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Everything posted by Scoundrel
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Docking is tricky for me, especially when I do my stupid apollo style rendezvouses. It took me forever to figure out that if you point the ship to dock to north, select the docking port as a target, and simply face my rocket south, that all I have to do is get my velocity marker on that stupid pink target symbol. No worrying about that damned port slowly spinning out of alignment or anything like that. Since you know the port is facing straight up, you know you'll be right on top of it when the pink target symbol is right on the south part of the navball, and then it's just getting that green velocity marker to be exactly on top of it. Someone should really make a tutorial for this for the KSP game. I would if I could code even a little.
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CAN.U.C.K SSTO with Launch Vehicle
Scoundrel replied to Scoundrel's topic in KSP1 The Spacecraft Exchange
Thanks. I may have gone a little overboard with it though... -
I see a battery but... where's the flux capacitor!!! Also, good job! Too bad nobody makes movies like those anymore...
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Introducting the CANadian Utility Craft for Kerbals, or CAN.U.C.K. FEATURES: A 100% completely recyclable reusable craft, now with 33% more redundancies, that can fulfil a huge variety of roles, from long range explorer to planetary lander to satellite insertion vehicle to crew shuttle to planetary lander*. Capable of SSTO from Laythe or Kerbin, the CAN.U.C.K.'s 18 easily accessible parachutes allow for a fully fuelled unpowered landing onto any and all** planets and moons in the Kerbin System. Not only that, but if after your Kerbals have somehow survived the descent, access ladders allow all parachutes to be repacked so that they may be used again when if the engines fail or if when you return to Kerbin. Also included are a full suite of scientific and communications gear for the ultimate in utility - even if they don't do anything but go Ping! But we don't stop there! Also included are a bunch of green lights so you know where your docking port is at all times! How nifty is that! Lastly, 5 long range ion engines and six solar panels provide the option for ultra long range travel*** or highly efficient orbit corrections. Or, if that's not your thing, just fire them up and watch the pretty blue lights! Now your craft glows at both ends! As if that wasn't enough, also included is the light-based landing system. At 200m from the ground it just looks like a blob of light, but as you hurtle approach the ground, the light coalesces into a crosshair the closer you get, so you know approximately exactly how far you have to go before impact touchdown. ACTION GROUPS: 1 • toggle air intakes and jet engines 2 • toggle rocket engines 3 • toggle ion engines 5 • toggle boarding ladders 6 • toggle access ladders 7 • toggle solar panels 8 • toggle science 9 • toggle communications 0 • undock/decouple docking port But wait! That's not all you'll get. After all, what's the point of getting an SSTO if you don't also get the launch vehicle needed to put it into orbit! Introducing the Rediculon 2000 Launch Vehicle. This seven seater mammoth features real faux-leather seats, a highly inefficient two stage launch system, and 102 engines for increased smoke and noise production! The Rediculon 2000 Launch vehicle - it will get your SSTO into orbit or your money back, guaranteed!**** So get your CAN.U.C.K. today and explode explore the stars! INSTRUCTIONS CAN.U.C.K. 1) Activate landing gear to avoid engine damage. 2) Hit the space bar. Press 2 and 3 to deactivate rockets and ion engine. 3) Activate ASAS and set throttle to 100%. RCS is unnecessary. 4) Fly straight up, then perform gravity turn at 13000m. Once intake air reaches .28 or less, hit 2 to activate rockets, wait a bit, then hit 1 to close intakes and deactivate jet engines before they flame out (the timing of this will depend on how you fly it, so experiment). 5) When apoapsis hits 53km your gravity turn should be finished, but if it isn't, go completely horizontal and thrust until your ap is at around 75km. From there, thrust until you get periapsis past 53km. Then hit 2 to turn off your rocket engines, hit 7 to deploy the solar panels, and then hit 3 to activate your ion engines. 6) ??? 7) Profit! Rediculon 2000 1) Hit T to activate your SAS, throttle to 100%, then hit space. 2) Wait until your jet engines are past 100kN then hit space again. You'll go up. Whatever you do, don't stop. 3) At 14km start your gravity turn. Don't go past 60° or you might invert the rocket. Apparently bad stuff happens when you do that. 4) Once you're past 21km altitude hit space to jettison the spare tanks, then continue your gravity turn to 40°. 5) At 30km your turn should be about 20°. By 50km you should be completely horizontal. 6) Circularize your orbit and enjoy having hauled your SSTO into space! DOWNLOAD CAN.U.C.K. http://ryushare.com/oe655ajb8kch/CAN_U_C_K.zip Rediculon 2000 http://ryushare.com/uu90jdg1mc58/CAN_U_C_K__with_Rediculon_2000.zip FINE PRINT * See? That was a redundancy right there! ** Except for the planets and moons where parachutes don't work *** For those unafraid to accelerate for two days straight at x1 warp **** Guarantee void if Rediculon 2000 is taken outside of VAB
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[0.20] HydroTech Mouse Drive v0.2 (2013.06.03)
Scoundrel replied to Michael Kim's topic in KSP1 Mod Releases
Ooops, I see now what the poster was asking. My bad -
[0.20] HydroTech Mouse Drive v0.2 (2013.06.03)
Scoundrel replied to Michael Kim's topic in KSP1 Mod Releases
+1 from me for making this! Great job! Have you thought of using a filesharing service like mediafire? -
This is awesome. I've always wanted a giant hamster wheel for my kerbals, and this one has rockets for moar powarrr!
