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LordKael

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Posts posted by LordKael

  1. 31 minutes ago, Angeltxilon said:

    I just thought a solution: the percentage of wind can be variable by difficulty and can be customized in the creation of new game.
    In addition, to being a variable value would have moments where they would wind in the launch area.

     

    9 minutes ago, RocketSquid said:

    I like the idea of air density, but that is pretty much just pressure at this point. With lighter-than air craft it could be useful, and could be important for future gas giants.

    With wind & air density, a balloon part could be added, or some other way to create a lighter-than-air type vehicle. On a world with a dense atmosphere, that shouldn't be too difficult. But a lighter-than-air floating fortress inside Jool's atmosphere would be awesome.

  2. I achieved my first manual docking, totally by accident.

    Normally, I have mechJeb do orbital rendezvous, and for simplicity's sake, let it handle the docking as well. (I know, there's controversy about this). But, I installed the mechJeb module on the wrong stage of the new section of my space station, and so when I decoupled the rendezvous stage, I lost access to the autopilot features. So, I'm sitting here, looking at my screen, and am about to revert and give myself autopilot, but Survivor's Eye of the Tiger came on, and I felt like I had to at least try.

    The new section of my station was two Hitchhiker modules, a 2.5m to double 1.25m adapter, two structural fuselages, another adapter, and a 2.5m docking port. Attached to one end was a space tug that had RCS capabilities, and had the only maneuverability for the craft. Ridiculously unbalanced, but I really care about how the finished station looks.

     

    TLDR; my first manual docking was with a ludicrously unbalanced craft, and had an epic soundtrack.

  3. 28 minutes ago, Archgeek said:

    Zounds, kerbol heliopause'd be sweet.  On the subject of sundivers, has anyone had any luck abusing radiators to get solar atmospheric science yet?  Its atmospheric height is listed at 600km, and since the dv needed to get to a 610km circular orbit is said to be13.7km/s, I've got two 14km/s+ probes that ostensibly can do it, but might not be able to take the heat that far down.

    I did it once, with a heat shield and a dozen giant radiators. Basically, took a 3.75m heat shield, pointed it at the sun, and then in 4x physics warp let the probe approach. This let the ablative properties protect the science type parts, and the radiators helped as well, though I'm not sure how much. 

    I don't have pictures, but the probe was a 3.75m heat shield attached to a spire made of either I-Beams or structural girders, and then radiators up top. The science package was as far away as possible from Kerbol, just as a faint hope it would survive an extra second or two. 

    Hope this helps!

  4. Personally, I have a rather expansive station in a 500Km orbit around Kerbin, and it has a shuttle designed to get from the station to either moon or to the planet. Usually, if it goes to the planet, I take a very shallow reentry angle, then fly it to the runway at KSC, which takes between 10 and 15 mins real time depending on where the station was in orbit. No heat shield required for that design, just a modicum of flying ability from the person behind the keyboard. It has a tiny little lander attached to it, which is capable of VTOL on either the Mun or Minmus, which is how my crew gets to the surface. Kinda low on Delta-V, so its pretty limited in use, but gets the job done.

  5. 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.

  6. 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.

  7. 21 hours ago, CalculusWarrior said:

    The fun thing about the new water system is that at high speeds, drag becomes lower (this is to assist with aircraft taking off from the water). Hence, the faster you enter the water, the deeper you will go. Try to deorbit the rock near the deepest point of Kerbin's ocean and hit the bottom. You shouldn't need parachutes, or any of that nonsense, just a lot of speed.

    To be clear, you're suggesting that the faster the rock enters the water, the better this would work?

  8. 20 minutes ago, Geschosskopf said:

    I'm not sure parachutes are needed because I haven't had one live long enough to need them yet.  The problem is that they're so intolerant of reentry heat that they die long before chutes become an issue.  Maybe 30 very gentle aerobraking passes would work but I wouldn't wager my career game's budget on that working.

    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?

  9. 57 minutes ago, Geschosskopf said:

    It's a lot harder to land asteroids in post-1.0 than it was before.  Originally, asteroids were indestructible so could survive very hard landings, and there was also no reentry heat.  So all you needed was enough dV to get them to intersect Kerbin's surface and you were golden.  But since 1.0, I've never managed to get one to the ground.  They are a lot less tolerant of reentry heat even than unshield spaceships going sideways into the air and tend to vaporize practically instantly upon contact with the air.

    I'm planning on strapping a crapton of parachutes, and aerobraking really slowly. I think it's projected to be around 30 passes.

  10. 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.

  11. 3 minutes ago, Just Jim said:

    I thought about drilling some of the weight away... but there might be a problem.  Right clicking it I find the asteroid weighs in at a little over 3,800 tons, and it says the resources are aprox 3,200.  At first I thought this was units, but once I started drilling, it dropped way too slow, almost not at all, so now I think it may mean tons.  If this is the case, there's just too much to try at one time.

    Plus I like the challenge of trying to move something so heavy.  Like you said, it would make a great heavy refueling station if I can. 

    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

  12. 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.

  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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