Darkshadow
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Everything posted by Darkshadow
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The artificial horizon displays the horizon of the object you are in the sphere of influence of, so while your orbiting kerbal it displays kerbal\'s horizon, and when your near the mun it shows the mun\'s horizon.
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The beginners guide to KSP
Darkshadow replied to Ivan Ivanovich's topic in KSP1 Gameplay Questions and Tutorials
Just a thank you for this topic. It was the material I used to achieve both orbit and mun landing for the first times. The step by step guides are really got yet general enough to be used for flying the ships I designed. It\'s really useful and I think it should be stickied to help other people new to KSP. -
hey closette have you flight tested my lander yet, it would be good to have some critical feedback. Also I tried building a new lifter but it is a monster that sufferers the same but worse problems as my previous lifter, symmetry becomes difficult after a certain height as the ships get so heavy you need to add more and more parts to distribute the weight.
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[Stock][light orbital]Introducing the HyperX!
Darkshadow replied to Darkshadow's topic in KSP1 The Spacecraft Exchange
Welcome to the forums Glad that my ship helped you, I guess your next challenge is to make it to the mun. I\'m still working on a good design for a rocket that reach it (I have made it to the mun and back) but I don\'t have a reliable rocket that can carry my lander. I\'d recommend one of the designs on closette\'s post. -
Thanks for your posts guys seems like lakes get more use than I imagined. Do you know of a way to get ships to sink in water? It would be cool if we could have a mission to the bottom of the ocean. looking at the map I think the time I landed in a lake was one near the cost of what they call on the RP forum Forseti.
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Ultimate Munar Exploration Challenge
Darkshadow replied to MaxMurder's topic in KSP1 Challenges & Mission ideas
Perhaps I might be able to achieve it if I use a larger lifter for my Munar lander, then that should free up the 4 tanks I currently use for TMI onwards. I will let you know how I get on. -
Here are the craft files, I\'ve got both the lander on its own and the lander plus lifter, as it is a horror to pilot towards the end of the first stage the ship develops an uncontrollable spin ??? luckily the ship has a large enough moment of inertia to stop it from actually flipping upside down, its not my proudest design but it\'s what got me to the mun. lander on the other hand is a joy to fly, and hopefully someone can design a better lifting rocket for it.
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Adjusting your decay orbit to land in the ocean is easy, now try landing in a lake. I thought of this challenge by chance after accidently landing in one, and realise probably deliberately trying to will be quite a bit harder for capsules but for the interest of more fun seaplanes, VTOL planes, flying boats or anything else you could thing of is also allowed. [points] landing close to a lake [bonus points] for using your existing orbiter [bonus points] getting your craft to land at the bottom of the lake [extra bonus points] for using stock parts [super amazing points] for piloting only a capsule for the entire re-entry! Please post your best shots, I\'m sorry I didn\'t screenshot my own.
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G unit and scale convertion.
Darkshadow replied to Ascensiam's topic in KSP1 Challenges & Mission ideas
That is true, as all G does is scale Newton\'s law of gravity to equate to his 2nd law while using S.I. units as the kerbal Universe uses S.I units it makes sense that G is the same. F=ma where F is in newtons, m in kilograms and a in meters per second per second and F=GMm/r^2 where M in kilograms and r is meters If you had a different universal constant, you could have the equations become: F=Kma and F=Mm/r^2 however as newton\'s second law is often taught first it naturally makes sense to keep it simpler and not have to introduce the concept of a scaling constant until Newton\'s law of gravity is taught. -
Thanks for posting your design and showing examples of the stages, it was really helpful in finally designing a full craft of my own to get to the mum. Strangely enough the craft I had been working on had a very similarly designed lifting stage to yours, great minds work alike, then from you\'re advice on landers I changed from a 3 wing to a 4 wing design, then further modification after a few disastrous landings that left Kerbals stranded on the moon, I finally had a successful design that uses the same parts for the TMI, landing and takeoff and only switching to the 'RSC tower' for the TKI stage. Then for re-entry I eject the remainder of the fuel. My Munar lander module: Returning Home: This lander has been successful both missions in returning our kerbalnauts home, (though first time counts only half counts) I touched down too hard on a hill and lost one of my landing legs, with moments to react I boosted away from the surface so I guess it only counted as touching the mun and not landing.
