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mystik

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Everything posted by mystik

  1. Thank you for the feedback. Should I stick to 2 drills instead? I imagined that more drills decrease extraction time. 2 by 50% and 3 by 66%. Is this not the case?
  2. Hi all, Having spent the past days reading on aerodynamics and stuff I started to build a large SSTO capable for planet hopping. What I have done is started with the Midgard B16M by Korsakovski. Thank you for the base vehicle. The model is available here: https://kerbalx.com/Korsakovski/Midgard-B16M I chose this one because I see it is fairly large and has most of the setup already made and is very well designed. That being said, I have made modifications and looking for additional ideas and help. What I changed: - Removed all but one passenger cabin to convert to cargo holding and science; - Replaced the front docking port with the claw for more utility; - Replaced the Ramp intakes with shock cones (previously the engines would cut out when all were started, now the flameout is no longer present, have not tested high speeds); - Added extra drill (raising the total number to 3); - Added science cargo and 5 large reaction wheels for extra maneuverability and 5 large batteries; What I want to ask: The ship comes with two large ore tanks. I was wondering if it would be better to exchange them for small ore tanks since I am not interested in doing ore transports; I'm looking to replace the end with a cargo loading bay for rovers. Should I attach rovers with a docking port? Is it possible to attach a rover using two docking ports at the same time (one forward and one underneath)? What would you recommend as max electric charge to store? 5000? 10000? At which point is storing extra electric charge becomes useless? That's it for now. I will get back with additional questions as I continue work. Thank you for any help. Edit 9.01.2017, finally added the design, sorry for the delay http://kerbalx.com/mystik/Thoth-III
  3. Thanks for the videos. So, shock cone is the thing that is needed for SSTO, and one is enough to feed 3 rapiers. This gives me an idea involving the tri coupler and fairings to hide the drag the coupler has. I will experiment a bit with this design. I also saw that launching with the activated claw actually is better. That will also assist in my attempt since I intend to use that claw on my interplanetary miner cargo SSTO. If this thing ever is completed I will make sure to upload it to the forum and credit everyone involved in the research and anybody that posted links. I will surely not be able to create it being able to land on Eve or Tylo but I will create some add-on disposable lander for it that will assist with that. Expect long late night testing times before anything usable appears.
  4. This. Sorry to quote you again, but this creates visibility, maybe the devs see it.
  5. Yes, would like to have a science lab on a SSTO, but could we make it shorter to fit one kerbal and stuff?
  6. 1000 hours in KSP is to me more like, dude, you're awesome. I only have somewhere under 100, but I've been playing for about a month or so. Funny enough, I think I have gotten dumber with my designs since I started playing. I used to make cool things, now I make lame ass stuff, that can't even get off the ground. I landed on the Mun and even made a rescue crane to recover the lander. Now I can't even launch a recovery ship anymore.
  7. I'll experiment a bit with several configurations to see if things are still up to date, will probably try flying one engine at a time with little wings attached at ridiculous speeds and altitudes to see the limits and come back if I find anything worth adding to this. Thanks, M
  8. Hi, Thanks for getting back to the thread to clear some of the points. I almost always stick a precooler for my engines, but I do find them that they are bulky and I often wonder if all this is really needed. I know that they have better intake based on the description, but it does make the whole ship building harder. Do you know if one intake is enough for 3+ engines, based on your previous tests? I know that for 2 engines one will work, but I am not certain if adding 3 or more is pushing the limit. The issue is that the game always displays "requirements 100% met" but that tells me nothing in real terms. I wish it told me how much over the 100% requirements I am meeting so that I can better plan things. I am only asking since I understood that when it comes to planes you know a lot. Does adding the cone to the top of it affect its performance or just adds to it? What about sticking these things behind the plane in order to hide them from drag? I know in real life that would be dumb, but KSP isn't entirely realistic, so I'm curious about performance. I'm not very familiar with drag and I've recently looked more into the supersonic drag issues. I'm looking to build an advanced SSTO and it's kinda been a... drag. *BA-DUM-TSSSS* Thanks, M
  9. I used mods in games before. What I found is that, if these are not graphic related, they tend to ruin the original experience. I play with stock parts as a preference. I like the vanilla feel of the game. That being said, I don't care if someone uses mods, but I look for designs that are stock only. Not elitism, just more vanilla, to the basics. Using Warp Drive to Kerbol is cute, but using ION engines is so hard, which is challenging. I am currently trying to design a SSTO with rover and mining capabilities and it's really hard. Two weeks later and still I have no working model. And I play for hours a day trying to design that plane. With stock parts. Why? Because I think it can still be done and when I do complete it I will be recognized as the grand master of all KSP game. All will bow to my geeky awesomeness. I'm still studying graphs and aerodynamics because "adding more rockets" seems to only get you so far. I know the rocket equation but I think that SSTO is also about landing so adding more mass will not help with that.
