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Everything posted by sal_vager
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trbinsc, I\'d like to sign up for another flight, I only have little landers though if that\'s okay.
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@ Luigibro606, we are flying version 0.14.3 so far, if you can work your debris clearing magic with only stock parts then thats great, but so far the three pilots have managed to land without much trouble, the mod base had a few orbiting debris though.
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Hi Seanoog, in case you or anyone else is wondering, the USS Palomino is based on the ship of the same name from the old Disney movie \'The Black Hole\' I found Samstarman5 had made a ship and I felt I had to make a stock version, his vessel can be found here: http://kerbalspaceprogram.com/forum/index.php?topic=5566.0
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[move]mager42 sets incredible Mod time of 10:05:06! : Kerbal Herald exclusive, Kosmo-not 'Top spot is mine!' : Cykyrios knocked from 1st place! : Competition is intense : Best stock time to date 11:18:33 : Contestants warming up engines in skies above KSC : \'Back up your save\' man gives interview : Cleanup crews running out of white paint : Parked rockets draw large crowds : Rocket Hotdogs E-coli scare : 'PakledHostage thrills the crowd' headline of The Kerbal Herald : Jebediah, Bill and Bob seen near launchpad : Fans enjoy party atmosphere : Orbital cameras clogging space lanes : Trees liquefied to provide extra fuel : The Kerbol 'Check out our page 3 Booster Babes' : KSC predicts burnt fuel smog over cities : Camera drones gang up on Kraken : Lost contact with Mun camera crews : Ticker operator playing Minecraft[/move] Ladies and gentlemen! Welcome to the first annual KSP StarRally, the ultimate test of your piloting and ship construction skills! The Course. The standard course is made of 3 checkpoint rings and a finish line ring, the 3 checkpoints must be flown in order and the finish line must be last. Checkpoint 1: Situated in high Kerbin orbit, racers will have to intercept this first ring early if they want to stand a chance later on. Checkpoint 2: In a stationary orbit visible from the KSC, you can be sure thousands of fans will have their telescopes ready to catch the action. Checkpoint 3: Orbiting the Mun at 75k, this checkpoint offers excellent vistas of our nearest neighbor, but try not to get distracted. The Finish Line: It'll be a mad dash back to low Kerbin orbit for a retrograde intercept, possibly the hardest section of the standard course! The extended course consists of 3 bonus rings, these rings are optional but if flown, must be flown in order between checkpoint 3 and the finish line, you don't have to fly all 3 bonus rings. Bonus 1: Part of the extended course for those foolhardy enough to scoff at the regular checkpoints, Bonus 1 sits at the very edge of Kerbins gravitational hold, where strange forces can interfere with your vessel. Bonus 2: As if the other rings were not hard enough, are you ready for a precision Munar landing? Only rockets inside the ring will count. Bonus 3: You\'ll be on edge with Bonus 3, this checkpoints orbit is tilted at a crazy 45 degrees, and you'll still have to get back to the finish line! How To Play. Make sure you are using 0.14.2 or above, as the older versions are not compatible. Backup your existing persistence file! It's in the KSP/saves/default folder. Download the StarRally.zip and copy the contained persistence.sfs to your default folder. Build a ship that can intercept at least 4 orbital targets. Fly the course, take a screenshot when you pass through each ring (or alongside the Lite rockets) with the F1 key) Make sure the mission clock and altimeter are readable, these will be needed to verify your times. Final score is your time at the finish line, faster is better. If you restart your flight, restore the persistence file from the zip so everyone starts the same. Submit your results including pics in this thread. Don't forget your ships name and link to the mods you used (if any) Teams can share their persistence file and take turns flying, remember to credit everyone. PM me with a link to your entry, so I can keep track of them. You can design and fly your ships however you want, the only real rule is that config edits are not allowed, it must be possible to build your ship without having to edit any files. Competitors Kosmo-not and Cykyrios have made spreadsheets to help with orbital rendezvous, you can find Kosmo-nots on his page, and Cykyrios's can be found here. The Stock Leaderboard. [*=center]Kosmo-not, catapulting into first place at the helm of the katapultieren, with a record time of 11:18:33! [*=center]Cykyrios, in the cockpit of the Zensoku, is the first to break the 24 hour barrier with 22:15:42 [*=center]sal_vager flying the RayChaser, total time 1:00:35:49 [*=center]PakledHostage piloting the Ker-Blue I, with a final time of 1:02:14:53 Stock Bonus 1 Stock Bonus 1 and 2 Stock Bonus 1, 2 and 3 The Mod Leaderboard. mager42, pilot of the Skylon 2M, setting what must be an unbeatable time of 10:05:06! Mod Bonus 1 Mod Bonus 1 and 2 Mod Bonus 1, 2 and 3 Please note, due to a bug with fuel usage in 0.16, it is recommended you use the Fuel Consumption Bug Fix. Good luck and have fun Sponsored by Ker-Flow-Full Sewerage and Pipeworks.
