Jump to content

SchweinAero

Members
  • Posts

    142
  • Joined

  • Last visited

Everything posted by SchweinAero

  1. Curiously, the KSP players I know IRL pronounce it like a word, with an added vowel: "kasp". It's a little bit faster than spelling it out, and since no outsider understands us anyway, we might as well.
  2. What else do you have on your ship? A screenshot would help. Most parts in current KSP are positively buoyant, so it usually takes more ballast than you'd think.
  3. First I tried the Juno engine. Then I sent a probe to the bottom of the ocean. It's calm and cold there, I tell you. Otherworldly. The probe floated down like a ghost, and only exploded upon hitting the bottom. Planets with oceans are doubly as interesting now. We can't get "Temperature Scans from Laythe's abyssal plains" yet, but that isn't stopping me.
  4. Isn't this equation more about engines that are angled relative to the rocket's body? Because that certainly affects TWR regardless of maneuver.
  5. I have observed my kerbals to run at 1 m/s. If that is correct, then it would take a little over 43 days and 15 hours (Earth time) to run a full great circle.
  6. Of course, you can also grab the maneuver node by the central circle and slide it around until it's exactly at apoapsis. This allows you to achieve circular orbits by pure prograde burns.
  7. Good luck! One tip: it's probably unwise to stack metal plates on the bottom. They tend to trap projectiles and self destruct.
  8. Polar orbits, lazily executed, naturally gain dubious coverage. trwtsvp
  9. I'm tempted to write this one off as yet another pseudo-philosophical thought spaghetti that exists because the concepts of "nothing" and "something" are incredibly badly defined.
  10. I downloaded the craft and the mods, and tried it out. It sounds like a music instrument alright, but the tuning is certainly a tough nut to crack. Seems like the wheel sound mod has introduced an incremental throttle of some sort. Mad props to whoever manages something in a Western scale.
  11. This looks like a fun challenge. Here's my entry: I hereby claim the records for Highest flight (1,098m), Most kerbals carried (1), and Most KSC buildings demolished (1). This is also the First craft landed intact.
  12. Wow! O_O Having hired some four hundred during the preceding week, I am now the proud employer of Catlian, Aryin, and Sansy. Judging by the names of the discarded masses, possible future combinations include Robert, Ednard, Danrys, Joefrey, Obely, and mayhaps Theoryn.
  13. 1) What are your satellites orbiting around? If it's a third body such as a planet, you actually have two separate systems (planet+sat1) and (planet+sat2) and you can discard the satellites' masses. 2) Are you modelling inclination (that is, 3D)? Because if you aren't, then two satellites on different circular orbits can never collide.
  14. And if the game's physics haven't changed whatsoever. OP's problem is most likely because of 1.0 aero.
  15. I think KSP only models gravitational acceleration on the vessel as a whole. You could test this by putting a long girder vertically in LJO and looking for stabilisation.
  16. Have you made sure to place the wings, too, using mirror symmetry? Once a symmetry mode for a part is decided, its children will always use that same mode.
  17. Assuming "swordfight" as in fencing, might be doable. Lose against me in a swordfight!
  18. Easy, I just did that. Granted, it only lifts off on Gilly. Design a ship which takes a crew from Kerbin orbit to Eve's surface and back and doesn't leave any parts behind.
  19. If the edge glow is not appearing when you mouse over a part's icon, you can go to Settings -> Graphics -> Edge Highlighting (PPFX).
  20. "No officer, I'm not drunk" using knee: Mo obfgbocfffrt, o'm not fttriumngjbb
  21. I don't recall there being that level of precision in stock KSP hydraulics. Are you asking about a mod? If so, you should probably consult its particular thread.
  22. Here are some examples, based on this chart: Kerbin -> Eve 4540 m/s (3500 to low orbit + 1040 to transfer + aerocapture/braking to surface) Eve -> Kerbin 8500 m/s (7000 to low orbit + 1500 to transfer + aerocapture/braking to surface) Kerbin -> Duna 4580 m/s (3500 to low orbit + 1080 to transfer + aerocapture/braking to surface) Duna -> Kerbin 2240 m/s (1500 to low orbit + 740 to transfer + aerocapture/braking to surface) Kerbin -> Dres 5060 m/s (3500 to low orbit + 1560 to transfer + 1140 to capture + 150 to low orbit + 430 to surface) Dres -> Kerbin 1720 m/s (430 to low orbit + 1290 to transfer + aerocapture/braking to surface)
  23. "Mün" is definitely not pronounced "muhn", to do so would be just as silly as saying "jeel" for Jool. Mr. Manley is one who gets it right. Sure, it's a plain U in most places, but non-Germanics tend to forget their umlauts anyway. On a related note, I say "the Mün" when I'm speaking English and "Mün" otherwise.
  24. You could try doing this: 1) While editing the subassembly, attach something like a girder to the radial decoupler. 2) Select the girder as the root. 3) Save the subassembly. 4) Load your spaceplane. 5) Attach your subassembly to the plane, onto any unused stack node, by the girder root. 6) Grab the rest of the subassembly by the decoupler and attach radially where needed. 7) Delete the girder. Edit: Subassemblies must leave the root behind. But this will work fine with the Merge function.
  25. It should be very possible, I've done it myself for very little extra delta-V. However, because of the natural human variation in your transfer burns, your vessels will most likely arrive with several days between them, even if they escape Kerbin on the same hour.
×
×
  • Create New...