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SaSquatch

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Everything posted by SaSquatch

  1. Just thought I would share... 8 large arrays and a power module from phase 2. Works pretty well at keeping that 2.5m Antimatter container and collector charged and running. There's enough charge and total capacity to last the dark side of kerbin, but i have a small reactor on board... just in case. Now the station is patiently orbiting and collecting at the same time.
  2. Yea... that must be where it's from then. hmm... if there were particle effect for leaks, this could be the start of a comet.
  3. Asteroid Cities V0.5 adds the resources to the asteroids. http://forum.kerbalspaceprogram.com/threads/79675-June-10-Asteroid-Cities-V0-5-Improved-grabbers?highlight=asteroid+bunker might just not worth making compatible... eh
  4. The two i just docked to had the "puncture tank" on them.... I wonder if the TAC resources that got added to them was what was targeted.
  5. Has it been said that Asteroids need to be on the blacklist?
  6. So I made a video that's not 30minutes long... It's a short film that's essentially about my career game. KSO and Phase 2 showing up about halfway in.
  7. On the KSO? Change "Winglet" to "Part" (with the cap P) in cgholdkso.cfg. That does the trick for me.
  8. I've made a couple of long form videos in KSP but this is my first go at something "short form." The story follows loosely the KSP Career Game... or at least, how I played it. There may be no part 2... we'll see what happens. KSO Unpowered Landing KSO Launch, Rendezvous and Docking Kerbal Space Program Transoceanic Abort Landing (TAL) of the KSO Mini-Shuttle
  9. No worries. Thank you for making a cleaver and appropriately kerbal mod (random bits failing and blowing up or falling off the rocket... how is that not the essence of kerbal?)
  10. A couple of DangIt! problems that forced a TAL abort (a little redundant I know). Ok Ok... I set it up, but whatever. Cascading failures aren't part of DangIt!... Also hey... might be a spoiler near the end... If you don't know about some of Kerbins Mysteries already, feel free to skip that part. But still Launch at -30.
  11. Absolutely, I was just quoting Astronaut Mike Mullane in reference to the maneuver.
  12. So I got some more time with Kerbal lately and.... here's something. I've wanted to mess around with some of the different shuttle abort modes for awhile, but a couple of them wouldn't be that interesting to watch (how interesting can a 30minute video be?). Abort to Orbit (ATO), pretty dull. Return to Launch Site (RTLS), that's just an "unnatural act of physics." Transoceanic Abort Landing (TAL), that could be interesting. So, there are a couple of reasons why I put my stations on inclined orbits. Principally it's because I find it much more interesting to launch and return from then equatorial orbits.... Also, -30degrees (120) is a rather special inclination on Kerbin. This inclination is easy to get to, passes over a couple of ... ahem... special kerbin features. And still offers an alternate landing site in case of aborts. So here's a Video of the closest you can get to a Transoceanic Abort Landing (TAL) that you can get with KSP (If you aren't resorting to landing in the woods)... It's probably closer to Abort Once Around (AOA) or just a REALLY late TAL... but whatever. Be warned... there may be a spoiler near the end. If you know what an anomaly is then don't worry about it. I also rebuilt my KSO/Interstellar Station. Connected Living Spaces caught my eye.
  13. I was thinking more thematically then technically how to do it. "No Connection" state equivalent to unmanned, while a "Connection" equals a "manned" vehicle. Thematically... establish a connection to a probe for the first time in months or years to discover all of the issues that have popped up since it went silent.
  14. Or use RemoteTech link to determine if a probe is "unmanned" for efficiency. Bring a old probe back online to discover all of the new problems it has to deal with.
  15. It is an unusual thing... when they are hidden for it would almost be a debug mode sort of thing. Not exactly a simple request in the end that wouldn't necessarily be worth the time considering almost nobody would actually use it.
  16. Suggestion for the Blacklist. WasteHeat from Interstellar mod. Also, I don't mean to be making requests but... A special request to make the failures actiongroup compatible? I'm doing a video of a quasi Shuttle abort mode and I have to use a editing trick to get the engine failure while staying in IVA.
  17. My rebuilt station. Still generally the same ISS-like design I built in .22. This time with more of the KSO parts and built to accommodate the Connected Living Spaces mod. Figure I'll eventually use it to collect Antimatter for Interstellar since I don't want to bother getting the Interstellar LabModule working with CLS.
  18. It happens... Love the work so far Ippo. Great job.
  19. 3hour mission saw 8 of 8 lights fail (just now). I packed 8 batteries onto a Mun probe, luckily only 2 failed enroute(the previous alpha). I dig the mod. I actually faced the scenario of whether or not to launch with a stuck stabilizer and a shorted battery with the KSO (warping to my launch window on the pad usually sees a failure). Interesting challenge, but the one time when the main external tank was leaking, back to the VAB. In the very least, this is a nice alternative to maintenance flights compared to the repair missions from the Flight Controller mod, which uses special parts. Also, any thought on having the failures reported in the Flight Events list? Might be handy for after mission reports or for anyone who uses Rasterprop monitor so failures show up in the Log, and with a time stamp.
  20. The flights that had the ejection seats were not flown with full crews (considered "test flights") so there was nobody on the mid deck to worry about ejecting as well. This is besides the point but the seats wouldn't be advisable with SRBs still attached (two giant pillars of fire) and they would be too high and too fast after srb sep to use the ones they did have (ejection window is the first 100seconds of flight... STS SRBs burn for 127seconds). They had assumed the shuttle systems would be too reliable to necessitate it.... essentially (they were wrong of course but these topics tend to be more complicated then knee-jerk statements). Whether seats could of saved challengers crew is a different and lengthier conversion and I'm already off topic enough for this thread. Getting back on topic... Sitting down now to play some more Kerbal.
  21. Only the first four shuttle launches had the seats... Also The Gemini capsule.
  22. Also remember that the KSO has nosewheel steering that you can enable and get much greater amount of steering freedom. Not recommended at high speeds. I fly with FAR and DE, I actually undershoot KSC with a burn on the farside and just skip in the upper atmosphere for longer. It works perfectly for me but your experience may be different... especially if your cargo was giving you drag.
  23. The mission numbers were also linked to fiscal years and a fear of the number 13... but besides the point.
  24. That was a problem with the real shuttle program. The math becomes dependent on the turnaround costs and maintenance vs the regularity of flights. Both aren't issues in Kerbal. **edit** plus nobody has balanced or can balance the cost figures since Currency hasn't been implemented in KSP yet... nor does anyone outside of squad know what this system may actually function like. So the cost numbers are completely arbitrary.
  25. OMS and RCS use the same fuel. Nose RCS dump is actually not before reentry. If it was, there would be no way to control the spacecrafts nose since the control surfaces wouldn't work in that part of reentry. This dump is performed to reduce the weight in the nose AFTER there's enough atmo that RCS isn't needed anymore.... So the flight surfaces can actually lift the nose. It's not to avoid fire.... well, not primarily.
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