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Everything posted by AlexanderB
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You Will Not Go To Space Today - Post your fails here!
AlexanderB replied to Mastodon's topic in KSP1 Discussion
Why yes, they bounce on their helmets made of indestructible. Theres a risk of save file corruption, so maybe make a backup before you try it. More details in this thread -
You Will Not Go To Space Today - Post your fails here!
AlexanderB replied to Mastodon's topic in KSP1 Discussion
Seems like a good case for Get Out And Push. (Unless one of your mods kills off the infinite EVA Fuel thing). Also, I don't see Deadly Re-entry, so you could just spacewalk home, just make sure Bill lands on his head (in "ragdoll" mode) -
Frisdrank (Fresh Drink), or shorter: Fris. We also use the word Limonade (lemonade) for non-fizzy lemonade and Sap for fruit juices.
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R.A.P.I.E.R. engines... do they suck or am I using them wrong?
AlexanderB replied to chrise6102's topic in KSP1 Discussion
I found that straigt-up replacing a rapier with a TJ and two 24-77's (or 48-7s's) halved the consumed fuel to orbit, to the point where the same craft that could orbit and land once with a few % fuel to spare, (after engine-swap) could take off, orbit, land, take off, orbit and land again before running out of fuel. That also means I could take off half the fuel tanks, and replace them with usefull cargo/passenger space, improving my SSTO capability from single pilot to orbit, to tons of cargo and dozens of passengers. The rapier just cuts out in air breathing mode at a lower altitude and speed, even with manual switching set and throttling down, while the TJ keeps going (at very low thrust and also reduced throttle) even when the air intake bar shows 0.00. (not sure if thats a bug or intentional). The result is a good 500 m/s difference, which saves a ton of fuel/oxi. -
Toggleable Lift on Wing Parts
AlexanderB replied to KerrMü's topic in KSP1 Suggestions & Development Discussion
...have you tried turning the angle of attack of the tail plane? has a pretty profound effect on the center of lift.. -
KSP running as Admin
AlexanderB replied to M3tal_Warrior's topic in KSP1 Technical Support (PC, unmodded installs)
....or just drop the KSP folder somewhere with user rights (like the desktop). I like the fact that KSP is standalone, and doesn't paste its files all over the computer in all sorts of seperate folders (*cough* hidden ProgramData, or in hidden folders under the User folder) And as long as you *don't* put it in Program Files, it'll not need admin rights to run. -
Landing Spaceplanes At KSC
AlexanderB replied to GreatWyrmGold's topic in KSP1 Gameplay Questions and Tutorials
I use a different technique, because of not-using mechjeb. 1: I planted a flag near the runway, so I can see from space where it is, even in the dark. 2: From low Kerbin orbit (anything from 70 to 120 will work) plan a manouver node about halfway arond the planet, and put the PE at 38-40 km. this should drop you right down on the KSC, so you can easily fly back to the runway by manual piloting alone. When returning from the Mun or further, this sadly doesn't work, best bet is to aim deeper into the atmosphere and take a steeper path, so you don't skip back out, or aerobrake into a low orbit first. -
Full Screen Modes?
AlexanderB replied to TheGrandSophia's topic in KSP1 Gameplay Questions and Tutorials
also, instead of ticking the fullscreen box, leave it unticked, and add -popupwindow to the shortcut to ksp.exe, like so: C:\Users\AlexanderB\Desktop\KSP_win\KSP.exe -popupwindow It'll let the game run on while you alt-tab out of it, but play in fullscreen if you set the correct resolution for your screen. -
How do you design your staging?
AlexanderB replied to Stealth2668's topic in KSP1 Gameplay Questions and Tutorials
Since carreer mode, I either use SRB's (because cheap) on the tinyest of launches, or SSTO's (because cheap and re-useable, no parts are lost). The turbojet is a big part of most of my current missions, it just saves so much fuel to get to LKO, haha. Before carreer mode, I had aspargus on everything, but not anymore, except for my Eve return vehicle, which has something like 7 aspargus stages with mostly aerospikes. I even found a way to lift a full orange tank into space using less than an orange tank worth of fuel. (Jet-assisted SSTO rocket, no wings.) -
Something in low Ike orbit
AlexanderB replied to WyDavies's topic in KSP1 Gameplay Questions and Tutorials
Just edit the save file, it says "universetime" or something somewhere, you can just wind that back and it'll clock back all the orbits accordingly, so it should just match up if you didn't execute any burns after seeing this fly-by.. really neat. -
Yeah.. (It works, but it re-arranges the parts on your craft, not physically, but the "build order", so it ruins some stuff, like air intakes, and some fuel trickery.. And any struts that were clipping something are "wrong" after ctrl-z.)