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Nicely done, even with the Eve miscalculation (how very Kerbal!). I like these sorts of old-fashioned tools because I can leave them around and fool people into thinking I'm really smart. Also they're useful. Again, well done.
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Single-Touch-To-Orbit.
Scoundrel replied to SuperSeniorComicGuy's topic in KSP1 The Spacecraft Exchange
Ha! This is awesome! I love it when someone does something really clever like this. Good job! -
[0.23.5]General Propulsionâ„¢ SOLD
Scoundrel replied to Galacticruler's topic in KSP1 Mod Releases
Ah, my bad, I missed it. Here's a link with the parts list pic fixed and a close up the panel. http://ryushare.com/pjpverdesbo8/FBI_Parts_fixed.zip Btw, why are the large stack braces supposed to be radial if you don't mind my asking? Is it so they don't interfere with the node on large stacks, or is there a trick I don't know about? -
[0.23.5]General Propulsionâ„¢ SOLD
Scoundrel replied to Galacticruler's topic in KSP1 Mod Releases
I think you have a nice idea with this, for what little my opinion is worth. FYI I downloaded it to test it, and there's an issue with the 2.5 and 3.75 stack braces in that they have radial attachment behaviours rather than node attachments which you will want to fix. The 1.25 works perfectly fine. Here's a link to some quick screenshots I took of each part in slightly high rez, as well as a part presentation layout pic to make it look more professional and so people can see as a whole what they are getting. http://ryushare.com/3c8qxv7hh9pn/FBI_parts.zip Good luck with your add-on! -
Parachute is the way to go. The other options are good too, but a parachute is the best solution.
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Any value in having SRBs after stage one?
Scoundrel replied to The Ideal Gas Lawyer's topic in KSP1 Discussion
Hahahaha! Touché SwagBoiFresh. Touché. -
Pro and con of the Jet Engine compared to Turbojet Engine?
Scoundrel replied to Daze's topic in KSP1 Discussion
I think it is kind of funny that the turbofans work better at high altitude than the turbojet engines in the game, when IRL turbofans work better at low altitudes (more thrust, better fuel efficiency) and the turbojet engines work best at high altitudes and high speeds. I personally would have had turbojet engines, low bypass turbofans, and high bypass turbofans, with turbojets being best at high altitude/speed, low bypass being a good compromise engine, and the high bypass engines for low altitude/high fuel efficiency. I don't know why C7 didn't do that in the first place, but then he might not have known about jet engines. -
My inspiration and motivations for new missions and ships
Scoundrel replied to Bebbe's topic in KSP1 Discussion
I have the entire OST on my itunes and fire it up when about to launch because, for some stupid reason, it makes me laugh. -
Any value in having SRBs after stage one?
Scoundrel replied to The Ideal Gas Lawyer's topic in KSP1 Discussion
SRBs are best used <13km altitude to keep your 2gs of acceleration through the thickest part of the atmosphere. Once you're at about 13km the atmosphere significantly starts to thin out and you should be starting your gravity turn if you haven't already. Once the gravity turn has been performed, small SRBs may help if you want to throttle back on your main engines to conserve fuel for orbital maneuvers. The problem with doing that though is that they will sort of hinder you as you need gimballing engines to finish your turn since aero control surfaces will be less than useful, and RCS is kind of wasted on anything except translation. And anyways, at high altitudes, you're better off staging liquid engines than hauling up srbs. -
resurrect "Rocket Builders" subforum?
Scoundrel replied to segaprophet's topic in KSP1 The Spacecraft Exchange
You could try Rune's Gently Crashed Ships? I too would like to see the rocket builders subforum restarted. The crafts thread is getting cluttered with 'companies' that really need their own subforum to thrive. -
I'm glad you like it. What's really cool about the reinforced landing gear is that, once the tanks are near empty, it can land again without loosing parts or the whole thing collapsing! You can't action group tanks at the moment, but it is constantly popping up in the suggestions forum, so maybe once tweakables is implemented it will become an option.
