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DaMachinator

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Everything posted by DaMachinator

  1. In Latin, "Nemo" means "Nobody" or "No one". Lovely irony. Also, for any of you who have read Jules Verne's 20000 Leagues Under The Sea, Captain Nemo was fully aware of what his name meant.
  2. The Mk1 Lander Can will not be completely shielded by a 1.25m heat shield, because it's considerably bigger than said heat shield. Either: Use a heat shield that completely shields the Mk1 lander can. A 2.5m heat shield looks ridiculously big on the Mk1 lander can, but it works. Use the Mk.1 capsule, which is completely shielded by the 1.25m heat shield. Use a bigger capsule, and an appropriately sized heatshield. Think of the reentry heating as being "light", and the heat shield as being an object that can stop the light and cast a shadow. You want your whole craft to be in the shadow. Also, most craft will self-stabilize to have their heatshield pointing the right way on reentry before anything gets too hot with the SAS off.
  3. The radiator(s) will draw heat from your entire vessel to themselves, and try to dissipate it, until your vessel is at a certain temperature.
  4. It's pretty easy to calculate your surface TWR by hand. It's less easy, but still doable, to calculate your DeltaV. Nonetheless, I play with KER.
  5. RemoteTech does handle signal loss because something is in the way, but not that pointing sensitive instruments at the sun is a bad idea. There is a mod, called CactEye, which adds telescopes...don't point them at the sun. Also, if I'm really crazy, I might try this with no manual control at all, instead writing a kOS script to run the entire mission.
  6. I'll try this, although I'll probably try it with my Spartan Space Program install, minus RemoteTech because that would mean about a month of writing kOS scripts and/or getting a comms network up. insert shameless plug here -------------- From watching the video of the trajectory, it looks like the one-way trip time is about 1.5 years. Is this correct? (For my year estimate I was watching Earth's orbit.)
  7. I put an emergency system (read: drogues to slow down, then regular parachutes to land) on every plane. I make parts do things they were never intended for. Did you know that you can configure procedural fairings to have ablator and use them as heat shields? I use procedural fairings without FAR. I have over 130 mods on a 32-bit install, and it's 1.0.5.
  8. Fairings. Duplicate, triplicate, or quadruplicate your fairings. Do not shred my rocket with space confetti please. And yes, I have both Procedural Fairings and a mod that makes the stock fairings clamshells to remedy this.
  9. I think the crash that I've been plagued with is an out of memory crash, so I've removed many of the particularly large mods... Outer Planets, you will be missed.
  10. In some scenes of the movies Iron Man features in you can see airbrakes and small thrusters firing, presumably as a form of stability assist or maneuvering system...I assume that helps out quite a bit.
  11. I had at one time an ICBM capable of hitting pretty much anywhere on Kerbin from the KSC launchpad, but I don't remember what I did with it...If I can find it I'll post pictures. The payload was a BDArmory small HE warhead, but I can easily replace that with something stock. It also had a kOS KAL9000 unit on it that was to be used to run guidance scripts, but that is also non-essential.
  12. I am saying to do this: Get a copy of KSP 1.0.5, and set it up as if you were going to play KSP 1.0.5. Do not use the 1.0.4 files. You should start with a clean install of KSP 1.0.5. Use CKAN to install ModuleManager, it should grab the right version. Download BTSM. Open the zip in your file explorer. Delete the ModuleManager DLL from the GameData folder in the BTSM zip. Then copy both folders from the zip into your KSP root directory. Merge folders if asked to do so. I have no idea whether it works as FlowerChild intended. (S)He would have to look at my results and see if it is indeed working properly.
  13. I find that the Sounding Rockets grid fins do not perform very well on my cruise missiles, but I'm probably abusing them... Reading the article linked above reveals that I was probably in the speed region where they are least effective.
  14. Names of elements and subatomic particles, practical names that tell me exactly what something does, and (all my favorite names) EsperNet IRC GameServ namegen command.