  10. This graph helps in my quest for a universal miner and rover carrying SSTO that can reach other planets. I was using the Engine pre-cooler with the shock cone in front of it. Does this affect the performance of the engine? Should I use only one intake? Does the pre-cooler reduce performance when paired with another intake?
  11. Hi, when you come back, could you please provide a few comparrison screenshots between low med and high settings for this mod? I see there are 3 versions and I'm using the medium. But there is no indicator of what's different or on how much ram is required for each version.
  12. Good mod, but do you have any performance statistics that show the difference between this mod and standard SVE for example? Since you claim that this is better for low specs, but would be interesting to see how much better. I ask because my PC is neither a brick nor a spaceship and it would be interesting to see what gain there is in using your mod.
  13. Good read. I like these great stories. Got any more?
  14. I have not reached the asteroid belt but I think you just encountered the famous Magic Boulder. It used to be above Ike, I think in a polar orbit, hard to spot. You could not land on it because it had improper texture and collision model. Now it is present as an asteroid and may appear in random colors. As per the wiki description: Does it look like this? http://wiki.kerbalspaceprogram.com/wiki/File:NewMagicBoulder.jpg
  15. I docked something in space with the claw, then pivoted, let the stuff float freely behind the ship as I accelerated, then pressed lock and then hell broke loose. My ship started moving outwards the system at over 200000m/s. Looked like a cartoon, watching the planet get smaller so fast, then disappearing into space. It was a recovery drone tugging away a disaffected satellite for recovery from Minmus towards Kerbin. Yes, I recover parts rather than waste them, I enjoy recovery missions for space junk. I have no pictures, but it was funny to see, at that speed I could reach any planet in minutes.
  16. So small... It's cute and probably easy to manage, but I like to go on missions and gather 2000 science. I have made two trips to Minmus and gathered over 5000 science. The first lander was a medium weight one, who flew all of the biomes and collected data (with the help of the engineer) but had room for 4 kerbals. Now I made a tourist lander with 8 tourists and 1 scientist. 40 ton heavy. Strapped 2 nuclear engines and struggled to land on the moon. Not very great for landing using these engines, but I went for super Delta V as I wanted to do both moons with landing as per the contracts. Used most of my fuel landing and going back up to the moon to refuel, then refueled in orbit and went to Minmus. There, I landed again in all biomes and rand new science and had enough fuel to visit all the biomes and return home. Landed with 6 parachutes and had no damage despite coming in at 3000m/s. Is it me, but I usually make huge landers that have a multiple role, such as contracts and science that make it all more demanding but more rewarding at the end of the day?
  17. Don't the original 4 respawn? I saw somewhere that after a while they appear again for hire. It was on the wiki somewhere.
  18. Why don't you go with a lander with 3 or 4 legs (each with 2 large fuel tanks that you use now) with 909 engines at the end? Sure, this is expensive, but it helps with stability and allows for shorter burns and prevents you smashing into the ground. Look for the shadow when landing. My first Mun mission lander had lots of fuel and was made with 9 tanks and 3 engines. Found Minmus easier to land on and take off multiple times on the same mission. The Mun is hard to land but easy to get to.
