-
Posts
17,670 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by sal_vager
-
This page: http://kerbalspaceprogram.com/forum/index.php?topic=7787.0 should help you get to the Mun, but you may want to make some changes to your rocket. You\'ll want some legs for your lander, wings work quite well for this, placing them on radial decouplers will get them low enough and you can jettison them for the flight home. Wings at the bottom can help your rockets stability early in the launch, and the smaller engine can also help as it can steer you. There\'s a part called the SAS, which can help you rotate your rocket, that is useful both for stability and for changing course when you are in orbit. Hope this helps
-
Nice rocket, how come you can\'t fly it? Also, If you look in the top right corner you\'ll see the buttons marked \'quite\' \'modify\' \'remove\' You can use the modify button to change your posts when you need to Welcome to the ship exchange btw.
-
It looks like KSP set the rockets down before it had finished sorting terrain height, maybe there needs to be staged loading for objects on the Mun? Edit: Forget it, its a shader problem supposedly. I think I know what was causing the Mun to be so bright, not only for me but Winter Man mentioned this as well. Of course we have all seen that the Mun is brightest in the center on the sunward side, this is probably because multiplication filters are applied to vary the brightness. Anyway I noticed, eventually after a few restarts just in case it was KSP\'s fault, that I was orbiting the Mun on this bright spot, not high up either so the entire Mun looked to me to be whited out. Another ship on the other side of the Mun saw no such brightness. Next time I\'ll try to avoid any maneuvers at Munar noon, it\'s just too bright. Maybe the devs can make sunshades?
-
I thought I\'d have another look at the file, as soon as I switched to the base, the ground spasmed and trbinsc\'s lander fell over and broke, also whats with the moon being so bright? it\'s never done that to me before.
-
The Munar Skif, a Ker-Flow-Full light rocket design.
sal_vager replied to sal_vager's topic in KSP1 The Spacecraft Exchange
Okay here\'s how I do it, may not be the best way though but it works for me. I keep full throttle on the ascent, and make pitchover at 12k to 13k, this is high enough to be out of the thickest air. I pitch to an angle of 45 degrees east and hold it there while watching my Apoapsis on the map screen, checking for when boosters expire or watching my G meter for a drop-off. Sometimes I pitch again to 68 degrees east once my Apoapsis reaches 60k, but it seems not to help reduce fuel use, makes it easier to circularize my orbit though. When my Apoapsis hits 70.5 to 71k, I shut down the engines and coast until the rocket is close to the same altitude, I lose some height but don\'t worry about it. Then I level off and relight, trying to raise my Periapsis without going in front of the Apoapsis marker, tilting the nose up can help. When the Periapsis is also over 70k I shutdown and start breathing again I find with a large ship, it can help to pitch to around 35 to 40 degrees, as the best ballistic trajectory seems to be when the flight marker is at 45 degrees rather than the nose of the rocket. I am trying to find a more efficient method, maybe Closette\'s work on throttle position can improve things. -
[0.14x2][stock Mun lander] Momus MkI
sal_vager replied to Kosmo-not's topic in KSP1 The Spacecraft Exchange
We are back to the old VAB se-sort bug in 0.14x4, to work around it add an empty stage for each decoupler when you add it, and don\'t move decouplers to other stages. -
It\'s Kerbally, did you land on them? I did my flight in 0.14x4, and didn\'t have any unexplained bangs, I might have to put a Mun rover up next so we can do donuts.
-
Ok, I thought you might need a lander with plenty of fuel just in case any Kerbals need to return to Kerbin quickly, the space toilet might stop working or something With space bugs nibbling my rockets recently, I had forgot I could press capslock for fine control, it was touch and go for a while there.
-
I suppose people could simply copy the submitted Mun base sfs files into one master file? Edit: I\'ll reword that, I meant copy the contents of their sfs file, specifically just their Mun base contribution, into the larger sfs file being used to contain the community base, it\'d need a maintainer. Otherwise we\'d all have slightly different Mun bases with no way to combine them. (I have nothing on the Mun yet, silly space bugs)
-
Actually I just tried to mount or open it, it\'s plain text, the .sfs extension might as well be .txt Everything is listed with its positions, even Kerbal bravery is in there, take a look
-
I thought I\'d donate again to show my support, KSP is a game I want to see grow and still be playing years from now. I hope the forums stay packed with the kind of people in this thread as well
-
It\'s an sfs file, I think that is squash file system, it\'s open source as well.
-
Is it even possible to combine persistence files? if not then several people will be making changes concurrently, it might only work as a sort of play by email system with each person having a day to put their part on the Mun.
-
KSP is already worth every penny, its the best game I\'ve played in a long time.
