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HMIC

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Everything posted by HMIC

  1. @THX-1138 You are better off using a joystick for rotation or any other movement. There, all done.
  2. Would've taken forever to find those post you linked, will read through those too Thanks Edit: Maybe that's the problem, too many "wish lists" threads, it's difficult to follow every single one. I'd be happy if Squad launched a poll where we voted for features. Even if the list of features, parts or systems were not part of my own. I just want to be a part of the customer voice that shares ideas.
  3. @sal_vager Looked at your common suggestions post here: There were too many but did not find these that I will mention. Some are already part of mods, but I think they are worthy to be in stock. I will keep this simple as possible: - Inflatable balloons that rise to the high atmosphere to do science. (or maybe you just want to replicate the Red Bull Stratos with Jeb or Val ) - Propellers - Building planes in the SPH is cool, but how about helicopters? Or this same concept for drones in planets like Duna or Eve? This could make science contracts even more extensive and fun. Using a rocket or plane to land on a steep mountain is fun and a challenge, but how about landing the aircraft on plain terrain and then launching your drone to the science site in the mountains? - Extend the SAS to include an autopilot system (atltitude/speed/heading hold) to make mid-air refueling possible between two aircraft in Kerbin or any planet with an atmosphere. An SSTO would benefit from this as a mid-air refuel at high altitude can help you recover that lost Dv at takeoff. I know this may be a part of MechJeb, but it's realistic enough to be a part of the stock game. - Joints that rotate 360° - This would further open the game to building VTOL aircraft. I was going to include more things, but they are too open to debate. These are the ones I think could extend the game to futher practical applications.
  4. Will this patch also go into a public beta after experimentals, like 1.1? @KasperVld and for today's spanish phrase: "Tecate!! todo con exceso, nada con medida.. AHH NO!! es al reves!! JA!" (send this to mexico and have them explain it to you... )
  5. Guys! This game is far from done to be hashing a #SaveSquad. An idea that turns into a real finaliized and released product will stay for a looonnnngg time! Having key members or even founders leave is not a sign for panic or armaggedon for something like KSP. If these people would've left prior to the 0.23 version, then YES! by all means we start wondering "well, guess KSP did not work, that's as far as it'll go, maybe unless someone else takes it". But we are way beyond that! Once KSP 1.0 released this game is now too big for one or even all key persons leaving to stop it. You can sell the licence to another publisher or development house and it would still go on, there's way too much market and money to be made out of this product. This is just the end of the beggining. Did TAC fuel balancer mod die when @TaranisElsu stooped supporting it?? NO! Someone else took over @Z-Key Aerospace Jobs is long gone from apple, and the Iphone is still going. Getting boring now after the new version, but still going LoL!! (don't compare this one to KSP! LoL!!) Need more KSP!! Now!! I'm ditching work and going home to play now!! It's friday!!
  6. Hmmm.... ummmm ... yes, so have I (trying hard not to LoL)... guess who ?? (hint, it's in this very same quote) ... @regex *sigh* this internet, it's so ... full of surprises..
  7. @Badie Did you post this on the spanish forum? You may want to try there also.
  8. @Badie Does different state in Mexico count?? (Ejemplo: de la tierra de los Rayados y Tigres) ???
  9. @DasValdez will be there for the stream! I'll figure out a way during work, LoL!!
  10. @TimKerbin We need to see what you bulit, how you are flying it, staging, ascent profile, design, etc. Been playing since KSP went live on steam (0.24?). The only explanation for your problems is that you are comming from a previous version before 1.0 when the aerodynamics changed, all the way to 1.1.1. This is the only conclusion I can see here. Radial decouplers require A LOT OF TWEAKING (yes, the bold and underline expresses the amount of work needed to get them just right for your design during ascent), you will explode or mess up multiple times, GUARANTEED!! The new aerodynamics for the vast mayority make the game more fun, not annoying or to the point of rage. If this is a problem, you can tweak the config files to remove the aeroddynamics and physics a bit or a lot if you wish. It's just a matter of reading, viewing videos and learning in the process. This is about all I can say, we cannot fix everything in the game or make the experience better for you. Mortal and insignificant players like me can only comment and help you make this experience better. That's why we have this forum
  11. Don't forget to share your exprencie the first time you land on Mun !!
  12. @Ultimate Steve Agree with what's been said so far. My take is to have an ISRU converter tanker in low Vall orbit, that way your Vall miner would need very little dV to get into orbit and deliver this ore and fuel to the tanker. From the tanker you can pick up the fuel you need and take it to the station. OR!! Put your station on low Vall orbit and use this as the tanker. Divide the responsibility of you mining operation by using various ships and give them specific roles. The more you do in orbit, the less dV you'll need. So you can focus on your main concern which is the mining rig for Vall. Example: For Mun, I have a huge stationary tanker with an ISRU, fuel and ore tanks at 10km orbit (the lower the better). If you're in orbit and will not be required to move, dV is not a factor neither weight. You're not going to move, so the storage part is complete in orbit. The mining rig's objective is to deliver ore to the tanker at 10km. The Mun's gravity was giving me a hard time on ascent, so instead of making the mining rig with parts to refuel itself which in turn would make it very heavy, I divided this into two more ships and roles. Made a ground mining rig and an ascent vehicle. Since the ground mining rig will not be required to go to orbit now, you can make this a huge trailer mining truck and overload it with all the refueling parts, wheels and drills may you need, and have this monster resupply the ascent/descent vehicle when landed on the ground with fuel and ore by using a Claw. I only use stations for science and housing kerbals that need pickup to go home, arrival from kerbin or land at Mun. This is like your airport or train station hub. If you want fuel and ore at your station, have it tranfered from the 10km orbit up the station, dV and weight here are not huge factors, so hauling materials should not be a challenge. That's about all I can spare for this. Any other questions or comments, fire away.
