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KSP2 Release Notes
Everything posted by Starhawk
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This report on a mission has been moved to Mission Reports from KSP Discussion.
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30Ton SSTO, oxidizer for max range or not?
Starhawk replied to AeroGav's topic in KSP1 Gameplay Questions and Tutorials
Ding ding ding! We have a winner! The trick is that you may have to adjust the ascent profile somewhat. Happy landings! -
And another thing... Oh, never mind. I guess the speed of plot supersedes the speed of light. Or that panel took place over a much longer time span than usual. I hope Gene and Wernher have been using their time wisely. Happy Concerned Nervous Anxious Frightened Alarmed Terrified landings!
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- totm mar 2024
- kerbfleet
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Hello Soljak Kerman and welcome to the KSP Forums! If you look near the top of the forum page, you should see a link labelled (somewhat redundantly) 'IRC Chat'. This will take you to the official chat area for the game. Also, please be aware of the Gameplay Questions and Tutorials section of the forum here. Glad to have you aboard. Happy landings!
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Hello Nathangun and welcome to the KSP Forums! There are lots of mods that add parts and quite a number that alter the tech tree and science collection in various ways. I'm not familiar with most of them, but this forum is the right place to find them. Glad to have you aboard. Happy landings!
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Oh you cruel, cruel author! I so wanted a panel under that last spoiler. Aaargh. I mean I should have known, but... 'Creepy pet', indeed. So, unless cheks has invisible pieces, it's hard to see how learning the game, even at master level, could help Kenlie in his dealings with the Kerbulans. (Also, learning chess has never helped me solve a real-life problem, as far as I can tell). Happy Concerned Nervous Anxious Frightened Alarmed landings! Well, no. Jeb Kermulan is on the bridge of Despair. The Ghost is Gregmore Kermulan. Who, you ask? That's right. And don't you forget it. Happy landings!
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- totm mar 2024
- kerbfleet
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Hello @InterStellarExplorerKid983 and welcome to the KSP Forum! In my estimation, there is no better place for KSP discussion, ideas, and help. Happy landings!
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Interesting that you should say that. Somehow I don't think it will come down to this. Although I'm sure Kenlie thinks his acumen at cheks will be vital in the final confrontation, Kuzzter has convinced me otherwise. While a 'Balance of Terror' type of episode could be very gratifying, I foresee a somewhat different interaction. Only the dead one knows - and he's not telling. Yet. Happy Concerned Nervous Anxious Frightened landings!
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- totm mar 2024
- kerbfleet
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Well, here's the thing. 1.2 has not been kind to this craft as I mentioned before. I did many, many simulated landings. On this particular run things went bad early. I counted on losing drills and solar panels but not an entire chunk of the ship! I kind of gave up on it when that happened since I thought there was no way it could make it to the surface. But some inner contrarian lodged deep within my brain came to the fore and I continued the simulation. After deploying the 'chutes,I couldn't believe that the ship was still intact! And then I realized I had no shots of the descent. This one was the most dramatic and so I tried to recreate it. To no avail. I pondered a long time what I was going to do and my post above is the result. Sorry for the lack of pics. The next section will have more. And a lot of them will be purple. Jacia's damage report will start off the next update. Happy landings!
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Hello Gauga159 and welcome back! Happy landings!
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Hello Greenhornet553 and welcome back to the forum! Happy landings!
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Joan: Where's that video feed, Lury? Lury: I'm afraid it's not working. The comms software update appears to be incompatible with the remote camera. No video available, just the cockpit voice feed. Joan: *sigh* Audio only, then. - Jeb: Getting to the hot part now. Okay! Here we go! Jacia: Spin rate up to .7 rotations per second. *blaargh* Jeb: Looks like things are getting hot. Jacia: Overheat warnings for two of the drills. No, three drills, now. Rotation is compensating somewhat. Approaching limits of thermal tolerance. BANG Jacia: There goes one drill. BOOM Jacia: And a second drill gone. We are starting to pick up a wobble. BANG Jacia: That was just a solar panel. We're still good. BANG BOOM Jacia: Two more solar panels. They're getting exposed to the plasma 'cause of the wobble. Jeb: Trying to smooth out the shimmy. Krap! It's getting worse. KA-BLAMM! BANG! SCREEEE-RRRIIP! Jacia: Oh no! We just lost landing pod 5! Legs, 'chutes, drill, converter - all gone! Jeb: That never happened in any of the simulations! Engineering advice? Jacia: Keep spinning! *blaargh* Jeb: Still applying max roll. Jacia: Down to 2.3 km/sec. Temperature stabilizing! Wobble increasing. BANG KA-BOOM BOOOM Jacia: Lost three more drills - and a couple more panels. Jeb: OK. Feels like it's not fighting as much. Jacia: Dynamic pressure decreasing. Temperature dropping! It looks like the rest of this thing will hold together. Jeb: We've dropped below 1 km/s surface relative. Altitude 43 klicks. There goes our landing target. I guess the rover is going to have quite a drive. Jacia: I think we made it through shock heating. And we still have three drills left and more than half our solar panels. Jeb: Now we just have lots of waiting and then 'chute deployment, heat shield jettison, and touchdown. I hope the structure isn't too compromised by the missing landing pod. Jacia: Looks like what's left is still solid. She should be able to land missing four legs. One of the converters is absent, too. That should ease the touchdown, but may create a balance problem during the rest of the descent. Jeb: We should be good on staying upright. And we have enough 'chutes that orientation shouldn't be a problem. Well, lots more waiting... ... Jeb: There's three klicks on radalt! 'Chutes deployed. Jacia: And, there's one klick. Full 'chutes... and jettisoning the heat shields. There they go. We're down to 3.9 m/s surface relative. --- Lury: We have visual contact restored, Ma'am. Joan: Finally! Jeb: Annnnd contact! We're down! Jacia: Ship is stable. Shutting down flight systems. Jacia: Welcome to Eve's north polar biome. Prepping for mining ops. The adventures of KRRAKC will continue. Happy landings!
