this change up the rover control options? Specifically, I was hoping it would split the rover throttle control into two: an axis for accelerator, and an axis for brakes.
  20. When I was running dual-monitors, I would usually just have a game running in the bigger one (borderless windowed if available) and put Firefox and iTunes on the other monitor.
  21. Seems more like you'd prefer tech tree fixing, rather than EVA fixing.
  22. Usually just put on a music video or something. When I hear the dramatic Kerbal music come in, I know it's loaded
  23. My Laythe Dropship. Can VTOL to/from water or land.
×
×
  • Create New...