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People on slower PC\'s may still be able to contribute if they know how to edit a persistence file, it\'s possible to make a copy, edit out all but one ship and then land near it with very little lag, then finally copy the new landed ship onto the end of the original file. The person would have to check they didn\'t land inside someone else\'s craft though
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When posting look below the text box for \'Attachments and other options\' It\'s best to resave the PNG files as JPG so they are smaller, or upload them somewhere else and use the insert image button above the Smiley emotikerbal.
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@ Apotheosist, if you restart your flight, try popping the engine off and refitting it before you leave the VAB, sometimes this solves a build order bug, however there is a new fuel crossfeed bug in 0.14.3, you might have to mess with your design a bit.
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I ran out of fuel about 100 meters up because I had to hover around a bit, but the Ausplane engine is really tough so I survived the landing, and in just the right spot thankfully. The capsule section has it\'s own fuel and engine in case the craft has to return, all parts are either stock or from the Downunder pack: http://kerbalspaceprogram.com/forum/index.php?topic=3362.0 I had to drive the cart back up the hill as it scooted off when I was overhead, those things really need a handbrake. Here I am at Trbinsc\'s Landing
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Sure I\'d like to try again once the base has grown a bit, I want to try to make something interesting using the cart trick for sideways and inverted stock parts. The site is fine, I forgot to look for Kerbin and I wish there were stock landing lights, so far no one has even made spotlights that point down, so any modders out there, I\'d really like cart style headlights that point downwards and are surface attachable
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I have successfully landed my stock USS Palomino deep space exploration vessel at the Seanoog starport I used a lot more fuel than I expected to, the craft didn\'t like 0.14.3 at first, I had to add four more struts, have any parts weights been increased?
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trbinsc, I\'d like to submit my Little White Pill micro lander, it uses the Downunder aerospace parts pack. Downunder pack: http://kerbalspaceprogram.com/forum/index.php?topic=3362.0
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I think the stack decoupler is so heavy because it\'s supposed to be a able to bare the weight of the parts above it, shame there isn\'t a stock lightweight decoupler for the upper stages.
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I noticed the terrain was a lot higher where I tested my Mune Buggy, I was flying over it at around 4k but was only actually about 1.6k above the ground, landing was a little hairy. We\'ll all have to be careful with this new terrain.
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Thankfully KSP\'s new terrain hasn\'t broken the game for me, in fact it\'s running smooth as silk on Wine, so I\'m ready for the Mod base with my Micro lander (needs a new name) I can fly any of my regular craft to the Stock base.
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I don\'t think this exploit relies on the plugin part of the cart at all, instead it seems to work because the cart is surface attachable and also has attachment nodes top and bottom. It\'s the only part I have seen with these two properties combined, so a non-plugin part with the same surface mountable and attachment node features should allow the same crazyness.
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This lets you fit stock solids as retro rockets on your spent stages, lets you mount landing legs upside down so you can make a bucket for pushing orbiting debris, and lets you do your missions properly if you\'re Australian.
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If you use two carts in symmetry, you can swap a part from one to the other, turning other attached parts upside down. Letting you do things like this.....
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Here\'s how
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I tried a rover with the capsule as the engine, RCS tanks as wheels and thrusters as the tire, it was okay but one of the tanks would always eventually break off, stranding the thing, no matter how many struts I added
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It popped up on reddit and I bookmarked it, then forgot it existed, as it didn\'t support linux I didn\'t bother trying it at the time. Then much later I was sorting my bookmarks, found KSP, saw it still didn\'t support linux so I gave it a shot in Wine. Zooming didn\'t work, joystick didn\'t work, several other keyboard controls were also dead, but I could build a rocket, land on the Mun and return. That was enough. I donated that day and have been playing it ever since, keyboard zoom was eventually fixed and now even the mouse is working properly, there\'s just the joystick left to get working. I am a little worried that the new terrain engine will break the game for me though.
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I have successfully flown the cart to the Mun by balancing it with two landing legs opposite it, this was without SAS or ASAS as well as I like to fly manually, the rear wheels made the other two landing points. Getting back involved a Knight rider style ramp jump, much fun
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The Wiki says the engines are in Newtons and the weights are in Kilo\'s, Kerbals are very small, their capsule is only one meter across at it\'s base for instance.
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trbinsc, I have a mod part ship from ages back I\'d like to contribute to the Mod base so can you add me to your list as well please.
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The new terrain generator might mean all the old stomping grounds are unrecognizable, I\'m hoping the cart or a version of it will become stock, I\'m treating it as stock regardless as it\'s just too useful.