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Introducing from Darkside Industries the HyperX light orbital rocket. Its defining features are: [li] Reliability, using a combination of a good design along with an ASAS control unit along with a pair of slave SAS units and a number of control surfaces have allowed the HyperX to have a current 100% safety record, something unheard of by Kerbal standards![/li] [li] Reusability, all side boosters include parachutes that allow a majority of components to survive splashdown in a state suitable for future missions[/li] Bob approves this rocket, Bill is only worried that he might miss his favourite show and Jeb would be angry but he told the engineers he didn\'t know the meaning of reliability. The HyperX: Demonstrating the first detachment phase: Final lifting phase undertaking orbital insertion: A typical mission result, as you can see from the uneventful mission log how well it flies: Early prototype, you can see it lacks the upper winglet later versions include: Stage I: t=0:0s - Whole Rocket Upon launch, 4x SRBs and the 5x Liquid fuel rockets from stage II will fire. Initial thrust recommendation 0-25% Stage II t=0:30s - recoverable The 4x SRBS will finished firing, for re-usability it is recommended to detach them over water, the attached parachutes will ensure a safe landing. As the SRBs finish firing thrust is recommended to be >50% for the 5x Liquid fuel rockets to take over. Stage III: t~4:00s -recoverable As the two outer rockets are exhausted they should be ejected (again preferably over water), as they are ejected to the side there is no concern of the stage being scorched by the remaining rockets. Thrust adjusted as necessary for the remaining 3x active rockets. Stage IV -recoverable The next two outer rockets are exhausted and are ejected to the side (like previous sections, parachutes will ensure a safe landing), leaving 1x rocket either for final orbital insertion or to be saved for orbital manoeuvring dependant or hight or low orbit respectively. Stage V As the 1x rocket is exhausted it is ejected, wait for a safe distance to activate the final stage rocket. Stage VI As this is the final rocket, care should be taken to ensured that enough fuel remains to adjust the capsual into an orbit low enough for atmospheric breaking, <70,000m Capsule The craft should be rotated in the direction required and the explosive bolts fired for the final propulsion. With luck the capsule has a trajectory going kearthwards or low enough for aero-braking to bring it down. Ensure capsule parachute is deployed soon enough to reduce horizontal velocity, at 500m the parachute will fully open reducing the vertical velocity to a level safe for all but the roughest of surfaces. Note: Modification of the HyperX or misuse of the ASAS module will void Darkside Industries lifetime warranty. Full flight manual will be provided shortly. Modified variants may be built under licence (i.e you are allowed to post modified versions of the craft if you credit Darkside industries as the creator of the original design).
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Here is my submission, (just realised that the limit is 20k not 30k if you want I can rerun the mission) Introducing the Wyvern MkI Rocket Plane by Darkside Industries... In flight: Post Mission Results:
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G unit and scale convertion.
Darkshadow replied to Ascensiam's topic in KSP1 Challenges & Mission ideas
G, is the universal gravitational constant, which is well constant. What you\'re asking for is the acceleration due to gravity, g which is variable with respect to distance. -
Ah, okay is there anyway of finding the location of the temp folder? Also when you say move the folder you mean the entire directory including the .exe That\'s probably a better place than the desktop. Also Hello to both of you, I\'m surprised to have gotten such a quick response. I\'m planning on posting designs for stock craft and instructions on their use.
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Hi there, I\'m new to the forums, but have played KPS a fair bit (made it to the moon and back again! ) However I\'ve tried taking screenshot and the normal print screen just has a black screen. Searching the forum one topic mentioned F1 takes screenshot but that did not seem to work, the screenshot folder for KSP remained empty. On a similar note where are the .craft files saved?