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bakanando

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Everything posted by bakanando

  1. A label in the second graph indicating the wet mass/dry mass ratio for each frame would be nice, so it's easier to know which frame represents what amount. Good work.
  2. If you are going to be flying around other ships I'd recommend having a probe, even if it was a pilot. A control-less ship disables SAS and if it starts spinning, you'll have a bad time. I'd rather add a couple kilograms to a ship than having to maneuver an out of control ship. Tip: Going into time warp will stop the ship's spinning.
  3. I neither confirm nor deny any involvement in Launch Clamp smuggling. Seriously though, how does that happen? Sorry about the orbital station, I cut as many parts as I could but that was the least possible I could achieve for a rotating station. It is made with useability in mind, it has 9 normal docking ports and 5 (two are occupied but can be freed) Sr. Docking ports. The cupola can be done away with as I just used it for a manned command module. The insertion engine is designed to decouple after use, too. This way both axial docking ports can be used for expansion or for docking bigger ships. I have more plans for the station (I'll add the crew transport modules, 30 more parts in total. Bringing the station to about 200 parts), but I didn't want to keep anyone from playing too so I left it like that. It was also 4 a.m...
  4. I wonder if so many flags planted around all the system would make the kraken hungry. The easy and hard science runs sound very good, if/when I finally finish visiting everywhere I'll post my times here Edit: A time to tech tree completion would be nice too. Dunno if visiting every planet/moon would preclude it though.
  5. A massive planetoid goes so close to kerbin that the meteor's gravity pulls away a good chunk of kerbin's atmosphere with it, thus reducing the average density of it. It luckily didn't affect either Mun or Minmus. The planetoid was never seen again.
  6. This is a really bad prank. The funniest thing is, it seems that this is getting more replies more quickly than the feedback thread. The second funniest thing is, the jebediah level is way more expensive than what I paid for the game. Not funny.
  7. A very nice idea, I'd recommend science mode so progress is not halted by career mode. If you use the mun for gravity assist, you might be able to get to minmus before your streaming is over. Minmus is around 9 days away with low energy transfers, you could cut the time by two or so days by getting to escape velocity and try getting a capture. @Foxster: twitch . com is a streaming service dedicated towards games.
  8. This is one of many situations where the lack of displayed information is completely unhelpful. As everyone else said, wait until the target's orbit An/Dn are just over the KSC and launch then. Do notice that if it is the Ascending node you have to launch to +63.5, but if it's the Descending one you should launch towards -63.5 or the orbit will still be wrong. It is just matter of matching Ap/Pe and some adjustments to inclination (Normal or Anti-Normal) to match planes if you are a little off-mark.
  9. What steps are you taking to install the save? You have to unzip the file in the saves folder. If you already did that and it fails, try with any other save file from the archived section.
  10. Just finished launching a kerbin orbiting station designed for crew transfers to other crafts and crew recovery without going back to kerbin. It houses 24 kerbals and has plenty docking ports and space for expansion. Sadly, it is part heavy and not many crafts can dock without hitting the 300 part ceiling. Note: How do I upload the save file? Edit: uploaded the save file to the drive.
  11. How about a non-career normal mode? Easy is best done in Sandbox, and all of the others require Career. Something on the lines of unlocking the whole tech tree and visit all the Planets+Moons, and for hard mode visit all biomes of all objects at least once and return. Maybe not as crazy as doing all science of all biomes of all planets/moons, that's way out of my league. The current career is way too arbitrarily broken to work well (building upgrades).
  12. I want to participate too, want to make a kerbin crew station and an interplanetary crew transport for ferrying to and bringing back kerbals (and science, but this is sandbox) without having to bring back and destroy the infrastructure (I.E. landers) made in other planets. Can't play today though. Today is Complete the Monument and die horribly trying day.
  13. I think I read in another thread that the mission results are completely whacked. Maybe the 10 unit fuel challenge post. Very nice challenge by the way.
  14. Good to know you could fix your problem. This looks like a bug, you might want to report it with the pictures you took.
  15. Just a couple of questions: What does the information button in map mode says in status? What altitude is your periapsis at? It might be below the atmosphere limit (41k according to wiki) so you might be still classified as sub-orbital.
  16. Remote tech doesn't affect ION engines or other performance differences, but you'll have to wait for Kaboom!'s reply. I made a test flight for a new probe yesterday, the ascent vehicle might be a little OP but it does its job very well (and cheaply).
  17. I have some designs, of which two are currently in high velocity intercepts to Duna and Eve. I'll post pics later of both probes plus the solid fuel booster(s) launcher. Spoiler alert: It's just a SRB-KD25K plus a RT-10 and a small SAS module.
  18. Is this challenge for manned spacecraft or for probes mostly?
  19. Where are those hexagonal solar panels from? (As in, what mod?)
  20. Very nice, is the lifter stage recoverable? Amazing that a MK3 with so little wing can land safely. My shuttle-like has more with parasitic drag and it's still stressful to land. I really can't wait for porkjets new landing gear, those look like kiddie wheels compared to the ship on top.
  21. I like this desing a lot, it reminds me of some old NASA satellites. The only problem I find is that there is not enough panels for long burns, you do have about 5 min worth of burn time though.
  22. The only place I've found the gizmos useful (for now at least) is with wings. Moving them around has become easier, but you indeed have a point with the offset/rotate options moving the parts a bit from where they should be. I had a problem with a mk3 cargo bay with a docking port junior I wanted to move farther into the ship, when I tried to move it an inch in any direction it jumped towards the left almost into the wall of the cargo bay. There were any other parts clipping at the time so I just resigned of moving it any amount and reset it. If you only want to rotate it, you might want to use the old method though.
  23. @cantab: you can cancel contracts that have been accepted (before their expiration) without paying the penalty. You just have to pay whatever they gave you as an advance. I got one (which I accepted) to test the KR-2L at the surface of Mun. I can either cheat and use it for the whole trip, or use it only after landing. Either way it's going to be hard, but not impossible.
  24. This is indeed a problem of SAS. I have had it happen with different ships that do have enough torque to control the ship, but for some reason it gets locked or broken in some instances and will rotate your rocket towards prograde even if you hold full torque against. It will eventually point down and make your rocket crash. Posted about it some time ago, but at the time I thought it had something to do with the atmosphere. I recently saw a similar post to this one too.
  25. Hi! and welcome to the forums. It's too bad about your defunct ssto, I had the same problem with some ships. A very unique ship and nice solution to huge cargo transport. I like the design of the vehicles.
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