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Hello @Sybok and welcome to the forums! Nice first post. Happy landings!
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Hello spacemans and welcome to the KSP Forums! This is a great place to learn about how to play the game among other enthusiasts. Happy landings!
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Hello LiamDudas10 and welcome to the forum! Happy landings!
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I'm afraid not. Images must be uploaded to a third party server and linked into post to display them here. Happy landings!
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Help please miner wont mine
Starhawk replied to LunchIn10Seconds's topic in KSP1 Gameplay Questions and Tutorials
This question about how to play the game has been moved to the Gameplay Questions section of the forum from KSP Discussion. -
This should be correct. To confirm this, you can enter flight mode and open the debug menu (Alt+F12 on windoze) and under the 'Physics' section open the 'Aero' subsection. If you click 'Display Aero Data in Action Menus' then you will get a load of info appear in the action menu of parts you click while in flight. This includes the 'Shielded' flag which the game uses to determine whether or not a part is exposed to the airflow. . Happy landings!
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1.3 - What will it have?
Starhawk replied to KAL 9000's topic in KSP1 Suggestions & Development Discussion
Well, the Mk 1 inline and Mk 2 Inline have both been remodelled since 0.90 IIRC. Happy landings! -
Spaceplane veering off on runway
Starhawk replied to Kantall's topic in KSP1 Gameplay Questions and Tutorials
This question about playing the game has been moved from KSP Discussion. In my experience this is most often caused by the wheels not being perfectly straight. Depending on where they are attached, they may be angled slightly in any one of the three dimensions. If you click the rotate gizmo and select the landing gear, and then press 'F' this places the gizmo in absolute mode. Rotating the part will force it into angle increments from a dead straight attachment. Rotating it out and back in each of the three degrees of freedom while in absolute mode should leave the gear perfectly straight. If they are attached to a flexible part, they can also move out of true when the plane begins moving or even when physics loads. Attachment to the main fuselage rather than a flexible part will mitigate or eliminate this. Also note the excellent advice above from @Val. Happy landings! (or takeoffs, even) -
Multi-monitor config
Starhawk replied to cicatrix's topic in KSP1 Technical Support (PC, unmodded installs)
I have a dual screen setup. I only use one screen to play on. The other is open on the forums or the Launch Window Planner website, or the KSP Wiki. Happy landings! -
Yeah, same as above. The drag calculation system depends on which nodes things are attached to. If they are radially attached, it doesn't check whether they are clipped inside something else or not. Happy landings!
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This configuration will not save drag. These RCS tanks will be exposed to drag just as if they were out in the airstream. In order to be shielded from drag, they need to be in a fairing or in a cargo bay. Happy landings!
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How to make an SSTO that discards its wings?
Starhawk replied to Fireheart318's topic in KSP1 The Spacecraft Exchange
This is the thing about how this works. If the rear set engages, a virtual strut is created. But, just like any other strut, it detaches automatically once the part it's attached to becomes detached. Therefore, this is expected behaviour. The fact that the rear connection has the 'Undock' option in the menu on one of the sides after launch is proof that the second docking connection has been made properly. Happy landings! -
How to make an SSTO that discards its wings?
Starhawk replied to Fireheart318's topic in KSP1 The Spacecraft Exchange
The trick that I had to use was to strut the lander in place so that the rear end wouldn't move too much when physics kicks in. After that, the second and third ports would dock together just fine. See, only the first connection is real. Any further docking port connections are simulated by the game creating virtual struts between the ports. And they don't get created until physics kicks in. But if they move too far when physics starts up, they can't connect. Happy landings!