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AHeroReborn

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Posts posted by AHeroReborn

  1. Which planet should we be focusing our efforts on colonizing? 

    Here are some pros and cons of both:

    MARS city:

    pros

    • It's low gravity makes it easier to land on.
    • ISRU refineries and 3d printers are viable there.
    • big habitats can be constructed because of the low gravity.

    cons:

    • low gravity means any humans who want to return to earth must undergo therapy in some sort of gravity ring
    • quite far away
    • harsh storms

    VENUS floating city:

    pros:

    • 90% of earths gravity means humans can ajust much easier.
    • if cities floated in a specific layer of the atmosphere, it would be just the right temperature for humans while also allowing cities to use normal earth gases to float.
    • abundance of carbon dioxide to be made into oxygen and rocket fuel.
    • better sun exposure
    • Closer to earth, requiring much less overall delta V.

    cons:

    • no hope of fabricating parts.
    • probably more prone to failures.
    • more expense per habitat module.
  2. I just want to let you know that Kerbal engineer does not show correct T/W ratios for your engines.  It tells me a vasmir engine gives a craft a T/W of almost two when in actuality, its more like .1

     

    Also can i condense the nitrogen resource into liquid nitrogen?

    (final edit! i found the frikin refrigerators.)

  3. On 6/5/2017 at 10:29 AM, bewing said:

    Well, probably best to fix one problem at a time anyway. The "loss of power" issue may disappear with a small redesign to make the wheels work properly.

    -- And actually, structural panels do not crossfeed. So depending on where your batteries are attached, one set of wheels or the other set should probably run out of power very quickly.

    I wass actually thinking about this ind that s probably the problem

    i think i got it friends, thanks for the help:rep:

  4. Just now, bewing said:

    Is there some reason why you didn't want to use a girder or two for the central section? Since girders have sides, you wouldn't have to do anything wacky to attach the wheels.

    Those mondo wheels use a tremendous amount of EC, and you have no batteries. So the wheels quickly use up all the stored charge in the MK3 cockpit's battery, and once that is gone they are limited to what the solar panels can provide.

     

    oh, i guess my picture didn't show the batteries on there..:D

    i have over 1000 EC

  5. 6 hours ago, GluttonyReaper said:

    I'm not sure why it isn't moving normally (too much weight, maybe?), but I can explain why it moves why you use A and D. Those particular wheels use 'tank' steering - rather than turning physically, they increase the throttle on one side of the vehichle to create a turning motion. This throttle increase doesn't seem to obey the usual rules - throttle usually tapers off as speed increases, but this is not the case when steering, allowing you to run your wheels constantly at full speed. Hence, if you just tap A and D repeatedly, you'll actually accelate forwards, much faster than you could normally.

    Not a solution, just an observation. :)

    this is what i have observed

     

    11 hours ago, bewing said:

    I'm going to assume that the MK3 cockpit is your control point, so that looks good. I don't see nearly enough EC storage, but let that pass for now.

    Usually this problem is caused by an incorrectly positioned control point, but that doesn't look like the right answer with your rover.

    So the next possibility is that you've done a lot of manipulation of the wheels with the rotation gizmo. Doing that can confuse the game about which direction is "forward" for a particular wheel. And this seems pretty likely to me, because I don't even understand how you have those front wheels attached.

     

    First off, i appreciate a member of squad responding, thanks for making this game! Second, i did have to use a lot of manipulation to get the wheels on a structural sheet. Is there a way to fix this, or should I just make a new design?

    P.S.: why does the wheel power degrade when i go forward. It works fine for a few seconds after i launch it, but then i can see the motor power randomly drop.

  6. On 6/3/2017 at 7:31 PM, HiThere!2 said:

    Not too much harder, maybe 100.

    I concur. It may take a lot more delta V to change from a equatorial orbit to a polar, but not to hard to do with the keybindings altered once you're up here

  7. 4 hours ago, Starman4308 said:

    There has been an entire challenge to that effect. Man, I loved that challenge.

    To the OP, may I suggest the following rules:

    No kOS, MechJeb autopilot/Smart A.S.S. (possibly no MechJeb period), no RemoteTech (which has a flight computer), etc.

    Ideally, submissions should require a significant degree of manual piloting; you may, for that matter, insist on some specific rocket (probably designed to not be too terribly stable).

    I'm probably not going to participate here (it's just not my cup of tea), but I thought it might help to close a couple loopholes before somebody tries to rules-lawyer it up.

    Well i said in the rules no autopilot mods, but i'll include KOS just in case

    I think if they can make a rocket that will fly without the controls being touched, that deserves points.

    I am also adding more challenging tasks so everyone check if they want to attempt those!

    On 5/30/2017 at 5:32 PM, qzgy said:

    Ummmmmmmm

    Yeah no, this is gonna be hard since you conveniently bound A(left) to full throttle and right to the brakes.

    Is that intentional?

    Breaks shouldn't be needed, and if you really need the max throttle button, you may assign it a different key.

  8. I've never done this challenge myself, but it's possible

    So, someone on the construction team didn't wire you're controls correctly

    Rules:

    No autopilot mods

    No KOS script

    No using these buttons to the left of the navball

    Here are the new controls:

    W=Q

    A=Z

    S=P

    D=B

    Q=J

    E=K

    (if someone has a better keybinding idea, i will change the rules, but keep the previous scores)

    Points :

    Get Above 15 KM :100

    Above 30 :200

    Suborbital flight : 600 (no Periapse)

    Get a Periapse: 1000

    Achieve Orbit :1300

    Achieve Munar SOI encounter 200 KM

    Land on the Mun: 3000

    Bonus points :

    Achieve an equatorial or polar orbit less than 5 degrees off: 300

    Get a periapse without the use of maneuver nodes: 800

    Do not turn on SAS at all :1500

    Return to kerbin: 100

    All points you collect during a mission will be added up

    I have no badge, so just write it down in your description :D

    a GIF or video of your entire mission should be used

    Either have a camera pointed at your keyboard showing which buttons you're using or have an uncut video of you changing the keybindings

     

    SCORES :

    3600- @icantmakemodels

  9. 8 hours ago, Wanderfound said:

    That's a good revision, but it's still massively oversupplied with intakes.

    One ramscoop will feed two jets, one intercooler will feed three. There's enough there for fourteen engines.

    Swapping out some intakes for tankage and nosecones would reduce drag and improve its range substantially.

    It also wants a Mk2->1.25m adaptor on the back of the central fuselage.

    aren't more intakes better for high altitude flight? They keep you're jet engines running.

  10. I.......

    Docked

    in the tutorial....

    it was the first time.....

    i got an erection....

    NASA should call me right now....

    YYYYYYYYYYYYYYEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

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