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KSP2 Release Notes
Everything posted by selfish_meme
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It did not break any records but I think Bill liked his SRB Ute
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What small mistakes did you make that ruined your mission?
selfish_meme replied to syfyguy64's topic in KSP1 Discussion
This happened in .90, Jeb had gotten on the Eve Lander trike on the highest mountain on Eve. Mission control forgot to activate the brakes before swapping control back to the lander. The gentle slope turned into a nearly verticle 7km descent which no amount of brakes would stop. In the dark. Dear Jeb, sorry. -
Worsening KSP performance.
selfish_meme replied to Majorjim!'s topic in KSP1 Suggestions & Development Discussion
On a contrary note my macbook runs KSP noticeably better now. Yes large ships cripple it but even small ships would choke it previously. -
I don't know what the proper way is but it can definitely make 100km orbit. KER tells me the TWR is 2.58 on the first stage. - - - Updated - - - Yes, you can send it empty, launch weight is then below 100t. On Eve land on some rich resources and you can fill the tanks (takes a long time). Then you can launch it back to space and rendezvous with a mother ship.
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You can use lander legs but you will need a lot more and spread out. That makes it difficult to fairing, looks like a huge sperm. - - - Updated - - - Yep I have tested the atmospheric entry, open the airbrakes before you hit atmosphere, it gets toasty but nothing explodes.
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Worsening KSP performance.
selfish_meme replied to Majorjim!'s topic in KSP1 Suggestions & Development Discussion
It may be greater physics simulation. The aero, heating and attachments have changed significantly. -
This prototype Eve Lander and Ascent Vehicle was an early early development model. While it works it is sensitive to landing altitude and has been superseded by later models. Features Heat shield and air-brakes (both detachable) for re-entry Detachable Parachutes for landing MK2 lander Can on base for easy egress and entry Drill, storage and ISRU to refill tanks if you want to send it empty to save weight Lots of solar to run ISRU 8500ms Delta-v and 1.6 TWR on launch, sea level to 100km orbit Craft File
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Space planes: How to fly??
selfish_meme replied to Recon777's topic in KSP1 Gameplay Questions and Tutorials
Usually when planes go out of control it is a lack of directional authority caused by either Center of Mass too close or after Center of Lift, drag at the front exceeding drag at the back (this is usually the speed flip) or making to large a maneuver at speed. -
The Bare Minimum - Eve Lander and Eve Return Vehicle, Air Brake and Parachute Landing. Can make it back to 100km orbit as long as your piloting skills are up to snuff, it's not easy getting up from Eve. Basically straight up for 30km then start looking for your orbit angle. About 124t full, easily launchable from kerbin with an edit: Interplanetary stage. Drill, ISRU and panels if you want to send it empty and spend weeks filling the tanks.
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How do people create those fancy KSP cinematics?
selfish_meme replied to Dspan_000's topic in KSP1 Discussion
Also boot up a 64bit Linux version, you will need the memory overhead with all those mods. You can use simplescreenrecorder to record the gameplay. If you are a linux noob use latest Ubuntu desktop then follow one of these guides to get it setup properly with graphics drivers http://www.omgubuntu.co.uk/2015/04/things-to-do-after-installing-ubuntu-15-04 if you are using AMD or mobile hardware this may not be a good idea. Better stick with Windows. -
That's right it is an achievement of itself. I don't think people are nitpicking just figuring out how they could do it too.
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How do people create those fancy KSP cinematics?
selfish_meme replied to Dspan_000's topic in KSP1 Discussion
Also, movie maker or iMovie possibly with Adobe After effects. Assault also has Reardon's help to make custom models and planets. -
Nosecones are a must on Eve. Mach effects start at just above 100ms a second, even an exposed mk1 command pod has enough drag to flip a rocket. - - - Updated - - - I found out nosecones are a must, it seems to have sufficient twr to get up to mach speeds. Have not had a completely successful launch yet. Still tweaking, but I think it will get close.
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Actually had a staging error, initial twr was 2.57, and you do need a twr over 2 to get going.
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is this ksp or flight simulator? More landing struts needed!
selfish_meme replied to hobbez's topic in KSP1 Discussion
Maybe instead of bigger struts some spacebase stands could be introduced for the different fuselage sizes, sort of like a wine rack. -
is this ksp or flight simulator? More landing struts needed!
selfish_meme replied to hobbez's topic in KSP1 Discussion
I don't know, flying a pre-made track would be easier for newbies. Manually making nodes could be the next level of detail. -
No, i will hyper edit it later, a 1.6 twr craft just hovered though
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One thing I thought of, shouldn't the thrust be lower on Eve, if the thrust of a mainsail is say 320 at one Kerbin atmosphere it would be much less at 4 atmospheres. Does the games reduce thrust as atmosphere goes above 1 or is it a one way scale?
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My version of Foxsters Eve Return Vehicle, 104t, 8500ms Delta-v, it might need some work, it has an initial twr of 1.7 my tests so far indicate 1.6 is the minimum for takeoff, I am still testing it.
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is this ksp or flight simulator? More landing struts needed!
selfish_meme replied to hobbez's topic in KSP1 Discussion
I think the problem with interplanetary can be solved with a mission planner that makes nodes for you. I have a feeling this is going to be called cheating but it is what happens in real life, a space agency is huge and some tasks are handed to different departments. Maybe the Tracking Station building needs a navigation section, where you can plan out a mission in advance (nodes and all) and then go fly it. -
I tried making a copy of Foxsters but was curious about the first stage core. I figure it must be a mainsail but it looks as short as a poodle. The poodle has more delta-v but the TWR is too low to lift it by itself. Anyway I tried it had a maximum of 9000ms delta-v, so a near sea level launch should be possible.
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Pre 1.0 couldn't land but got close enough to almost hit a rock http://imgur.com/a/N2D6M
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Next time put a lander can on the bottom so you can transfer internally, no ladders. You leave it on Eve to save weight.