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Xyphos

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Everything posted by Xyphos

  1. I still say using Unity has caused more unsolvable problems than it should have, and the devs need to start moving away from it and write their own custom game engine specifically tailored for KSP's needs. this one-size-fits-all thing called Unity is a freakin pain in the Kraken.
  2. all mathematics aside, and strictly from a technique point-of-view, your circulation burn depends on how you initiated your launch and how well you performed your gravity turn. try launching the same vessel a few times differently and notice the changes in trajectory. if you tilt your vessel 5 or 10 degrees immediately off of the launch pad, instead of going straight up, you can shave a few hundred dV off of your gravity turn maneuver, which also takes a few hundred dV off of your circulation burn. it is also worth noting that using throttle control, it's possible to achieve orbit without needing a circulurization burn, but it'll just take slightly longer to get there and it's also a skill that's hard to master. it's just easier to do a circulation burn. I think the least dV I've ever needed to circularize was 54 m/s, and that was at 500Km
  3. +1 for Open Broadcaster Software (OBS) it's free, cross-platform and very easy to use (once you figure out how to configure it.) also, don't use the spyware code-named "ten"
  4. Landing gear tires are supposed to be inflated with Nitrogen, which is an inert gas. however, one of the Kerbals in the tire service department got confused and used Nitroglycerine instead, causing them to explode upon impact or stress. We don't know how many tires are affected so we're just going to have to dispose of them all and order new ones. delivery should arrive shortly, so please wait until then.
  5. be it rocket design or rule 34, whatever gets it up there.
  6. You're right, they already got my $10 from the Steam Sale, what do they care about some stupid broken game?
  7. if that's the case, they should surrender the code to open-source and let the community carry it. after all, it's the community who keeps this game going.
  8. When he said THE GAME, I was expecting the post body to say, YOU LOST. ...to which I say, you all lost.
  9. yeah, most of my take-off speeds are around 130 m/s you're doing almost double. you only need a 0.8 TWR for planes at sea-level, you don't need the full 1.2 that a rocket needs.
  10. actually, I don't enjoy it one bit, I've just grown accustomed to accepting the fact that KSP will never be enjoyable or realistic, and it's players must build kludges or don't play at all. this game is wheely broken. (see what I did there?)
  11. oh, no... it IS a challenge, you have to find a working method to get around the broken feature. I've grown quite used to building Kludges
  12. I don't remember ANY version being fun, just a different slew of problems and non-realisim. the only reason I bother to play, is because I like being challenged, and the guaranteed constant failures in KSP is highly challenging.
  13. I gave you a working method to work around the problem, you didn't like it, can't blame you either, but it's all we got for now.
  14. ditto. I'm starting to like Space Engineers and Scrap Mechanic, more and more.
  15. it's not Squad's fault, it never is. it's all Unity to blame. honestly, I'd like to see the devs make their own custom game engine, tailored specifically for KSP, because Unity has caused so many problems. one size never fits all. but then again, you can only expect so much, from a lazy and unprofessional programmer.
  16. Currently there is no "fix" but there is a work-around. for launching, you have to build a separate launching platform out of girders, struts, XL landing gear, and BigS tailfins for steering. attach your plane to it using a docking port or decoupler, jettison it at the end of the runway. for landing, don't bother. place cubic struts under your plane to absorb the impact, and spam radial parachutes all over the plane body, fly low over the area you wish to land, kill the engines and deploy the chutes. when the cubic struts explode, the rest of your plane should be fine. welcome to KSP, this is as real as it gets... I'm told that it's supposed to be funny, but I don't think I understand the dev's sense of humor.
  17. For Kerbin under 100% entry re-heating setting, 1500 m/s is perfectly acceptable until 25Km. in fact, 1550 m/s at 22Km is what most SSTO spaceplanes get to before switching to rockets during launch. this means you don't have to aerobrake so hard in the upper atmosphere, a 10* pitch above prograde is sufficient to slow down enough while retaining a speed viable enough for control in the thin atmosphere, just don't use AIRBRAKES yet. don't worry too much about the red glow, that's not really heat, it's just excited gasses giving off light, kinda like a neon lamp. in the lower altitudes where the atmosphere is thicker, your glider might wobble around a bit until it reaches a "safe" speed, but activating the AIRBRAKES can help stabilize it. most of my spaceplanes tend to stall out at this point, and go into an uncontrollable death-spin. when this happens, deploying drouge chutes should be enough to nose-down and regain enough control to nose-up without killing all of your needed air speed.
  18. I agree, I've seen the fixed landing gear explode upon launching. going from the SPH to the RW, the plane dropped a little and BOOM!
  19. I don't bother landing, at all. I've come to terms that KSP is a game designed with intentional bugs, explosions, and complete failures. even the connecting joint system is intentionally flaccid like my ex-girlfriend's favorite toy. You'll never, ever, ever, succeed at anything in KSP. Having said that, just do what I do; spam radial parachutes all over the planes' body, fly low over the area you wish to land, kill the engines and deploy the chutes. after your landing gears explode and your plane touches down, just recover what's left over and chalk the losses as expenses.
  20. It depends on the rocket and how you launch it, actually. most of my rockets fly straight up for the first 10k just to get a reduced drag and increased ISP then start to gravity turn, with an end-turn of -15* and finish out at ~500KM which enables better time warps. using that launch profile, my AP usually ends up on the opposite side of KSC and require a filp-over.
  21. Also works with grapples, you can use grapples to build your own dynamic struts and/or support arms, in orbit. I use multiple grapples when wrangling asteroids, it makes them wobble less, or not at all, depending on their size.
  22. So, the loading hint gave me an idea: the upside-down rocket. basically, you build your rocket, then flip it upside-down and add the sub-orbital launch stage. since your rocket widens at it's bottom (now the top) it's a perfect spot for radially-attached engines for sub-orbital flight. all you need to do is add a fairing/nosecone to your main engine and viola! the reason for doing all this, is you won't need to flip your vessel over for the circulation burn, as it will naturally point in the correct direction. not sure how useful this is, but it was still fun to test.
  23. Eating Snacks ...that's all I got. sorry.
  24. It's Unity that uses 6gb RAM. KSP is so highly optimized, it only uses 147KB. *pokerface*
  25. I drempt I was playing KSP from a Minecraft perspective, I had to dig and find ore and other minerals to build KSC, met some villagers who wanted to lend a hand, mined and crafted all the parts to build a rocket then went to Minmus. On the voyage back to Kerbin, one of the decouplers was on the wrong stage and the engines collided with the heatshield, and we burned up in the atmosphere, upon the vessel exploding, I woke up in a cold sweat. I used to kill Kerbals for fun, but now I have more empathy for Kerbals then ever before.
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