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I would add a hamster wheel/ball so they can exercise.
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So after hours and hours of work fine tuning, reinforcing, and creating a landing gear setup that matched the "look" of your design, I am happy to present to you: http://ryushare.com/jyrlzw3j91vx/Anubis_A.craft How to install: copy the craft file to your SPH folder How to fly: go straight until you are around 120m/s then pitch up Troubleshooting: sometimes the craft will veer off to one side consistently. This is because of a landing gear angle glitch. Simply go into the SPH, select each gear (symmetry on, grid snap on for the rear; symmetry off, grid snap on for the front) and put them where they were before. This should kill the angle glitch. I shall permit those with better machines to provide snapshots of them getting this beast into the air. My machine was too laggy to get snaps showing it being airborn with the runway underneath it. FYI, I could get it airborne before it had used half of the runway! Also, it's amazing how much extra fuel you can bring into space getting it nose up so early. Just remember to throttle back after 6km altitude as you build up acceleration. Keep it around 2gs for the largest amount of fuel.
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Why won't my rover wheels grip? [re-post]
Scoundrel replied to flightmaster's topic in KSP1 Gameplay Questions and Tutorials
If you're tripling the 'speed limit' while keeping the same torque curve then you need to (at least) triple your power consumption if you want something approaching consistent let alone realistic. Okay, here's my purely non-programmerlike speculation: Torque curve: IRL, this is a graph of the torque/rpm. In ksp terms, this is the amount of "thrust" your wheels have at certain rpms. I don't know how the coded numbers work, but I suspect the number is linked to velocity or a velocity equivalent. The torque curve numbers make no sense (to me) for electric motors since, generally speaking, most electric motors have about 8x the rated torque at 0 rpm (meaning as it spins up it has 8x the torque, but it drops off - usually linearly, though there are exceptions - to 1x the rated torque at the rated rpm). If you want to make your rover accelerate like a bat out of hell, double or triple both the first and the second number in the key line. If you multiply your overspeeddamage number by 3 or 4 as well, your rover wheels should give you a top speed close to what you are looking for as well as the ability to actually reach that speed. I personally haven't tested it, but if you give it a go, let me know if I was close or if I was just talking out my posterior. Steering curve: looks to be the maximum degrees angle that the wheels will lock as you turn, though it could also be turn rate. The first is a velocity number, the second is the degrees. I have no idea why they did that. Definitely lowering it as you go faster will probably keep your rover stable at high speeds if you've set your CoG too high so it becomes tippy. I use ballast on my rovers to get my CoG low and they almost never tip. Impact tolerance you can probably leave alone, though if you keep blowing tires from hitting rocks at 200kmph you might want to up it. Sadly, not without making a plugin and, likely as not, new config files for each part. Personally I've been pondering the idea of bugging BobCat or someone equally as brilliant to work with me on a rover mod to solve these problems - proper torque curves, wheel lock, traction, etc. - as well as using the throttle setting normally used for rockets, and a custom gui button to switch to rover mode so W gears up rather than accelerates (1st, 2nd, 3rd, etc), and S gears down (including neutral, reverse) and a few other ideas... but before I can even think of doing any of that, I have to figure out what 1 kerbal power unit is equal to in watts, because without that, I can't calculate top speeds, torque, and so on. Very frustrating. That said, as clever as I may think my ideas are, I can't code (I know, I am but a stupid petrolhead), and modders have their own projects to work on, so it'll probably just die stillborn. -
Great design! The takeoff problem is solved by moving the wheels forward so the rearmost set of wheels are near the center of gravity. That's why it doesn't rotate. Also, keep it's acceleration just below 2g (in the green) until about 50km altitude to maximize your fuel. More than 3gs inside the atmosphere is wasted. I personally might have added a few drop off jet engines and filled the center section of engines with thrust vectoring engines, but at the same time, I really like the all aerospike look.
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The European H.E.L.L.O. project, kerbalised
Scoundrel replied to KasperVld's topic in KSP1 The Spacecraft Exchange
Hahaha! This is awesome. Downloaded. -
The "Heimdallr"-Program - Crew Launch System
Scoundrel replied to Spanier's topic in KSP1 The Spacecraft Exchange
Great job! Kind of creepy how similar your command modules are to mine, though I never thought to put linear RCS on my pod. Instead I do sets of 4x RCS on the tank and ASAS to optimize my ability to kill lateral momentum thru translation when landing. If I was paranoid I would suspect you were inside my head... maybe I shouldn't have watched Being John Malkovich last night.