oglommi
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Everything posted by oglommi
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Aerobraking /Aerocapture in 1.05. Things You've Noticed....
oglommi replied to Geschosskopf's topic in KSP1 Discussion
Yeah, things get more hot now. -
How quickly do you unlock the tech tree?
oglommi replied to CaptainKipard's topic in KSP1 Discussion
First I get some decent fuel tanks and solar panels, after that it's about aiming for the gravioli detector. Aero I leave behind -
Started a new career stock game, the longer fuel tanks should be avaiable earlier. Stackin the small ones makes the rocket spaghetti and really fuel innefficient. But overall I like the 1.05 upgrade. Is it just me or have they done something to the graphics? Looks a little bit better now, lighting or something?
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If im playing a game where i've setup up some refining/mining infrastructure on Mun/Minimus. I park the Interplanetary vessels in a 2000-5000km orbit after take off. Because 900DV of orbiting manuver to get to a low orbit is very fuel costly for a fully tanked fueltanker from minimus/mun.
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If you could redesign/improve the Kerbol System, what would you do?
oglommi replied to Findthepin1's topic in KSP1 Discussion
Better planetary textures, another gas giant with lots of moons, proper astroids belt. Some lagrange points made with virtual SOI's. Maybe some random discoverable dwarf planets or something. -
No it's not, cash is so cheap in KSP this is just wasting time unless you enyoing drilling fuel at the space center.
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Your worst crashes! (That you survived)
oglommi replied to Spacetraindriver's topic in KSP1 Discussion
Had a spaceplane breaking up during reentry. All kerbonauts survived because they jumped out and I changed focus to a piece of debris instead of the freefalling kerbals hitting the surface. -
Link is incomprehensible. Gobbledygook
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When I build a huge aspargusstaged ship, i just turn on "no crash damage cheat" rather than using septatrons.
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How far have you gone in Kerbal Space Program?
oglommi replied to Columbia's topic in KSP1 Discussion
Probes everywere but eeloo. Landings everywhere but Moho, Eeloo, Pol and Bop. Made a large landing ship with mining/refining capabilities. Made it easy exploring the Kerbol system. Landing on Eve was a one way ticket for a Kerbal in a big rover so he could roam around. Eeloo takes som damn long time to get to my savegames get buggy before I arrive and I start a new game. -
Performance really took a dive for me with 1.0x. But it's difficult to pin the blame on the game, since it's so heavily modded. For example just a couple of big procedural SRB will turn any launch real laggy.
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I'll click on them once they pop up
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Playing Banished CC. Got tired of playing KSP after 200+ part ship turns the game into a slide show.
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Yeah, I agree. I think someone in squad got impatient. But since KSP is a truly original game started with minimal resources by some overambitious dude. I'm very forgiving with all the bugs and other stuff.
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Pictures are poor and out of order. Imgur startet some drama and would not let me rearrange them yesterday. Anyway I figured out the problem. Spin stabilization and Smart A.S.S manages to keep it upright.
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MY idea works. Problems is the spin stabilization makes Smart A.S.S piloting the craft is absolutely necessary. Done several ascents now and my best attempt got to orbit was with 500 Dv left, and thats after dumping 30 tons of fuel from the lower stage so the turbines can bring it up to 30+Km at 200KMh.
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Prolly not, im tired.
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Thanks everybody, but I got it working with spin stabilization and Mechjebs Smart A.S.S pointing ut upwards. - - - Updated - - - http://imgur.com/a/unoJf#0
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Those are electric turbines from a Roverdud mod. I want to go straight up but by 3000 meters the atmos har forced me horizontal. Tried moving the turbines to the top and make it spin stabilized, Worked wonderfully on Kerbin, but the kraken ate the ship after hyperediting it to EVE orbit.
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Landing is easy. - - - Updated - - - Yeah I know, the original idea was to have the turbines on top of the ship and try to just floatish up high in the atmosphere before activating the rocket engines(the very low COM making it act as a baloon with some ballast), but it just plows back to EVE. The high atmosphere density is a killer for rocket engines, but wings and propellars and such should be more efficient as they would be under water. Im gonna try pivoting the engines and hence making the craft spin stabilized.
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Been tinkering on my EVE lander/return ship. My problem is everything seems to fly like dart arrows straigth back to ground in EVEs atmosphere. Stuff that flies fine on kerbin just behaves like dart arrows plowing back the ground. Anyone knows if this is a bug or is just Eves atmosphere just that horrible. This is my second prototype. The bottom dish is heatshield and fuel that I pump up to higher tanks after the parachutes are deployed. The spider legs are discarded after take off. COM and placement of engines seems to have no effect how it behaves after take off on EVE. Any help?