  19. The first time I landed on the Mun. Flew to the tip of the crater using the suit and looked back once I reached the top. Saw Kerbin. Brought a tear to my eye. I was an astronaut lost in a deep sea of silence. My favorite feature? The experience of being alone with your ship landed and looking at the Kerbal version of The Pale Blue Dot. This made me feel like a kid again. Thank you devs for this.
  20. Hi, I'm new to the game and I can bring a bit of an overview from a beginner perspective. I would like the following to be included in the stock game because they enhance the game in a way that makes it hard to go back to the stock version. I don't like mods that take away from the difficulty of the game as they are more or less a hack to alter the gameplay, but I am interested in mods that enhance the game without taking away the challenge, because I think that the game is easy enough to learn if you put enough time in it. 1. SVE and Scatterer - I found that the SVE and Scatterer bring incredible enhancements to the feel of the game. The mod is clumsy right now, because you have to select different detail levels to install, but these can be integrated in the game to choose visuals. I know that there are other mods but really, any of them are nice, I'm just liking this one more. 2. Chatterer - Oh, how much this mod adds to the whole feel of the game. I love how the radio chatter and ship sounds add to the whole feel. There's something immersive when you slowly rotate your ship and the radio comes to life to hear some chatter as you look at the planet below. It brings a tear to your eye. It's a childhood dream for those that didn't go to space yet but always dreamed of going. 3. [X] Science - This my be considered as a helping thing, but it's purely an interface thing, letting you know which biome and what science can be performed here. I am against automatic science stuff, because I think users should be the ones that perform the science, but it helps to know when it can be done. 4. Engineer - This has many features and tabs, but realistically, I think the only things that really matter to users is the information regarding apoaps and time to apoaps while launching in orbit. I have to switch to orbit view to adjust the trajectory, but I would love to watch the launch instead of staring at the orbit view, just because it's so cool. Another thing that is important is the total Delta V and TWR display, because this information is available already, but needs to be calculated and it is kinda clunky to do the math all the time. So the apoaps and time to plus the total delta v and TWR information will provide valuable information for the user. 5. Robotics - I see that is a cool mod, because it allows complex movements and stuff. I would love to see a Shuttle with a robotic arm to position satellites in orbit, like the real thing used to do, just for the realism of it. Thank you for the game. I used to play Spore before this because it was the closest I could have to space exploration and space flight. Now this game has given me the chance to be an astronaut for a few hours a day.
  21. mystik

    Docking

    Took me 30 minutes to learn. Have not mastered it but I managed to dock even with poor designs (had a satelite with only two RCS thrusters). It was a painfull long process but doable. My bigest frustration comes from the actual meeting and not the docking. As Scott Manley said, docking is a very slow and relaxing experience. Play the tutorial on docking. It will explain the process well. It helps to switch to the locked cam on approach, them play around with the docking mode controls or switch between the docking mode with RCS enabled and normal mode with engine and RCS disabled (requires a good reaction wheel installed) to rotate the craft and allign with the dock. Spare yourself the frustration and always use the 4 way thrusters for optimal control mounted at the center of weight of your craft or you end up with some very unresponsive crap. It helps to have the fancy plane nose installed thingy (CH-J3 Fly-By-Wire Avionics Hub) on your capsule as it enables target tracking and maneuver tracking and is easy to research. It's not great as a setup since you have to mount radial parachutes instead, but it means you can use any kerbal toperform fancy maneuvers available to pilots of level 3. Also remember to double click the target dock and to switch to control from here from your own dock port to make controls easier.
  22. Mobile gaming makes more sense than console gaming for this game. It's more practical. I would like to be able to play it while I am on long trips but I would probably enjoy the comfort of playing it on a PC more.
  23. It looks to me like you base your worries on a lot of IF's and DON'T KNOW's. Relax, give them the time to prove themselves, if not, you already have the base game, the modding community is active. At worst you get what you payed for.
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