-
Modular Hexagone Medium orbiter (stock)
sal_vager replied to Apotheosist's topic in KSP1 The Spacecraft Exchange
You\'re welcome mate There seems to be a sweet spot with power to weight ratio, 3 fuel tanks to 1 engine gets you about the right speed for an efficient ascent, the max the gimballed engine seems able to lift is 6 though, it\'s 7 for the bigger engine. I know fuel economy isn\'t a concern of ships like this, but if you pitch over at about 12k to 45 degrees, you get a ballistic trajectory that can save you a bit of fuel, it\'s supposedly how you get the best range from stuff like cannons but rockets need to get above the thickest part of the air first. I know how bad the VAB can be, and I wish there was an easy way to line things up vertically, if your ship hasn\'t got enough engines on the ground some snap off. -
Nice and small Tell you what, this ship would make an excellent orbital stage to another rocket, all that fuel and 1 engine would mean you could sundive with ease and get back to Kerbin. Staging seems fixed in 0.14x4 by the way, so this\'ll work fine again in the final 0.14 release I think. If you want a workaround to the stage sort bug in 0.13.2, try rebuilding it but add an empty stage in the VAB before adding the parts for that stage, you will still need to do some dragging though, and add a final empty stage for the engine before fitting it and dragging it down. That should keep the ship working as intended.
-
Thanks for adding the Hopper Darkshadow, I didn\'t notice till just now I have another light orbiter for you with the Pepperpot, she\'s a pocket sized high performance ship. Name: Pepperpot Class: Light orbiter Page: http://kerbalspaceprogram.com/forum/index.php?topic=7764.0 I see the heavy lifter category is still looking a bit thin, I made the K-F-F Small Fuel Carrier a while back, think it\'ll fit? Name: K-F-F Small Fuel Carrier Class: Heavy Lifter Page: http://kerbalspaceprogram.com/forum/index.php?topic=7262.0 I\'m working on a range of direct ascent Skif\'s for the Munar craft category as well, they don\'t need to orbit Kerbin before making the Munshot, I just need to sort out names and do the screenshots. Both of these are 0.13.2 craft. Edit: Thanks
-
Modular Hexagone Medium orbiter (stock)
sal_vager replied to Apotheosist's topic in KSP1 The Spacecraft Exchange
Totally kills my frame rate, looks like you took the Pepperpot concept and turned it up to 11, very nice and powerful It needs a Mk2, maybe with more struts from the upper stack decoupler down to the outer tanks to prevent it flexing, it starts to rotate because of that. Or wings maybe, you have plenty of power to handle any extra weight Btw, I like to call it a daisychain fuel system, no one else had a term for it so I had to make one up. -
'Lunchtime lads, come and get it!' Kigwig hopped in through the open factory doors with newspaper wrapped, steaming bundles in his arms. 'Pull over those drums will you Kanley, we need a table' 'Did you get my favorite boss?' That I did Kanley, large chips and a side order of macaroni in tomato sauce, the girls in the shop say you\'re the only one who\'s ever asked for that. And here\'s yours Kodger, cod and large chips, traditional as always. And here\'s mine, chips and a meat pie' 'What kind of meat boss?' Kodger looked at Kanley while he unwrapped his lunch 'That boy, is something you don\'t ask, named meat costs extra' 'So lads, how is the new rocket coming on?' Kanley could only make a muffled noise as he\'d already stuffed a handful of chips in his mouth 'Coming on fine boss, Kanley just has to get the pipes fitted and then we have to name it' 'No ideas then Kanley?' 'Muumph' Kanley shook his head. 'So whats this one designed for? maybe the three of us can think of something' As Kodger spoke, he pulled a tiny pot out of his pocket and shook it over his lunch, black dust could just be seen falling out 'Well boss, it\'ll be fast, it\'ll really burn the skies if you let it, and of course it\'s nice and small, pocket size almost' Kanley, finally swallowing his mouthful, was looking at Kodgers little pot 'Whats that? I never seen that before' 'It\'s my pepper pot boy, gives my food a little kick' 'Is it nice, can i try it?' 'Well I suppose so, not too much mind' Kodger handed Kanley the tiny pot, which Kanley quickly upended over his chips, shaking it vigorously, and before Kodger could stop him he had another handful of chips in his mouth, this time covered in pepper. 'Ohmmmyyygoditburns!' With bits of potato flying from his mouth, Kanley took off running around the factory floor. 'Water I need water!' Kodger was nearly in tears trying not to laugh 'Never seen the boy run so fast! I better get that water though' Kodger was soon back with a glass which Kanley eagerly gulped down, with the entertainment over Kigwig turned to his chief engineer 'Kodger, that pepper pot of yours, would you say it was small and fiery?' 'I\'m sure kanley would boss' 'Boys I\'ve thought of a name!' ------------------------------------------------------------------------------------ The Pepperpot light orbiter. This all-stock ship is a firey little performer, try not to burn yourself Small, fast and perfectly formed, the Pepperpot was one of my early test craft when I was comparing booster arrangements, and it\'s still a ship I like to fly, so I thought you might as well. Though I class her as a light orbiter, she has plenty of fuel for orbital maneuvering, and though nicely balanced she\'s so fast you will be on your toes on the ascent, unless you fly the ASAS version instead Have fun Edit: Updated for 0.14 and now includes a new Micro variant using the small tank and engine, and can still reach orbit with fuel to spare.
