Jump to content

Mastikator

Members
  • Posts

    343
  • Joined

  • Last visited

Everything posted by Mastikator

  1. Never one that made it to Dres. Really would like to see pics or a video.
  2. Kerbin: 600km radius, 5.3x10^22 kg mass Laythe: 500km radius, 2.9x10^22 kg mass roche limit: d = 1.26 x 500km x ((5.3x10^22)/(2.9x10^22))^(1/3) = 770 km
  3. Force = mass x acceleration. Exceeding the force limits causes them to break. I don't know what the exact force limits is and how faithful KSP is to real world engineering, but I suspect it's somewhere between "passable" and "pretty good". They also have an impact tolerance which breaks them even if the mass is very low.
  4. UIm wat, why are you using ion thrusters to to to the moon? @Red Shirt If you're using a seat as a pilot then surely a FL-100 (or FL-200) and a spark would do the trick much easier?
  5. I had a mission to eve, send a probe to the surface and keep a satellite in orbit. I made a rocket that would send both in one go. I waited until it was time to launch. I launched, it went there, went into orbit. When I detached the landing probe and then I noticed I had forgotten to unfold the solar panels, but not before running out of electric charge. The mission had taken an hour and was for nothing.
  6. Excellent for making biome hops. It's only wasteful if you don't use it.
  7. Generally I've found that having an ISRU to be easier than dealing with having a lander.
  8. Yeah it's like TAC Lifesupport but also with radiation protection concerns and living condition concerns. So long term crewed missions don't just need supplies, they need space, entertainment and protection. And it includes part malfunction and in 1.1 also a remote-tech like thing for probe cores. It was like insanely good.
  9. I tried going to Duna and back again with Kerbalism. I tried to make it as bare bones as possible while still having a mobile lab and landing capable. It turned out that nuclear drives and ISRU were the way to achieve that. I had to have 1 pilot because the autopilot wouldn't be able to work without LOS to Kerbin. I had to have 1 engineer because of potential equipment failure and because of the parachutes. I had 2 scientists for the lab. To reduce stress they had a gravity ring on the ship and 10 crew slots, a greenhouse to deal with food (bringing enough food would've been heavier) and lots of oxygen cans. There was no actual over accommodation though, when they got home their stress and radiation levels were very high.
  10. Space Oddity by David Bowie, or the cover by Chris Hadfield (in my opinion is better).
  11. I've done this too and from my experience I can say that at first it seems like it would be easier to just have one giant ground station that mines, refines and builds, all in one. But that is so many parts that it starts to not only lag but attract the Kraken. Instead I'd advice you to have 1 orbital station, the orbital station consists of as few parts as possible, the biggest fuel and metal containers you can get, the food and production parts. Solar panels and docking ports. Have two other vessels, one that mines and refines fuel another that mines and refines metal ore. Make sure to always send the metal miner off with full fuel, the fuel miner only needs enough to land. The reason you want the biggest containers is to have as few as possible, this will be a laggy project no matter what but if you use parts sparingly and make sure to never have both miners docked with the orbital builder station at least you can keep the Kraken away. Avoid the temptation to build a single rig, it will attract the Kraken! Multiple launches with multiple vessels is the trick.
  12. Jool. Nearly impossible to not burn up in the atmosphere and then it takes forever to get to the surface. It's a nightmare.
  13. Orbital probes are "Sat - <body name> <number>" Landing probes are "<body name> explorer" Landing craft with kerbals become "<body name> lander" orbital stations usually get fancy names like "Olympus Station" or something like that.
  14. Docking is probably the hardest non-crazy thing you can do in KSP. I'd say 8 or 9. Interplanetary travel is easier.
  15. I'll wait until my favorite mods are updated and start a new game. I've deleted so many careers it's silly. Half of them I delete because I accidentally added too many mods and the game starts crashing the other half because of new update.
  16. Kerbals are like elves, they don't age. Or eat. Or breathe. Or suffer from falling damage. Actually they're not at all like elves. They're more like Terminators.
  17. If you feel like TAC is too easy then Kerbalism might be for you, it adds radiation, equipment malfunction and stress.
  18. Lots, but in all fairness it's because I tend to add way to many mods.
  19. I remember being -19 years old when it was launched, it was a weird time for me, almost two decades until I was scheduled to be born.
  20. https://www.youtube.com/watch?v=nX3PX0MkN8M This guy made an SSTO that went to Moho and back without refueling. As far as delta velocity goes Moho is the hardest. I think.
  21. It's like when they added reentry heating effects, it made the game more complicated and harder. In a good way. For me it makes things easier since I have to use fewer mods.
  22. Orbiting the sun is a bad place to be, it's a boring place and it's difficult to get there or get away from there.
×
×
  • Create New...