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Tazin

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Everything posted by Tazin

  1. Hey guys! recently i started playing with RSS/RO and after the initial catastrophic mistakes i am loving it. The problem is, it looks like crap. What can i do to improve it visually? i see screenshots and videos that really look amazing! I am using ksp 1.3.x since CKAN said RSS/RO are updated for this version. Hardware is not a problem. Bonus points if whatever you suggest can be installed via CKAN! Thank you all!
  2. Hey guys! i've recently been playing around with tweakscale, the mod. I installed mostly for fuel tank size tweaking, but soon i realized that i can for example, downsize a nuclear engine. It will have less trhust, less weight, but retains its ISP. The TWR stays the same, but i can easily get around the fact that the 3 tons it weighs make it unviable for smaller craft. I have also used it to make 2.5m SRBs, upscaling a 1,25m SRB. What do you guys think? am i cheating?
  3. On my first playthrough I used to play like this. Then i started again, and broke the imaginary restrains that kept me from warping at max speed. It's much more enjoyable to manage 2 or 3 interplanetary missions, skipping whole years at a time, than it is to keep grinding mun or minmus.
  4. How would the ejection angle work in that case? Since i am technically orbiting kerbin, the proper ejection angle means i have to wait for minmus to be in the right place during its annual period? What about accounting for minmus orbital inclination?
  5. Hey guys! i'm seeing a lot of different numbers on DV maps, ranging from 6k to 12k. The latest seems to be 10k. But still it doesn't tell me if that is considering a sea level launch. I have set up my refinery on top of a mountain on Eve, at 5000m altitude. What would be a realistic DV number to design a ship that can land there, refill and lift off? Emilio
  6. Well, after a lot of trial and error, lots of fuel and kredits spent, and forum reading, i managed to build a spaceplane i am satisfied with. I made other SSTOs before this one, but i was not happy with them. Among the great creations on this forum, here is my little plane. It doesn't do much. It doesn't do anything, actually. It has no payload, no science, no RCS, no docking port, not even batteries or panels. It can do a mun flyby though! So to the mun it is, the only way Jeb knows how: point nose at mun and burn.
  7. I am using the precise node mod, to plan manouver nodes. It has all these conics options and i don't know what they mean . . . what is so important about cones?
  8. I would like to know how can i calculate this. I have a very tight-budget launch for Duna, a contract came up that requires me to take an orbit with about 30º inclination around ike, how can I estimate the Dv required for that burn before I launch?
  9. Just for the record, this turned out to be the best option, after trying all available cones. I am working on a lander design that will keep the wide base, while trying to solve the problems pointed out by the Claw.
  10. I am using 1.04 stock aero. I have no access to fairings yet. Does this cone on the top help, or does it add more drag?
  11. Is there a log of what happens to a ship? Or is everything deleted when the ship is destroyed?
  12. I had a 3 man capsule orbiting ike, with my A-team on it: jeb, bill and bob. They were stranded waiting for some fuel to get there, with loads of science from Duna and Ike. I warped about 100 days and launched a 4.5tn tank of fuel completely off the window, took me 3800ms to get a duna encounter. When i try to fine tune the encounter to see if i can get a rendezvous started, the capsue just isn't there anymore. All i can gather is that my three kerbonauts are KIA in the complex. 1.- Is there any way i can find out what happened? 2.- Is there any way i can restore my vessel?
  13. Thanks guys! Very informative! You are all very kind. I have to say, i am mostly surprised at the low cost of a spacex launch. 50-100 mill is a fraction of the price tag on a 330 mill boeing 777. And lets not get into the cost of military units. Low cost can only be good for space exploration.
  14. After playing around with KSP for months, i have become interested in the real world of space exploration. This led me to a few interesting questions that google could surely answer, but i rather have a KSP fan's take on them: -Is aerobraking used IRL? i realize there are not many interstellar flights coming into earth, but for example when a ship comes from moon orbit, does it burn retrograde to orbit earth? or does it aerobrake in upper atmosphere? is it a reliable manouver, or is it a risky last resort? -What is earth's atmosphere real limit? that marvelous 70km point that separates being on earth from being on space? Since there isn't really a hard point where atmosphere just stops, how far away can atmosphere be traced? - What are earth's real escape velocity, and orbital velocity at minimum altitude? - Are ships in real space always under the influence of a celestial body, don't they ever just float there? i imagine it can't happen in the solar system, but in interstellar space i guess you are not really "orbiting" or "escaping" anything, right? - What is ISS's altitude? do they change it often or is it stationary? who "runs" the ISS and makes decisions like changing it's orbit and stuff? - Have astronauts done stupid things? i remember watching Armaggedon, and the token russian guy at the ISS had a bottle of vodka stashed away, i thought "wow, alcohol must REALLY be banned on the ISS" but then again, people up there get bored so i imagine they do stupid things too, like trying to smuggle something, people getting into fights and arguments, breaking stuff? engaging in baby making or other sexual activities? - If a crime is comitted in the ISS, whose jurisdiction is it? has that ever happened? - What's the real cost of launching an oribital mission, like an ISS supply run? what about the cost of landing on the moon?