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Theres CTRL-Z in the VAB/SPH right?
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Something in low Ike orbit
AlexanderB replied to WyDavies's topic in KSP1 Gameplay Questions and Tutorials
Can you post the save game? We'll wind the clock back and see? -
physicsless parts + decouper == to the mun in 12 seconds.. I wonder what that does in deadly re-entry.
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Airplane landing gear is mass-less and has pretty serious impact tolerance? cheating the physics system, lol. Other than that, I use the medium or large one, depending on craft weight and such. The probe ones I only use for probes, they buckle a little too easily under heavier landers.
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What makes this plane spin out?
AlexanderB replied to Red Iron Crown's topic in KSP1 Gameplay Questions and Tutorials
I don't see the point in aerospikes for most SSTOs, my (smaller) planes get to orbital speeds on turbojet alone, no point in carrying a 1.5 ton aerospike (or multiple) if two, 90 kilo 24-77's will do, even if they have 25% less ISP, their weigth advantage more than makes up for that. The only real advantage a higher ISP engine would have, is if you'd fly the whole airplane to another planet, but i'd pick the nuke for that. Most of my planes are just for reaching LKO and back, and delivering standalone upper stages, cargo (fuel), or kerbals there. Ah, you're right. still, others might not have seen the advice? It was very profound for me, I was unable to build a stable multi-engine aircraft, and a single jet or rapier only lets me take a few kerbals into orbit, now I can build a lot bigger and better. -
Use a big cargo spaceplane on a delivery run and get the "rescue Random Kerman" contract at the same time. Put in 1 crew, so theres room for the return passenger. Plane gets a wing (and rcs controls) chewed off by the kraken, can't make the rendez-vous. Send the pilot on EVA to meet the lost-in-space kerbal, now they float around in circles together. Send up another spaceplane, one with lots of passenger space, first trip up. It doesn't have solar panels, electricity is running out fast. Disable SAS, and use time warp to cancel rotations, to preserve battery. Get a 5 km encounter, switch over to kerbal to fly it to the plane on RCS pack. Grabbed the wrong kerbal, it was the spaceplane pilot, contract guy is still out there, now once-more uncontrollable because nothing is in 2.5 km range. Make manouvers to do another rendez-vous. Bodge it by selecting the wrong targey. I wondered why I had an extremely close flyby of an unrelated spacecraft, untill I looked at the map again. Tried again, ran out of oxidiser, plane is now dead in space. Thats 2 dead planes, and another rescue mission required. ..... At least I managed to get the random kerbal down, by sending up a tried and tested design from a few weeks ago, a small 3 stage rocket with a command pod and a stayputnik. So at least he made it down safely, finally.
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whats a good TWR for a spaceplane
AlexanderB replied to endl's topic in KSP1 Gameplay Questions and Tutorials
Also control surfaces, if they act on top of the landing gear, all they do is push the tires into the tarmac. Best way for me seems to put the plane about 5 degrees nose-up, it'll lift off by itsself in many cases. That, or give it canards at the front for better leverage. (I tend to design delta+canard planes, instead of airliner-shaped ones. -
What makes this plane spin out?
AlexanderB replied to Red Iron Crown's topic in KSP1 Gameplay Questions and Tutorials
For me, all the plane-whackyness has been solved since I learned about placement order of air intakes. "plenty of intake air" means 1 engine can possibly still hog all the air, while the other is starving off and reducing thrust, causing a flat spin. Its all in the placement order. I've had flame-outs on 20km altitude with 0.11+ intake air still showing on the bar. One engine hogged all the air, the other starved. Fixed the build order, and presto, I could nearly orbit on the two jets alone. (made 100+ by 35 orbit, just coast to AP, and circularise. Burn a little during the coast if needed to preserve the AP height.) -
Oh, right, forgot about that. Yes, Spaceplane Plus. Mmm, guess I'll have to wait for 0.25 for Spaceplane Plus to become stock. Its very much like stock in its weights and specs and such, just a lot prettier than stacking a 2 seater lander can and 3 hitchiker containers and putting on some wings. And if the no-mods is non-negotiable, I guess I'll go for honorable mention, I just want to go to Laythe again for the first time in forever.. (I tend to really over-design missions, and usually end up not going at all, then a new update comes out and I start a fresh save and start designing all over again, this time I'm just going, even if its not for an official entry..)