  13. @katateochi I'd go with #2, pushing the limits of the jet engines as much as you can until you get as close as you can to the +70km Ap. Nukes engines are heavy, so it's a challenge to get a decent TWR and ascent profile using only liquid fuel. So as long as you make it and have enough to compleat your objective, you can throw efficiency out the window.
  14. I did, and feeling great that TAC will live on. But I think in the meantime, we should consider some alternatives. In my case fuel .
  15. Dear diary.. EERRR!! Yesterday I went to pick up my elite (4 star) crew on an SSTO from their 2 year voyage from Gilly. On landing final at the KSP runway, I was ready to reduce speed with my A.I.R.B.R.A.K.E.S, was comming in hot at +250 m/s, pressed B and nothing happened. First reaction was "hmmm, where are the air brakes??", 5 seconds later "SH** NO AIR BRAKES!! AAA PANIC" ... Had to pitch up to burn of all the speed, landed way too late and too fast. The SSTO jumped off the runway. Lost 2 engines, a wing and a landing gear wheel. Crew survided but will sue manufaturer (me) accordingly.
  16. KAN magazine will be funding a mission to Dres this weekned and will donate the contract money to the Dres Awareness Society for charity. Thanks
  17. Never did a proper introduction here, so it's never too late. Hello, HMIC is my handle and have been playing KSP since version 0.24 when it was added to steam as early access. Whether it's SSTO, rockets or something beyond it's flying capabilities, I place an objective and .. "we will get there... by any means" Refuel, reenter, launch, land ?? No problem!! After 600+ retries, 100+ injured kerbals (nobody dies in my program!!) and couple of thousand tweaks to my kerbal contraption ... well, it may or may not work even then, but as I previouslt quoted: "we will get there... by any means" Mods used: Kerbal Engineer: Know the math and understand it, but I'm lazy and using this saves a lot of time. RCS Build Aid: Same as above, and yes, 100% laziness to do the math TAC Fuel Balancer: Becasue refueling large objects in space with stock is.... zz..zz.z.zz..z.zzzzzzzzzzz *snores* zzz.z.z.z.z.zzzzzzzz
  18. Agree with @Fearless Son, once you get the rapier engine and aerospace tech nodes, you have more than enough of what you need. But just having waht you need won't simplify the "how to get there" nor make it any easier. The parts for a spaceplane are just less than half of what you need, RAPIERS are not mandatory. It's the how you build the plane design, how much it weights with jet, rocket engines and fuel, how fast it can go all the way to a 20 km altitude (and keep going), reach above 70km and circularize for orbit out of the atomsphere. This second part is cricitcal and is way more important than parts. Trial and error is your best friend and 20km altitude is your sweet spot to determine if you'll make it, How your plane handles at 20km altitude and how much fuel or dV (delta V) it has left here will depend whether you make it or not. So first make sure you can make 20km altitude smoothly without problems, then fire those rocket engines, go to a +70km apoapsis and always check your fuel gauge, or you'll run out.
  19. @AdamMil I'm seeing the date of the dll mod for this specific TAC fuel balancer you mention and it's from 2015. Will this work on the KSP 1.1 prerelease? Thanks.
  20. After a few months, I muted the KSP music ans started playing classic rock. Aerosmith - Sweet Emotion, the who - eminence front, Def Leppard, John cougar Mellincamp, Ozzy, Billy Idol, etc. They seem to fiit any moment whether it's launch, while in space or landing on any surface body.
  21. Hello, my name is Dabney Kerman and I'm curently in minmus. It"s been 6 years, 3 months 18 days since I left kerbin. They told me I would be living in a base by now with a reserch lab, but I'm still in this f****** lander can and running out of snacks. The surface looks tasty, what should I do?? Edit: too late, I ate some minmus soil... I .... whaaa...aaarrrrrrrrrgggg.......*transmision lost*
  22. THE KERBAL MEMORIAL To honor those who have been killed for science and exploration. And a note to future Kerbonauts of what "not to do" in order to avoid the same faith as their fallen colleagues, so it may never happen again. Let this post help others in guiding them on their future builds and missions and avoid going *PUFF*. Please Include: Kerbal's (or Kerbals') full name(s) Date of incident: Aproximate, Month and year is enough, the more detailed the better. Description of incident: Tell us what happened. Anything else like images or videos is considered a plus but not mandatory. Just tell us what happened so other players take note of what "not to do" (or "must do" for you senseless monsters out there LoL!) Example: Ribvis Kerman - 14 April 2016 - Ran out of fuel during landing on Mun, crashed +300m/s on surface Jeanette Kerman - 12 April 2016 - +1500m/s speed record @ altitude of 20 mts, aircraft incinerated.
  23. @FlipNascar RCS Build Aid is already available for KSP 1.1, m4v recompiled it a couple of weeks back:
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