  15. I want to fly around kerbin. I can design and fly a spaceplane into orbit, SSTO or not, but i can't manouver in atmosphere very well . . . i don't understand very well the process of changing heading, should i roll and pull up? yaw takes forever to do a 90º turn, and it always introduces some roll. I read somewhere that i should roll and yaw, but that doesn't seem to work for me. Should i disable SAS for changing heading? What i do right now feels like my plane has an epilleptic attack that finishes more or less when the plane is in the general direction i want to go, and with a considerable loss of speed. I want to turn with elegance and precision, the way a turn feels when i am on a regular plane. Note I am flying on keyboard. Also, landings. I suck at them. Just now, i tried to land this plane: It's a career game, so it is low tech, since planes is the last thing i unlock. I have to put those medium landing gears, since with the smaller ones i always crash. It has a lot of wing area, i understand this helps to get a low glide speed. So i line up in some nice grasslands, kill engines, wait for speed to go down, keep my nose slightly up while my prograde is slightly down, at around 70 or 80 ms i touch down. It bounces. i level up again, this time it's going slower because of the bounce, but my prograde is a bit lower, about 15º or 20º below horizon . I touch down, it explodes on impact. What am i doing wrong? should i deploy elevons? change landing gear? sacrifice a goat? i can't understand why it bounces at a higher speed, but explodes at a lower one!
  16. In general, the most difficult part was figuring the whole twr/dv deal. I was building stuff that was excessively overthrusted, and/or severely short ranged, or stuff that wouldn't even lift off, and couldn't figure out why. Then came a lot of reading, and later KER. Other noobness: once i clicked the iva button, and couldn't come out of iva. I didn't know what struts were for. Same for fuel lines. Until last week i didn't know i could limit SRB thrust. That made me fall in love with them all over again.
  17. Thanks Kospy! great mod, after a couple of weeks using it, it feels like stock! Lots and lots of gameplay added with this.
  18. Wow, so many ways to play this game. Thanks guys.
  19. Started a new hard mode career. On my first mun landing ship, screwed up the ascent, too many boosters (i know right???) so i couldn't circularize efficiently and wasted dv . . . the cost of the ship was already spent, so i figured i can still land Jeb and make him wait there a few hours/days untill the rescue comes with upgraded stuff thanks to the fulfilled mun contracts. Once there, i had 400ms left. . . it take 580 at best to achieve mun orbit . . . the rescue ship would be much smaller and cheaper if i didn't have to land . . . so Jeb burned for orbit, EVAd on suborbital, and made orbit on RCS. First time for me!
  20. Yesterday i started a new career game, with the idea of playing it ironman style, with hard settings and no saving/loading. I quickly realized this was not possible as the game crashed before i even made my first orbit. So i started again, and changed the settings to allow for loading games. I had two more restarts after catastrophic missions, and realized the "moar boosters" approach leads to a quickly depleted astronaut's complex, so i toned down my ships and my general mindset to be much more careful with everything. Now i'm thinking about "allowing" a single reload per mission, simply to allow some wiggle room in the many cases of forgotten solar panels or antennae. what are your settings/house rules for ironman KSP, and what do you recommend? maybe there are mods specific to it?
  21. Thanks guys! i have no problem warping through the night so i just add plenty of gigantors. I play Career, currently i have 16 kerbals but only 4 engineers, and had to buy the 4th. Got unlucky with the rescues! but i maxed out science already so maybe i'll buy another engineer and be done.
  22. jokes aside, i want to put a miner in minmun surface, but don't wanna leave a kerbal engineer stranded there operating drills. If i put say 6 drills in the same vessel, will i get more ore? provided i keep them all powered, obviously. What problems could i run into?
  23. Just that, is there a way to know how many people bought KSP?
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