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Itsjustrocketscience

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Everything posted by Itsjustrocketscience

  1. I've been having some issues? There is no icon for EL when I play. Not on the normal toolbar or in blizzy's toolbar anywhere. Whenever I right-click on a launchpad nothing happens at all, and right-clicking on the workshop only has a crew transfer button, and a meter for how many rocketparts are stored inside. I've looked everywhere for a solution.
  2. Banned for banning a banner who banned a banner and their banner for banning a banned banner during the banning of the banner's banner.
  3. The more stars a science Kerbal has, the more effecient the la is and the more of them there are, the better aswell.
  4. So recently I was struck with a revelation on rocket design, I immediately started up KSP and made this rocket... the Luna 1... definitely the coolest I've made yet. It contains a compact rover and a monopropellant-based lander, which I had never tried before. needless to say, it was a huge success, the only real problem was when I realized that I had remoteTech installed and had neglected to put up communication satellites. I was connected to mission control through a failed science vessel throughout the flight. thoughts?
  5. .Craft: https://www.dropbox.com/s/3254jon2djofz0i/The%20Kluster%20Bomb.craft?dl=0 I've since increased the seperation speed of the lower bombs and the impact area is much larger now,
  6. Does this work with 1.0.2? because i'm getting an absolute crap ton of problems with the VAB ever since I installed it, but this may also be a stock glitch because I made a custom category right before it all happened, I'd just like to know if others have had this problem.
  7. We really need multiplayer battles, just, the coolest possible thing in the whole game would be a multiplayer interstellar arms race war between worlds. It needs to be looked into...
  8. I wanted to make a massive station, A giant place with All docking port sizes, with rooms Kerbals can fly around in, and insane stocks of every resource. But, as it turns out, doing that is really hard.... The Hardest docking I've ever done: Trust me, it was MUCH more dramatic when I was actually doing it. It was about 10 minutes from the first picture of them both near each other to them both docked. And, this was the most fun I've had in KSP in a long time. Mainly because due to technical problems, I had to do everything manually. Very manually. I didn't get to use docking mode, I couldn't set the other station's docking port as a target, I couldn't control from my own docking port. And technically I could have done these things, but they didn't help. It was raw skill out there and it. was. awesome. I'll be posting more as the station is expanded upon.
  9. both those comments broke forum rules. especially the second one, and besides. It's not like all the other countries are all perfect and shiny.
  10. I tested some anti gravity things recently, heres how it went: I actually learned alot about centrifugal force doing this, I was worried that centrifugal force wasn't programmed, I understand now that centrifugal force doesn't need to be programmed in, it is a natural product of momentum. He was trying to go forward but the thing he was on was turning, trying to stop him from doing so, therefore he was ALWAYS moving towards the side. producing a gravity-like sensation. Regardless, it worked amazingly. I also learned that you don't need a circle to do this, ANY structure will do this if you spin it.
  11. I decided to make a jetpack, 25 seconds of fuel, if you use it at full power. It can barely go up at first so just give it a nudge off the edge of the launch pad and it will start moving up. I didn't think it'd work, I thought there'd be some tilting issues but the RCS is apparently more than capable of dealing with that . https://www.dropbox.com/s/q14h6y76qxww6mz/JetPack.craft?dl=0
  12. I hope the "standard way" includes a gravity turn. because if it doesn't then you need to learn a bit about orbiting. I have gotten orbits with apoapsis and periapsis within 1km of each other. Around Duna.
  13. -Learn the navball, those numbers, they aren't for show, They ACTUALLY tell you your heading. Learn about the horizon line. Use all 6 symbols, and know what they do. -Sometimes, you just have to start again from scratch. -Learn how to orbital rendezvous and dock. It's more than helpful. -When I first played, I only ever used small and tiny radial sizes, then I tried out large and put a small colony on the Mun. Then I tried huge and landed on Duna. -Everything is dead weight, only really applies to escaping Kerbin, but the faster you burn your fuel the faster you can drop that giant piece of metal strapped to your rocket. (Use fuel lines to move fuel from liquid boosters to central rockets to get rid of fuel faster). Also, I'm not necessarily saying use rockets that burn fuel faster. If you replace an efficient rocket with a less efficient one, you'll lose fuel. -Use Sepratrons! SRBs (the huge solid fuel boosters), they're great, except whey they slam into the side of your rocket and kill all your Kerbals. -never give up! A mission seem hopeless? Too bad. I once had a pod with nothing but 3 kerbals and a large mono tank falling from 2km altitude over Kerbin, no RCS thrusters, no rockets. They all lived. bonus points if you can figure out how I did it. -The prograde naturally turns toward your heading when you're using your rockets. And the retrograde naturally moves away. When landing on the Mun you need to keep your retro facing straight up. this knowledge can help when you need to move it around to get it to the top of the Navball. -Wide landers = little tilting.
  14. I have to say this is the most eventful mission I've ever done. I've learned today the perfect mix of orbiting and landing. Orbiting is too high to see details, And landing, you can see the surface perfectly, but not much of it . Here you can see a huge are of the surface in amazing detail AND you're moving over it! I took many screenshots... That was cool, but you can only really experience it doing it yourself. The pictures are static, I was not, in fact, I was moving so fast I could never see one thing for too long because it shows up and goes over the horizon in less than a minute at 1x. You can just imagine 10x, (the max at that altitude) speaking of which, don't go below 6000m for to long or you will hit something. I promise. If you want to use the same ship as me heres the .craft: https://www.dropbox.com/s/5zq4j05c89c8dfz/MunSat%201.craft?dl=0 Please reply with anything cool you saw!
  15. Wow, people, read the text, that stuff that gives you the info, yeah that. The person already tried active struts! The answer is simple, put small decouplers on the outside wall of the cargo bay, place the first end of the strut on the sat and then move the camera out of the cargo bay and place the end of the segment on the decouplers. It won't look like it's attached, but in the eyes of the game it will be. When you're ready to drop the payload, detatch all the decouplers the struts are attached to, destroying the struts, then point the sat and release it.
  16. The KSS, I don't know why I went through the trouble of going to imgur, getting sucked into the images, pull myself away from the lotus eater that it is (+10 points if you got that) , uploading the image, and getting it on here, but I did it. Also I have no clue what that is in the background, probably the ship that carried the probes to the station.
  17. I should do something about that fulcrum... Feel free to give me rep whenever you like
  18. 60 meters, max, also I decided to see what the Kerbal sees with the rocket powered one. It's worth noting that I went much further this time because in earlier one ones I opened the parachute just as I launched, but these ones, I waited until I almost hit the ground. If someone asked you if you wanted to ride this and showed you these pictures, what would you say? Cause from here it looks like alt of fun, It hasn't killed any Kerbals yet either.
  19. I haven't really tested how far it can go yet, I'll see, but It's not very far.
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