-
The Munar Skif, a Ker-Flow-Full light rocket design.
sal_vager replied to sal_vager's topic in KSP1 The Spacecraft Exchange
I\'d love to see pics and I\'d like the craft file too, I\'m glad the design helped inspire you, I prefer my ships small and processor friendly If you like the Skif, help me name my new direct ascent series here: http://kerbalspaceprogram.com/forum/index.php?topic=7750.0 Also try out the Little Sipper and the Shamrock, the Sipper is a challenge and the Shamrock is a well behaved miniature orbiter. Shamrock: http://kerbalspaceprogram.com/forum/index.php?topic=7514.0 Little Sipper: http://kerbalspaceprogram.com/forum/index.php?topic=7225.0 -
[0.14x2][stock Mun lander] Momus MkI
sal_vager replied to Kosmo-not's topic in KSP1 The Spacecraft Exchange
Mate, aren\'t the legs too high up? Ahh I see, you drop your engine and land on RCS, I cant wait for the smaller stock engines in the proper 0.14 release, I\'ll be able to make some really small Munar craft then -
Mines nothing like as impressive as yours Darkshadow, I made a smaller version of your MuATJPRV. Everything was going great until an RCS tank broke off, struts just don\'t seem strong enough sometimes. An Imgur gallery of my misadventure can be found here: http://imgur.com/a/dUIoY#0 I managed the first 3 exploration challenges before disaster struck.
-
Efficiency: Most payload per liftoff thrust
sal_vager replied to foamyesque's topic in KSP1 Challenges & Mission ideas
The challenge is to lift a payload with the least possible thrust, I should try another ship with a bigger load and not carry it so far out. The trouble with that is I already tried my biggest rocket, and didn\'t even come close to your score, and I had to endure 1 frame per second as it flew. To be honest I don\'t really see the point to this challenge from an efficiency standpoint, you\'d want to loft the most weight per unit of fuel, not unit of engine power, as you can always put your engines on boosters with chutes at the top so you can recover them later, fuel burned is fuel gone for good however. The most a single large engine can lift is 7 fuel tanks plus capsule, and the most a small engine can lift is 6 fuel tanks plus a capsule, so all you really can do is multiply that, you wont get any better. Something I have found is that for us Munshotters, the lander is often just dead weight, so now I like to strap my boosters directly to my lander and use the landers engine as well, I have a nice range of direct ascent Skif\'s that I\'ll upload as soon as I think of a story to go with them And decent names, I can\'t think of good names. Edit: Here is a sneak preview of my direct ascent Skif range, with 0.14\'s persistence, launch windows now become important unless you want to fly them the old way and go around Kerbin first I was thinking of naming each after a musical instrument, the small one might be the pan pipe for instance -
Efficiency: Most payload per liftoff thrust
sal_vager replied to foamyesque's topic in KSP1 Challenges & Mission ideas
Okay, this is my last attempt, these ships are horrible to fly. (7.5 * ((0.5 * (209.7^2)) - (3.5284E12 / (80 422 902 + 600 000)) + 5 865 441.54)) / 600 = 73 048.5051 It wont make orbit if you take tanks off the boosters, and I can\'t fly any higher than this because I can\'t zoom the map on linux, the orbit lines and \'apsis wont show up on the default zoom once you get too far out. Someone else can see what the final energy of this ship is, but be warned, although it\'s stable it flies like a double decker bus. Edit: I didn\'t burn up all the fuel, meaning there\'s potential energy wasted, the score would be higher with this ship if I could see to fly it further out. -
Efficiency: Most payload per liftoff thrust
sal_vager replied to foamyesque's topic in KSP1 Challenges & Mission ideas
@ jebbe I didn\'t do anything more complex than see what kind of boosters gave the best performance, 4 tanks to 1 engine was good but a lot slower than Closettes ideal speed range, 2 tanks was great but burned out too early. @ Entroper Can you show me the formula with your numbers plugged in?, I can\'t figure it out. @ foamyesque Damn your unofficial intellectual barrier to entry I\'m trying hard to learn though. @ All Okay I am resubmitting the K-S-F-D-V as it can fly without the payload, If you removed jebbe\'s RCS tanks you\'d have a large gap (It should still count, I\'m just having fun) I\'ll use jebbe\'s formula as he kindly told me where to put my numbers, this is what google gives me. (2.5 * ((0.5 * (2 299.7^2)) - (3.5284E12 / (70 605 + 600 000)) + 5 865 441.54)) / 350 = 23 201.6714 (Running the tanks dry only got me 24 740.1119) Edit: (2.5 * ((0.5 * (2 201.2^2)) - (3.5284E12 / (152 705 + 600 000)) + 5 865 441.54)) / 200 = 45 005.6954 (5 tanks and the large engine only got me 53 644.4579, not enough to beat Entroper) (6 tanks only got me to 54 846.3035, that\'s the limit of what a single large engine can handle) This is probably the best I can do with my flying, I tried a gimballed engine version and a 5 tank + gimball version of the ship below, both failed to make stable orbit, they were just too heavy for the available thrust. It turned out I needed the extra thrust of the more powerful engine, and the number is high because I ran the tanks dry this time, I didn\'t think of that before so wasted potential energy. The payload is of course the top tank.