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moppaking

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    Bottle Rocketeer
  1. I design my SATs to be stackable so I can handle multiple satelite contracts at once. Saves quite some launching costs. I put all the science instruments on them that I have unlocked - minus the material bay unless it is required.
  2. Interstellar Quest used to show some of the not-your-everyday-KSP-experience. Kerbal Spaceships sticks more to the sorts of things we do but right now it's getting more interesting. Also nice to learn sth about all the different real rocket engines and fuel types.
  3. I'm having trouble with the fixed landing gears (LY-01 Fixed gear, earliest tech node) as well. I can not possibly even get a plane in the air with them, the craft would swing from left to right and so on. I guess what @regex said is the reason for this. I made some work-around by also adding a pair of LY05 gear at the back, which at least lets me take off and land with high caution. Another thing was adding a strut from the wheelbase to the body of the craft, but it was not as stable as the previous fix. So I guess the biggest issue is not the landing gear itself, but the expectations. I mean, I unlocked only a couple of plane parts in the first aviation node. I still have my hangar at tier 1 so i can only use 30 parts at maximum. I only have four of the mk0 fuel tanks on the craft, the rest is very light-weight. So I expected the provided early tech landing gear can handle whatever I can throw together with all these (light-weight) parts. Obviously, this is a wrong assumption that remained from my previous career creations where the fixed landing gears would do the job.
  4. @KasperVld and the entire team: Enjoy a couple of well deserved weeks off. And come back with great new ideas and improvements Cheers
  5. While KER is good in all phases of the game (building, flying, etc) KAC allows for a highly parallelized style of missions during career gameplay. Also, i'd like to see something more usefull in terms of contracts information during flight like ContractsWindow+. When doing multiple contracts at once it is hard to keep an overview with the stock contracts information.
  6. in preparation for a 1.1 career the designers of MoppaGee MegaCorp came up with an all new company brand. May this banner be spread across the Kerbol system.
  7. KSP has this special something that only a few games (at least from my view) have. Like regex said before, you can always come back to KSP and do something new without boredom and the comparison to Minecraft actually holds for me as well. You can leverage so much joy from these games when you have the creativity and imagination. Probably those two games returned most hours played for the money invested.
  8. I have used the 2.5m bay as a combination of landing legs and engine compartment for a minmus ground station. Inside the bay, there are some batteries and other utilities and when opened, the doors reach out to the ground and the monoprop engines can fire for landing. The vessel shown below was designed as a surface outpost for a contract to hold 8 Kerbals and was required to have monoprop.
  9. I had a longer break from KSP due to my master thesis. Had a hard mode career save lying around where I had a sophisticated Duna mission on the run (halfway to Duna). Contracts: 3 Satelites (2x Duna, 1x Ike) Explore Duna Explore Ike Build a surface outpost for 5 Kerbals on Duna So I wanted to get this thing done before 1.1 impacts because I invested many hours in planning and assembling a ship for this. So I had a transfer module, an orange drop tank, a satelite carrier module and a lander stage that would bring the outpost down to Duna and get back into orbit, refuel, head to Ike, land, back to the transfer module and then onwards to Kerbin again. The satelites have been deployed on arrival at the SOI of Duna. Went quite well except for a decoupler that would not decouple (lander headshield, airbrakes + droptank, see image 2) but that could be resolved with stage, save and load. (Sorry, no Ike pics, but the landing did happen) The lander was totally over-engineered, didn't need the heatshield at all (lost 0 ablator), but as this was my first Duna landing since we have thermal effects I wanted to be on the safe side. The lander left the hitchhiker+cupola thing behind and headed towards Ike. Plenty of fuel reserves on every stage of the mission, good error margins and I brought them all back to Kerbin in one piece. Success! Onwards to 1.1 then.
  10. Finally I can bring light into the darkness Polecat was right, I landed another try on solid ground and the contract was complete! Big thanks for this hint. I hear you, but this usually is explicitely mentioned in the contracts sub-goals which is not the case here. Plus, I sat there, some 30 seconds after splash down, raging that the contract did not finish and the capsule was perfectly stable (SAS) for the time being. If stability for 10 secs was the criterion it must have been triggered for sure. By the way, it was sufficient to have only the capsule on the ground 'cause this time the propulsion stage broke apart on re-entry as I didn't care much, just wanted to quickly verify Polecats solution. In the end, why is it crucial to have the capsule on proper land? I mean Kerbin is Kerbin, with its oceans, mountains... No splash-down should be pointed out in the sub-goal description imo. To be fair, it says "...finish on the surface of Kerbin..." in the title but this could still be mistaken...
  11. OK, thanks Polecat. Since I have a saved game prior to re-entry, I will direct my capsule to solid ground later this day and let you guys know if it worked.
  12. As described in the title, I began the Kerbin 3 Challenge tonight: Landing on the Mun, Minmus and back to Kerbin in Career Mode 1.04. I used this design: (top-down) capsule, decoupler, landing stage, docking ports, transfer stage. I parked the transfer stage in orbit of the Mun and Minmus and landed with the lander on the surfaces of the moons. The contract window shows that the landings on the Mun and Minmus are approved. So, when leaving Minmus, I didn't bother docking with the transfer stage again and directly headed back to Kerbin. First try: re-entered Kerbin just with the capsule, the propulsion stage dropped before. Landed safely (in water, though...), the final objective did not comply. Second try: I thought maybe the whole ship that made it to the surfaces has to be returned. So I kept the propulsion stage and got it down in one piece after a hair-raising re-entry (water again). Still no objective completion... So my question is: Am I doing sth wrong? Is this to be played with an SSTO design? Of course in my design the above described ship was lifted to orbit with an ascent stage. I can only imagine two more options here: 1: The transfer stage has to be part of the return to kerbin as well. Technically not possible to land because too heavy for just one parachute. 2: Not allowed to land in water? Mods: KER, KAC, Contracts Window, DistantObjectEnhancement, TransferWindowPlaner, Chatterer, PortraitStats OS: Win7 x64 Edit: Option 2 is correct: don't splash down. Thanks to Polecat for the clarification.
  13. Finished 5 rescue missions and declined about 20. All female kerbonauts. I have installed the Asteroid Day mod, alongside with few other mods (Kerbal Engineer, AlarmClock, Chatterer, DistantObjectEnhancement, TransferWindowPlanner, PortraitStats) Using 1.04 on Win7.
  14. I mostly run mods that give extra information on flights or make running my space program easier. So I use Kerbal Engineer Redux, Kerbal Alarm Clock, Transfer Window Planner, Docking Port Alignment Indicator, GHud and Portrait Stats. On the immersion side, I use Chatterer and Distant Object Enhancement. When 1.1 hits and the performance enhancements are real, I will definately have a look into visual enhancement mods. In the past, I also used Karbonite, Spaceplane+ and Procedural Fairings up to the point where we got these (or a-like counterparts) in stock. On my try out list, there's MKIV Spaceplane, Near Future, Kerbal Inventory System. TL;DR I see myself in the "few mods" bin.
  15. Very entertaining idea. However, i think that at least the initial unlock for pFairings should force the unlock fee because it is a new part in the tech tree. I might go with the free upgrade unlocks later on.
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