andrew8098
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Everything posted by andrew8098
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somehow it wound up on yahoo news now... not that i think theyve had a real person deciding what to put on yahoo news for years now, im pretty sure its just a program that posts articles with lots of viewers. the problem is that between it being on yahoo and having a CNN logo and a CNN.com web address is a billion idiots might take it serious.
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cool vehicles but im concerned about the use of the Bobcat name and nearly identical logo to the Bobcat Company. I like the concept of one day Bobcat developing space vehicles, but with everyones concern on here about getting permission for using others work, i just thought id bring this up.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
andrew8098 replied to Yogui87's topic in KSP1 Mod Releases
i look forward to having new destinations to send this rover. Im looking forward to someday the game having a series of missions, such as sending a rover to another planet or moon and finding some sort of hidden object (as sort of an analogue to taking scientific measurements) (similar missions could be planetary mapping satellites, atmospheric probes, cometary rendezvous. -
the 75 km limit is only in relation to "jumping" to the endpoint. if you place an endpoint in low kerbin orbit, and another one in Munar orbit, you can get within 75km of the kerbit orbit one, "jump" near this, then you can "tunnel" your way to the 2nd endpoint in Munar orbit. I am curious if it is possible to alter the 75km jump limit, or 15km tunnelling limit? I just used my low kerbin orbit (75km) "Jumpgate" and my 100km Munar "Jumpgate" to send a 3 kerbal crewed capsule that consisted of the capsule with 6 side mounted engines on a short 2m tank. with a jump engine and mechjeb on top, also have ladders to get out of pod. i timed my launch until the jumpgate was 100 km away then launched, once the distance was around 78 km i cut my rocket engines and coasted until the jump engine button came on, then activated it to jump to the kerbin jumpgate. from there i targeted the munar jumpgate and tunneled to it, then i set my mechjeb to auto land, and within just a few minutes i had a team of kerbals on the mun ready to explore. that being said i do sort feel like this is cheating, mods are great fun and im glad this is available, but I am looking forward to the day this really becomes a game with actual objectives instead of just beign a very very very cool simulator.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
andrew8098 replied to Yogui87's topic in KSP1 Mod Releases
when i try to add the nose cone to the capsule it will only attach with the correct orientation on the left side. any ideas? -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
andrew8098 replied to Yogui87's topic in KSP1 Mod Releases
ok. i did manage to figure it out. having the controls posted in the forum as text ought to help. im not big into watching videos. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
andrew8098 replied to Yogui87's topic in KSP1 Mod Releases
I cant figure out how to make the rover move. is there a manual online for it? -
cant wait to try it!
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I had an idea of combining features of mechjeb ascent, rincomp, and a table i found for acheiving Rendezvous into a rendevous autopilot that would work between 2 spacecraft that already have the same inclination. i put a request thread in. http://kerbalspaceprogram.com/forum/index.php?topic=10858.0 i am not a programmer, just a lazy game player.
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from my experience in learning the little bit i have i recommend using SAS modules, activate it before liftoff, go straight up until you reach the first atmospheric layer break (not sure what to call it but where the line goes from dark blue to lighter blue), at this point deactivate your sas long enough to use the d key to lean over about 45 degrees, then reactivate sas. once you hit about 50K do this again over to being even with the horizon. use the m key to look at the path of your orbit. you can click the little button on the bottom of that screen to bring up your gimbol which allows you to make attitude and throttle adjustments from that screen. if you are close to the ap then accelerate against the horizon until your pe pushes out of the planet and up to near your location. if you are a long ways behind the ap yuo might want to time warp a little closer to it before your burn. once your pe is up around 50 km and your ap is around 100, time warp to your ap, right as you hit ap burn again to raise your pe close to 100 km as well. you can achieve a roughly circular orbit around 100 km. the beauty of a 100 km orbit is that when you see the mun rise over Kerbin, you initiate a pro-grade burn (accelerating with the nose in the direction you are already traveling) and let it burn until your ap pushes out past the Muns orbit ( I usually shut down when ap is at 12.5 Million km) the Mun will be quite a ways away from where your orbit intersects its path, but as you reach ap you slow down slower and slower. right as you near ap the Muns gravity will catch you and put you in a hyperbolic orbit slingshoting around the Mun. if you burn retrograde (rocket pointed in the direction you are traveling) your orbit will start to close into a looped orbit around the Mun. as for my advice on landings... I couldn\'t do it on my own, so I installed the Mechjeb autopilot add on and man its made this simulator fun again.
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mechjeb is great! its the only add on im using right now and its made me into a real Kerbinaut instead of just being a slighty intelligent guided moon bomb.
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I have finally been able to land on the Mun! but i had to use MechJeb to do it. Im just too ham handed to manually make all the controls neccesary, especially finessing the throttle in the last few seconds before touchdown, its either a crash or i rocket back up into space. anyhow heres my lander. all stock except for the mechjeb module. i landed using the rocket/tanks on the external then using the last little bit of fuel in the tanks i took off from the moon, I of course managed to get stranded in orbit but im sure that was my own lack of skills, i should imagine that one tank of fuel is more than enough to leave Munar orbit, de-orbit to Kerbin atmosphere, and deploy my parachutes.