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Everything posted by FlyingPete
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Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
FlyingPete replied to Brotoro's topic in KSP1 Mission Reports
I've opted to simply keep 0.25 installed to carry on with my old science mode save (I have an Eve colonisation mission underway I'd like to continue) and start anew in 0.90 with career mode. -
One thing I've found about the new career mode in this update is that it makes you re-learn forgotten techniques from the old versions, such as planning burns by eye without nodes. You sort of forget that this is how we had to do things previously. For me that puts some challenge into the game. Well done on the Munar flyby!
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First Jool mission, how to start?
FlyingPete replied to lordmuffin's topic in KSP1 Gameplay Questions and Tutorials
I'd build several smaller ships (easier to handle during transfer burns) and rendezvous either around Laythe or in a low Jool orbit. From here you can send individual small craft to visit the moons. That way you can design specific craft for the differing conditions- landing on Bop will require a completely different craft to Tylo or Laythe, for example. Leave the space station/landers in orbit and bring the crew home in a small return vehicle to save on fuel. Brotoro's excellent 'Long Term Laythe' series should give you a few ideas. -
Remember, they're never abandoned, just 'temporarily decommissioned'. You never know when an old lander or space station will come in handy.
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Since the entire Kerbal culture seems to revolve around going to space, the currency could be named after astronomical bodies. There could be some number of Minmuses (Minmi?) to a Mun, several Muns to a Kerbin etc.
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Space-Os sound more like something Kerbals eat for breakfast
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the point of ion?
FlyingPete replied to lukeoftheaura's topic in KSP1 Gameplay Questions and Tutorials
I found six of them are enough to comfortably fly a low-speed aircraft on Kerbin. Cover the wings with the small solar panels and it can fly around quite happily during the day, and of course works on Eve or Duna too. -
Testing out equipment for the Eve colony, using the grasslands south of KSC as a testing site. Also developing an ion-powered plane to send on the next launch.
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Should stock include 5m or larger parts?
FlyingPete replied to Jodo42's topic in KSP1 Suggestions & Development Discussion
I rarely use anything bigger than 2.5m as it is, so IMO there's no need for 5m parts. Orbital assembly seems much more sensible to me than trying to launch everything with one behemoth of a launcher. -
Put a space station in Kerbin orbit. Then decided it would be better orbiting the Mun so refuelled the launcher and sent it on its way. Afterwards sent a 1-man lander and 3-man crew bus to meet up with it. The idea is to use the station as a base for several lander missions- the station will refuel the lander and reset the experiments.
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This looks like an interesting project One suggestion for the big red 'stage' button- fit it in series with a toggle switch with a 'missile' cover. The toggle then functions as an arm/disarm switch so you don't accidentally stage too early...
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Snacks? At risk of 'adding K to every word'- Kredits, Kash or Kronor.
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Hi all. I'm sending a long-term mission to Eve at the moment, and among the equipment is an aerospike-powered rover/plane hybrid for exploring the surface. The problem of course is that planes need fuel. I'm considering sending along an ion-powered drone as well for general scouting around, but what I think is really needed is for Wernher Von Kerman and his team to invent the propeller. I'm just after a basic electric propeller that matches up nicely with stock parts- that way my colonists can fly around Eve as much as they like. Some kind of airboat for ocean exploration might be possible too. Any good mod parts out there?
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I finally got around to rescuing Jeb from Minmus. He abandoned his original craft (out of fuel and fallen onto its side on a steep slope) and trekked a few km over to the probe-controlled rescue ship, which was sent with more fuel this time. He's been passing the time by hiking around the local area to grab surface samples from a few biomes. In my old science-mode save, I completed an asteroid-redirect mission. When I originally brought it into a Kerbin-intercept orbit, it turned out that very little dV was needed to bring it to Minmus. I used the asteroid tug to bring it down to the surface of Minmus for futher study. This meant hovering above the surface, decoupling the claw and sliding the tug out from underneath. The gravity is low enough that the asteroid landed safely and rolled gently to a stop. The mobile base crew then drove over to have a look.
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It's quite handy to use contracts to scam companies out of their experimental parts. I got a 'test LV-N' contract, so immediately sent a fleet of nuclear tugs to my station for later use. I did eventually complete the contract.
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I like to think that the Kerbals, though lacking in common sense, are at least intelligent. Rather than spend a fortune of Kredits building a ship that can return one man from Eve's surface, I think they'd just look for applicants with the right combination of courage and stupidity to become permanent colonists That's the approach I'm going for- set up a surface base and periodically send them shiny new toys to play with.
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Laythe... How on Kerbin....
FlyingPete replied to Tokay Gris's topic in KSP1 Gameplay Questions and Tutorials
Like lathe, but with a bit of a Y in the middle -
A major one for me is docking. With it, you open up the option of in-orbit refuelling and efficient science stations around the Mun and Minmus. Fuel lines and LV-Ns are always useful for building interplanetary tugs.
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Tier One Space Center CONFIRMED: It's a barn!
FlyingPete replied to Starwhip's topic in KSP1 Discussion
Exactly. When you have a tail fin found at the side of the road described as 'nothing is really known about this thing. Use at your own risk' or a fuel tank that is absolutely *not* a stolen swimming pool frame, having the early mssions launch out of a barn makes sense. They're so hopelessly enthusiastic about going to space that they aren't going to let lack of facilities stop them in the early days. -
I funny thing happened on the way home to the Mun Station.
FlyingPete replied to Physics Engineer's topic in KSP1 Discussion
I had a similar experience where the lander ran out of fuel approaching the Mun station. The intercept was less than 1km, so I just got the kerbal to gather the science data, abandon ship and complete the rendezvous by EVA. The errant lander was eventually intercepted by a resupply ship and brought back to the station. -
Waiting for a launch window to leave Duna for home. In a parallel universe (where funds have been invented) he's stranded on Minmus awaiting the rescue ship.
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Good colony locations?
FlyingPete replied to somewhatcasual's topic in KSP1 Gameplay Questions and Tutorials
Brotoro showed us that laythe is great to set up a permanent base on for colonization/exploration of the other moons in the system. Reasonable atmosphere oxygen for jet engines, low gravity, all that's missing is a bit more land. I like Minmus as it's easy enough to get to, but also lower gravity than Mun which makes base construction easier. It looks like an interesting place for research too. Rovers don't work too well as they struggle for grip, but equip them with a rocket engine and they can hop from place to place. I think Eve is best explored as a colonization effort- the thick atmosphere makes it far easier and cheaper to send supplies than to send an ascent vehicle. Combine it with an orbital station and you can explore Gilly too- send crew rotations along with the resupply ships. Drop the supplies from orbit and bring the old station crew home on the same ship. -
Tier One Space Center CONFIRMED: It's a barn!
FlyingPete replied to Starwhip's topic in KSP1 Discussion
I quite like it Sounds right that the space program started out with Jeb building things out of junk he 'found lying by the side of the road' on his farm. Just like another space program started out with Zefram Cochrane sticking a warp engine and a cockpit on top of a missile.