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Sean2323

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Everything posted by Sean2323

  1. Prepare to kerbalgasm all over your screen, for a mod maker has somehow beaten the development team to docking. I saw someone bring this up, but no one took notice. So bam. http://youtu.be/8cmNxz8P2gM I don't know how to embed videos. Sue me. Now back on topic to the point one seven update. Do you think there's a massive conspiracy around this video containing an obviously armed and fully operational docking system, in that it's actually game play from 0.17 made by a secret dev we've never heard of? I know I don't, because I'm not that crazy.
  2. I thought they more often used volume or mass to compare planet sizes? In that case, it is about 1,300 times the volume of Earth, and 318 times more massive. Great, that's settled, back on topic. After reading the recent posts about Moho, I'd prefer to have it left out of this update, if it's really that hard to deal with right now. That would mean we have a much higher chance of getting Moho as a new planet in 0.18, plus it'll take plenty of time to finish having fun with the 4 planet system. I've already got plans for many grand tours! Leave Kerbin, come back to Kerbin after a 2 year orbit to sling to Jool Juno-style, use it's gravity to sling to Eve, then maybe Duna, and then a return to Kerbin. And I consider that simple compared to some of the stuff I want to try...
  3. Mission accomplished on the first try. When I tried to link the images I uploaded to multiple picture hosting sites, they just ended up as tiny pictures of ripped paper in the preview, so I'll just upload the pictures as attachments. Assembly finished- rocket in the VAB, named the Armstrong, ready for roll-out and launch. Beginning Descent- the lander just after de-orbit, set for a landing around the center of the crater. Descent is going smoothly- course correction just about done. Final Maneuvers- slowing down to just under 1m/s for landing. The Eagle Has Landed!- smooth touchdown complete, Bill, Jeb, and Bob were happy to have stopped, and will wait in the Armstrong lander for pick up and return to Kerbin by an unmanned vehicle I am working on that will likely be called "Neil" or "Aldrin", in honor of the Apollo 11 crew. The lander will be left there to forever mark that crater as a memorial to Neil Armstrong. Side note, if anyone is interested, I may redo the mission, including the pickup and return of the crew by another ship while recording, to upload to YouTube. One small step for a man, one giant leap for mankind! Rest in peace Neil.
  4. That's an easy one, the top of the rocket actually lands it, and lifts it off the other planet. Or, if Nova feels particularly evil, he likely uses it as a skycrane, ejecting it to fly off into the atmosphere with more than enough fuel to get into orbit, being wasted. While the lander sits there... doing landery type stuff.
  5. Sorry it took a while to try it, I forgot I had a million pieces of debris from a 1000 ton concept plane, so I needed to delete my save. After doing so, the same rocket I used before got it in a perfect orbit, decoupled, and the ion stage flew away with me on it in full control, but leaving the liquid fuel stage behind because I'm dumb and screwed up the staging. So it seems to be working perfectly now. By the way, that was a pretty quick fix.
  6. I was using the decoupler that decouples with only 5 force, the one that covers the engines. And yes I am using the latest version, I downloaded it just a few hours ago. I think the issue is to do with how strongly the parts are glued, stapled, and taped together. I think the variable is "BreakingForce" and "BreakingTorque", I noticed both were missing from the battery, fuel tank, and Ion engine, that could easily explain why the only thing left over after break up was the liquid fuel engine, which had both those stats at 200. Also, from further checking, it seems like almost all the stock engines and fuel tanks have those variables, could that be the problem?
  7. Quick little criticism here. I get a simple probe in orbit using a simple assembly of a 3x6 meter fuel tank, and the single nozzle 3 meter engine, both from KW rockets. It went without a hitch through the gravity turn and circularization. Upon dropping the massive tank in orbit, my Ion-only probe would have it's engine simply break off the battery, the end. But with a modified version of the probe, I added a simple liquid fuel tank and engine (from this mod) in between the stages. Upon decoupling the 3x6 meter tank with this arrangement, the fuel tank from this mod simply disappears (no explosion), along with the Ion engine and the solar panels I put on the Ion engine, although the normal engine just floats there behind my probe. I tried the same two configurations on the pad, and the decouples went smoothly, only in orbit does this seem to happen. Any idea what can be causing this? Oh, and if you're going to say "strut it", even the 220,000 strength struts from KW rockets do nothing to prevent the odd break up. Thanks for any help or advice. If the solution is obvious, feel free to call me stupid.
  8. Is it possible to change the part config file of the wobbly decoupler/fairing to allow me to connect struts to it? By default I can't connect struts to or from it, and that wobble literally makes it impossible to get the thing above 30 km without it entering a massive spin. Plus it generally ends up violently ripping one of the sky-crane's engines off.
  9. I found this great video on youtube of a person who used Adobe after effects and Sony vegas to make a KSP reentry seem a whole lot more awesome. http://youtu.be/jvneIlxjdEM Just sharing a video I thought was amazingly done.
  10. Okay now that one was pretty good But look at THIS; OR THIS!
  11. MAN U THINK THAT HUNKA IRON CAN COOK? Well look at this 8)
  12. I saw this video on youtube, and it made me laugh for about a minute straight, so I thought I\'d share it. It\'s also how I predict a show called 'Cooking With The Kermin\'s' might turn out.
  13. I used mechjeb to get my rocket (dubbed the Kerbin Kollider), going at Kerbin with a speed of around 70,000 m/s, I used mechjeb to maneuver myself in an orbit around the sun with the same characteristics as Kerbin, but going the wrong way. 8) I don\'t think I have screenies of that run, but I can redo it, the ship\'s saved ;D I do have a video of me hitting the atmosphere at about 42,495.5 m/s followed by hitting the surface at 721 m/s with another ship called the impacter though... I guess I can upload it to youtube later today... EDIT: both the runs I did, I did with legit mod parts that I didn\'t modify to have infinite fuel, High mass, or extreme engine power.
  14. I laughed at the video, Bob and Bill are scared, and jeb\'s happy, then WHACK their ship is split in half and all three start smiling and laughing Plus that was an Amazing video, I hope Harvester adds competing space companies so a piece of my 'debris' from a 'purpose built space rocket' can 'accidentally' collide with their space station. ;D
  15. I was just wondering if, whether by accident, or on purpose, as someone lifted their rocket up into orbit, a piece of deadly stuff you left up there and should be ashamed of debris that you really can\'t blame on anyone had actually hit you? The closest I got was when a piece of debris from an old impacter test came around 4 km from a munar rocket that I had just barely slugged up into Kerbin Orbit, I didn\'t notice the piece until it was 30-40 km away in map view, but by looking at the two orbits, the closest point seemed to be about 4 km. I\'ll keep trying to get stuff to collide in my game, while I wait for a hopefully epic screenshot of someone\'s rocket and dreams of an epic munar landing or whatever that rocket was destined to do, being totally demolished so fast you don\'t even know what the heck happened, and of course, Jeb smiling all the way through it . Unless you put jeb on a less suicidal amazingly fun and important rocket... in which case... shame on you. =P
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