  15. Well, I like mods that let me do unmanned spacecraft and manned aircraft before manned spacecraft. It's not the stock parts, it's the way stock does certain things.
  16. Explosive decoupling can get you to space with the starting stock parts. Save one Flea to use to slow down in lieu of a drogue chute.
  17. Aannddd I screwed myself over by using my precious science points for the wrong node. Also, the LV-T15 "Death Wish" overheats so fast it cannot be used for anything.
  18. First launch went well. Essentially a big hunk of metal on a solid rocket with fins. It reached 23 kilometers before falling back to the ground. New obseravtions: Contracts are asking me for crew reports at very high altitudes. Accepted some contracts that made sense. Added barometer and transmitter to above-mentioned craft. Barometer gives situation of "low space" when on launchpad, but refuses to collect data. Unlocked Engineering 101, which is empty, to pave the way for Survivability, which is not. Rotated fins on rocket slightly in an attempt to spin-stabilize the rocket, because adding a barometer on only one side means going straight up is not a thing. Added MOAR BOOSTERS to go higher. Noted with amusement that all of the boosters are numbered "03". Got dizzy from using locked cam so that I could actually click the barometer on the spinning rocket. A bunch of rocket bits survived impact. World First! It was noticed that if one could go just a little higher, one would be able to take measurements of the pressure high above Kerbin. A brilliant engineer noticed that the core booster wasn't making the rocket go up any faster by the time it was ignited, and suggested attaching the boosters directly to the "probe". This did not get any higher than the previous attempt. Apparently that "useless" core booster was doing SOMETHING. The engineers had another idea - tuck the antenna and barometer behind the probe core so that they made less drag, and don't spin the rocket. This rocket reached a height of 35 kilometers above the ground. Also managed to get TWO "escape the atmosphere" contracts.
  19. IMPORTANT: FLOWERCHILD DOES NOT SUPPORT THIS if you ask FlowerChild for support I may have to continue development of my extremely long range ICBM's and test them on you DIRECTIONS FOR INSTALL I am saying to do this: Get a copy of KSP 1.0.5, and set it up as if you were going to play KSP 1.0.5. Do not use the 1.0.4 files. You should start with a clean install of KSP 1.0.5. Use CKAN to install ModuleManager, it should grab the right version. Download BTSM. Open the zip in your file explorer. Delete the ModuleManager DLL from the GameData folder in the BTSM zip. Then copy both folders from the zip into your KSP root directory. Merge folders if asked to do so. I have no idea whether it works as FlowerChild intended. He would have to look at my results and see if it is indeed working properly. -------------- I always wanted to try Better Than Starting Manned, but the earliest version of KSP I can get is for 1.0.5, while the latest mod version is for 1.0.4. So, I installed the latest 1.0.5 version of ModuleManager via CKAN, and then copied the contents of the Better Than Starting Manned folder into my KSP root directory except for the included ModuleManager dll. The game loaded. I started a new career save. That loaded too. I went into Mission Control - the contracts were the same as I had come to expect from stock. Tracking Station - precursory glance looks good. R&D - There are some a lot of empty nodes. Many of the stock parts, especially the airplane parts, cannot be unlocked. I suspect this has nothing to do with 1.0.5.
  20. Would there be any interest in a parts pack dedicated to what would essentially be probe parts (.625m radial and inline?) Would include more sizes of fuel tanks (half-size Oscar-B, double-size Oscar-B, etc, monopropellant tanks, xenon tanks, LF-only tanks), suitably sized parachutes, .625m heat shields, and .625m SRB's in varying form factors. It might include engines, if I can find some that stock doesn't have already. If I can figure out how to do fairings, it will include tiny fairings.
  21. New chapter coming soon! Writing a kOS script to get a satellite into orbit since we have no comms coverage and none of the infrastructure required for manned missions.
  22. MOAR BOOSTERS - .625m and 2.5m solids. Maybe even a 3.75m solid for those launch-an-entire-space-station-all-in-one-piece missions.
  23. Or RCS and the suit not being directly under your control.
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