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LordKael

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Everything posted by LordKael

  1. If your goal is to create a guide on how to recover, my first suggestion would be to include/reference building tutorials, as a large percentage of issues can be resolved before take off. Secondly, I would hazard a guess that a good number of people who have/will respond "poor flying" or "crashed it into something" simply need to check the tweakables. Disabling all yaw control, and simply having a vertical stabilizer without any rudder will make flying these planes much easier for beginning pilots. Having logged somewhere in the neighborhood of 2000 hours on various flight simulators, as well as a few hundred hours on RC aircraft of all sorts, flying a 3ch plane is infinitely easier, and will prevent amateur mistakes such as using the rudder to turn. Third, I would suggest that anybody who has issues with stalling or engine flameouts try flying less aggressively. Including tips on how to fly smoothly would be a boon to them.
  2. I think Hcube has the right of it. This brings to mind that ps2 game "Mercenaries", and how any given faction could have 'hostile', 'unfriendly', 'neutral', and 'friendly' status with the player. Something similar to this could very well be implemented, giving incentives to the player to complete contracts and keep all the various companies happy, to give a boost to rewards. And since certain companies make similar but different parts, you could get a discount on parts from friendly companies, be charged more from unfriendly companies, or even have companies set as rivals to each other. Just my two cents.
  3. To be clear, you're suggesting that the faster the rock enters the water, the better this would work?
  4. so, at what point are you going to release the .craft file? I would absolutely LOVE to sail that beauty around.
  5. definitely just doing it for the challenge. Not much else in the game that hasn't already been done by somebody, so I figured this would be fun.
  6. I just tested it, and I got a 1924 ton rock to splash down at 824m/s. So, definitely to the point of needing a parachute system. Think 20 radial chutes and 36 radial drogues, plus a single large chute would be enough?
  7. I'm planning on strapping a crapton of parachutes, and aerobraking really slowly. I think it's projected to be around 30 passes.
  8. Landing a Class-A asteroid in the soup-o-sphere that was 23.5 isn't really the same as landing a Class-E in 1.0.5. Especially since this one weighs just shy of 2000 tons.
  9. Both of those sound awesome. Links to threads? I'm going to attempt to attach a parachute module with a couple dozen drogue chutes and about 20 radial chutes, and then aerobrake it as gently as possible. any thoughts on feasibility? I'm pretty sure the asteroid weighs just shy of 2000tons. Not sure how many chutes I'll need, or how to figure it out.
  10. Definitely practical enough to just move the 3,200ton rock. Plus, the fact that you have it in an orbit of your devising is a huge point of pride. I'm currently in the process of trying to land an asteroid for no other purpose than that I think it'll look cool sitting on the surface near the KSC
  11. I killed a kerbal by nudging the capsule with a prematurely ejected SRB in launch. This "nudge" happened at around 70m/s relative velocity, a sheared off a fin, which collided with my LFO tank, and blew it to pieces. Which unbalanced the craft, sent it into a spin, and the G-force meter on my navball maxed out just before everything exploded violently at 7500m. A close second: my proof of concept for an asteroid landing mechanism. Suffice to say that they work well as heat shields, but don't do quite as well as a replacement for landing gear.
  12. Hi guys, Today, I decided to try and land an E-class asteroid on Kerbin's surface, because why not. What I want to know is whether anybody has ever successfully done it. I'll be posting pics once I get it down, but I wanted to first see if anybody cares.
  13. As much as I would love for 42 to be the number of biomes on Kerbin, I would honestly prefer another dozen or so be added. I think "deep underwater" should be like "space high above _____" and Squad ought to implement a couple of oceans, with "on the surface of XYZ Ocean", "Below the Surface of XYZ Ocean", and "Deep beneath XYZ Ocean" for each. Then, after a certain range, just say "deep underwater"
  14. While we're adding things to the KSC: A seaplane/boat launch site to allow for craft launched directly from the water. This would be more of a convenience than an actual game improvement, because designing planes to be land and sea landing capable is a pain. And yes, I know that real seaplanes have this capability, but KSP is not real life. A submarine bay, in the slope to the east of KSC, about 50 meters below the surface. I would hazard a guess that with the new buoyancy/underwater dynamics would merit having additional science and easter egg-related missions underwater. A curved runway, forming a shallow arc. This would make landing fast planes easier, increasing the maximum possible landing speed. I'm not suggesting a dramatic curve, but enough to noticeably slow the plane after the halfway point, and allow for the incoming aircraft to need less flare to make contact. Just my two cents, what do you guys think?
  15. Best/only stock way to maximize transmitted science is by using the Science Lab part. However, it looks like you don't have that unlocked. But, if you're getting such a tiny fraction of the original science value by transmitting, I would hazard a guess that you've already done that experiment once or twice?
  16. Thank you everybody! In response to Tourist: I really appreciated the in depth nature of your response. Yes, I knew a good amount of what you said, but having everything in one place made things flow much more seamlessly in my head. In response to Ten Key, I never knew how to get the orbit offset feature, so thank you!
  17. First Post to these forums, but have been playing for a few months now. I have viewed/read a number of tutorials on the process of an orbital rendezvous, and still cannot manage without MechJeb. Originally, I had planned to simply wait until it was updated to be compatible with !.0.5, but I really would like to continue work on my Kerbin Orbital Station. If anybody has a tip for performing an orbital rendezvous in stock KSP, I would really appreciate it. I understand all of the principles behind how it works, and can do an interplanetary transfer no problem, but with such sensitive orbits in LKO, I am struggling. Thanks!
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