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Everything posted by Treldon
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Deep Diver Challenge: 1.0.5 Edition!
Treldon replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
I'm sure "excluding information and beauty mods" applies -
Jeb got so tired of the constant yapping of those horrible tourists going to suborb ("Where are my peanuts?!") that he went for some recreational flying. Luckily he could be convinced to make some observations while he's at it.
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Deep Diver Challenge: 1.0.5 Edition!
Treldon replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
What, I didn't make it to the Highest Speed list? What a shame -
Deep Diver Challenge: 1.0.5 Edition!
Treldon replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
Stats: Distance traveled: ~35 km (5.5 km east, 29.5 kmsouth, Pitagoras gives us the 29.9 km visible on screenshots) Max depth: -983 m, touched bottom a couple of times Max speed: conventional 10.5 m/s, surfacing 20.3 m/s Weight of craft: 9.4 t (72.7 t with Pelican) -
Alternatively you can increase the surface area by rotating your craft so that instead of falling top/bottom first it falls 'sideways'. It won't just slow you down faster but after a while, when you can't keep the craft horizontal anymore but at an angle you'll gain 'sideway' acceleration due to assymetric forces, which will increase the distance you cover and thus slow you down even more. I usually do my suborbital tours with a top stage of 3 Mk1 command pods on top of each other + 3 chutes (Mk16+2*Mk2R). With an uncontrolled fall I'm lucky to slow down to safe speed around 700m above sea level. With turning it sideways I reach same speed at around 2500 meters (plus I can actually get closer to KSC).
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Save file(s) became corrupted, had to start a new career. Back to ferrying tourists and testing parts. Sigh
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Folks, I give you the Millenium Tinfoil Dimensions are quite close to the "original", however flight performance is...suboptimal. Technically it is a fully functional spacecraft, it has propulsion, RCS system, a big reactor (32 RTGs), docking ports...everything. Should you be able to land it can even mine and refine fuel. And as long as it's in space it even flies
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Just a little something I put together today for our pale blue dot
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While waiting for the training vessel to come back from Minmus I decided to mine some science from around KSC, so I built this all-terrain vtol rover thingy. It has every piece of scientific equipment short of the research lab on, so it gives 35-45 science in each biome - so the ~35 biomes around KSC gets me ~1200 science. Not yet sure how to land it in some spots like on top of SPH watchtower for example...
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Sent up a "station" to Kerbol orbit per contract, then decided that I have absolutely no need for it and tried to return it to Kerbin (had some spare fuel) After some aerobraking orbits finally began to fall over the South Pole Luckily the booster stage had some parachutes (seems I overestimated the fuel needs by a lot...luckily)... ...and managed to land the thing. Most of it anyway Meanwhile the Original Three are on their way to Duna - Valentina is back home training rookies
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Have been experimentind with off-centre control with the Flying Tortilla
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After a long time away from the game (10 months or so) I began playing KSP again today. The result: the Albatros-B When it's not carrying its 40t baby it's quite maneuverable and fun to fly. And in case of problems the cockpit can separate from the craft and land safely
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Launch rocket from runway?
Treldon replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
If you import a craft vrom VAB to SPH, it would. But you can rotate it right side up And if you build it in SPH, no issues -
Finally made it through (mostly) the grinding of part test and survey contracts to some real missions: two rescues, a training trip for a crew of 7 in LKO, and finally launching for the Moon soon (R&D is still Tier 1)
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I believe you might refer to this thread: Leveling Up Kerbals - The Training Program
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More KSP music: think of the possibilities.
Treldon replied to Dispatcher's topic in KSP1 Discussion
Some more music would be nice. With the current 3 (iirc), I just turn it down and listen to something that is less repetitive -
What do you do in the time your heavily modded KSP needs to load?
Treldon replied to Kolago's topic in KSP1 Discussion
Alt+Enter to let it load and open an EtG match. Doing the same while waiting for my rockets from testing contracts to land (EtG - Elements the Game - is an online card game, somewhat similar to Magic the Gathering) -
integrity problem ? parts not sticking?
Treldon replied to Psykikk's topic in KSP1 Gameplay Questions and Tutorials
On first glimpse it looks to me that the cargo bay (and general area) is rather heavy and the supports (wheels) are too far apart, thus the structure bent in the middle and broke. The rest is just a consequence of hitting the ground. On my Mk3 plane I put struts on the inside of the cargo bay (bay to other ends, cross pattern) and it held up well. Plus I would put the front wheel farther back, probably on the front of the cargo bay -
Didn't do much, still in early stages of career. Lots of test contracts. But I did build this little fella for the survey missions
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Started a new (my second ever) career save, this time with severl reality/difficulty mods (DRE, NEAR, Remote tech). The lack of souposphere really changes things... (Also reset ribbons)
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Shrouds did not jettison. Now what?!
Treldon replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
Only the ions. The others are quire evident with the big "Fire be here" bells To OP: I once had a similar problem with a Duna lander, where I put the decoupler on upside down and the shrouds remained on the main engine, causing 0 thrust. In the end I could remove it - by lithobraking.... -
Kadvent Kalender - 24 missions leading up to christmas
Treldon replied to TJPrime's topic in KSP1 Challenges & Mission ideas
Okay, better late tan never I guess. Too much work and too little time to play Finally here is my entry for days 26 and 29. As customary, it's 90-95% successful... -
Kadvent Kalender - 24 missions leading up to christmas
Treldon replied to TJPrime's topic in KSP1 Challenges & Mission ideas
Hey, I am still alive! (Just working a lot. Yes, even in Christmas time ) Time to catch up a bit Day 26 and shuttle desiging will have to wait till tomorrow Day 27 For Day 28, I present you what I kind of owe you: Day 23&24 v2 -
The Class-Z Asteroid Moon Challenge!
Treldon replied to NASAHireMe's topic in KSP1 Challenges & Mission ideas
As far as I know roids can only be connected via Klaws. Which are prone to bugs (or has that changed in 0.90?) So basically this challenge is a giant russian roulette/Kraken bait, right? -
docking ports & cargo bays
Treldon replied to NERVAfan's topic in KSP1 Gameplay Questions and Tutorials
1: No, you cannot. Only same size ports connect 2: you need to put docking ports, decouplers or separators (not advised) between your main craft and payload