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EpicSpaceTroll139

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Everything posted by EpicSpaceTroll139

  1. Ok so earlier I posted about my Mun mishap, and how I was sending a new Mun lander to replace my broken one and rescue Mabeth Kerman. Well, I made a mistake trying to fix my previous mistake. I pointed my friggin solar panels directly away from the sun, and left it like that all the way to the edge of the Mun SOI... without hibernation. I'm now trying to rescue the rescue mission by sending a CEV from Mun Station l to rendezvous with it. Cooperative closest approach markers that didn't disappear if I added more Delta-v would help.
  2. When I started the game, I did everything by hand as I didn't know about mechjeb. I got quite far without it. Then I discovered it and did some stuff with it, only to find I could do most tasks better on my own. Now I almost never use it. Last time I used it was a month or two ago, using it to keep a plane at cruise altitude over a multi-hour flight so I could do homework instead of babysitting the aircraft.
  3. What changed about the SAS? I haven't noticed any significant differences thus far.
  4. Tried to continue using a Mun lander that was missing a leg to get more science. It worked fine on a flat surface, but then I tried landing in a hilly area. I paid too much attention to angling my lander so it wouldn't tip over, and as a result wasn't looking at the all important velocity and radar altitude indicators. It's missing more than a leg now. A new lander is on its way and its first mission after topping off at Mun Station l will be to fly down unmanned to pick up Mabeth Kerman, who was stranded by this incident. I also did a hop in a prototype reusable core stage after emptying most of the fuel out (If I crashed into the pad I didn't want the thing full of fuel, and I figured near-empty would better represent how it would be on return from orbit). Turned out I'd given myself exactly enough fuel for the hop.
  5. I do that, but for whatever reason backspacing doesn't get rid of the quote. Same thing for if I mention someone's name (ex: @kraden). Another problem I have with mobile is that a lot of times when I try to write a post, it will open with a quote that I put in post a while ago. It's really annoying and means I post a lot less via mobile than I would otherwise.
  6. AFAIK this means that your landing gear has exploded an thus there is nothing for your engineer to fix.
  7. I spent the day performing an exhibition to the north pole in an extended range version of my Pelican. KSP tried to kill me by blowing parts off my plane when I loaded a quicksave to finish off my journey to the North Pole I circumvented this by turning on unbreakable joints while it reloaded (I turned it off once physics started working). Anyways I landed at the North Pole and got to work deploying an experimental relay mast which I am developing primarily for usage on other planets. I then decided that, as I wasn't even close to bingo fuel, I might as well go check out the crashed saucer. Edit: I'm doing some drop testing of the Pelican to figure out what's going on Edit2: It seems that the extended range version can withstand a maximum of 2.3m/s vertical impact. While I generally try not to slam my planes into the ground, I like to have a safety margin of at minimum 5m/s on career planes. Guess I have some work to do.
  8. This is definitely a good idea. One neat thing is that you can currently make submariplanes. An Aeris 3A can fly underwater even. Whether we get new parts to do it with or not, it would be awesome if there was stuff underwater to find. Wrecked pirate ships anyone? (Perhaps with evidence of a Kraken attack?)
  9. I loaded a fixed version of my Pelican (seen earlier undergoing RUD) and paused my game for a bit. I came back, unpaused it... and then it exploded. (It teleported about 1/2way into the runway, then physics turned on)
  10. I had the Rigid attachment on in that version. After the events depicted in my post, I turned on autostruts too. I also slightly reduced my elevator control surface authority, and I didn't have any in-flight RUD problems until I tried landing at the island and said reduced elevator authority resulted in a fairly hard landing, which for unexplained reasons caused the wings to break off and flip over the top of my plane, takeing out my rudder. (I eventually came to a stop upsidedown on a slope at the side of the runway... amusingly my gear had no damage). After that I increased the elevator control authority back to normal levels and so far I haven't had any problems.
  11. This actually happened last night, but anyways... I unlocked mk3 plane parts in my 1.2 career save, so I built a plane using them. It seems either the strength of wing parts have changed or I forgot how flimsy they were because about 1/2 of my wing came off. From now on, I am going to either put an abort system or test these things unmanned, no matter how simple and unlikely to fail they appear to be. Sorry for the dark pictures, but I really wasn't expecting to be taking them.
  12. Nice! Just curious, what's the wheel sticking out the back of the engine on the Adam for?
  13. I've been working on a new type of stock electric plane: solar powered. So far I've had mixed success. It currently gives me enough thrust to fly comfortably on Kerbin, but simulated Eve conditions (since that's where I intend to take it in my career save) show that the blades have trouble moving through the thick atmosphere, indicating I need more torque. Another problem is that the propeller and/or the outrunning casing seem(s) to snag when I turn or pitch the aircraft, resulting in a violent shake from the transferred momentum, though the prop restarts again.
  14. I think that razark was trying to point out how vague your OP was, since it didn't mention what exact mod you had downloaded, or what video you were talking about.
  15. My guess is that if it works like 99% of the mods out there, you unzip it, go inside, find a folder called "gamedata", and copy it's contents into the folder called '"gamedata" in your KSP directory.
  16. Yep I hadn't checked recently (as I haven't unlocked it in my career save which I've been focusing on), but I knew it would be the higher of the two. They're power hogs lol. And rightfully so
  17. Was returning a rocketplane that had just orbited 3 tourists and rescued yet another stranded kerbal. Performed the deorbit burn, got distracted by a youtube video (Cody'sLab), and forgot to pause the game. Came back to this: $15,500 down the drain (not counting loss due to the distance from KSC), but everyone's ok so I'm happy! Actually profits covered this like 5x over.
  18. Lol I plan to... It gets a bit tiring though. I have been getting an insane number of rescue missions. It's like they think I'm the space equivalent of the Coast Guard. Ah well at least it gives me a steady supply of kerbals to expand my operations with
  19. Was rather amused by the inability of the folks at FLOOYD DRL to understand the significance of a spacecraft's name. They want me to 'expand "Mun Station l" around Kerbin' It's heading for the Mun tomorrow. Also this:
  20. Was working on a tanker in career mode and realized I could double my fuel/fuselage ratio simply by sticking Oscar-B tanks in a cargo bay. http://imgur.com/Tsova1F It has a lower wet/dry ratio than regular tanks, but I blame that on having 4 tanks (and thus more metal) instead of one larger one. I knew that more fuel should be able to fit in Mk2 tanks but I didn't know just how bad they were. #Mk2fuselagetanksarespaceinefficient
  21. Broke the game http://imgur.com/a/Nx7Pl Then again, not to surprising considering I was on prerelease
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