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Everything posted by AlexanderB
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How Far Can YOUR Debris Go?
AlexanderB replied to Morthgal_dwarf's topic in KSP1 Challenges & Mission ideas
I've had debris reach speeds that exceeded the speed of light and leave the kerbol system after a collision with the surface of kerbin, but that was last year, a few versions back. -
I'll skip the "winning this" bit and go for at least doing it before 0.25 comes out. I'm about halfway up my science tree, I might need to unlock a bit more to finish this, but I'll be able to gather a ton of science around Jool/Laythe. I built a very nicely furnished 18 seater luxury jet using SP+, capable of going to orbit twice without refueling. I also built a cargo-SSTO capable of bringing up to 7 tons into orbit, I'll use that to bring up an LV-N. Then all I need is a fuel container to power the LV-N, and a way to refuel that in orbit, and my luxury tourism program can start.
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Trouble with my fuel transporter
AlexanderB replied to Chainheart022's topic in KSP1 Gameplay Questions and Tutorials
so make sure the engie that falls off, is actually radially attached to the engine below it, not attached to the docking port. after loading the craft on the runway, the docking port should connect if its close enough. How to do it? build the last section the same as it is now but upside down, and then flip it around. -
Sweet. Thanks for adding them.
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Serious ideas: Explore the system Land (and take off from!) on every planet and moon Locate and visit the easter eggs, Build a base or space station in another planets or moons orbit or surface Make a space tourism program (regular round-trips between kerbin surface and some other planet or moons surface, a good reason to start a base or station there, SSTO vehicles are pretty much a requirement too, unless you keep replacing them for every new group of tourists.) Less serious: Build crazy contraptions that defy the laws of physics, or at least bend them to the very limit.
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Well, there is a solution, Alt-F12, whack a kerbal, just shoot the debris untill it blows up and be done with it.
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Theres a bit of hassle with the air intakes, see the "fuel flow rules" topic Here I assume you built the entire thing with 4x symmetry on, the best way to fix it is to grab the whole side-assembly, put it back on 1x symmetry, take it back off, then put it back on on 4x symmetry. That should fix your issues.
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I "solved" it for now by putting the jets on the wings, in case of asymmetric flameout I can just revert to SPH, take off and re-place the wing-assemblies and it should be ok.
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I also had this happen, "the launch pad" ate the delta wing bits off of one of my wings while I was in map mode trying to figure out an orbit correction, I only noticed because my plane was tumbling all over the place while trying to turn it with RCS and I exited map mode to see why, only to find half a wing (and its rcs port) missing. Just like Silpion, I did use time warp before/after vessel-switching, so that might have something to do with it. Only other mods are KER and Alarm Clock. Other than that, its an excellent parts pack, and I've built some great spaceplanes with it so far.
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In my case: make airplane with bi-coupler at the back for two engines, build wings with symmetry, etc. -add 4 radial intakes on the wings (2x2 w/ symmetry) -add 1 engine -add 4 radial intakes on the wings (2x2 w/ symmetry) -add 1 engine (I probably used alt-click to copy-paste the intakes, I use it a lot to build quicker, and it would explain the weirdness.) Caused the last-placed engine to flame out at 20k, while the fuel bar was still showing 0.04 intake air?
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Downloaded SP+ and messed around with it a bit, built my first twin-jet SSTO with a working cargo bay, ran into some issues with exploding planes on takeoff (proabbly due to weight bending the landing gear), and some other issues, but its a nice set of parts.
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Hmm, I found something weird that might need some checking out. I think alt-click copy-pasting of parts does something odd with air intakes.. Gonna test a bit more, brb.
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Basic Aircraft Design - Explained Simply, With Pictures
AlexanderB replied to keptin's topic in KSP1 Tutorials
Mister Spock: Correct, the answer is no, the only difference is with the landing lights not shining forward if you put the wheel on backwards. (and who cares about those, so no problem there..) Just make sure to "unlock steering" on the front wheel, will make driving around a lot easier. Control surfaces, nope, doesn't matter what way is up, they get adjusted by the game to go the correct way by themselves. you can also tweak them to set up which axis controls what control surface, so (for example) you can split pitch and roll to seperate surfaces, or pitch on all, but roll only on a few, to make it less sensitive in the roll direction. -
How fast do Kerbals run/walk?
AlexanderB replied to Strainborm's topic in KSP1 Gameplay Questions and Tutorials
Much less so on low gravity bodies though, but in those places, you can speed up a bunch with jetpack. -
Odd center of lift position
AlexanderB replied to Scuka's topic in KSP1 Gameplay Questions and Tutorials
If the marker is stuck to the floor like that, theres no wings/winglets to calculate lift from. The leaning problem is (as noticed before) due to fuel imbalance.. -
Aaaand you can also fire the booster manually-rightclick or with an action group and burn it *before* activating the "test" by staging it. Same with parts that have "test part" button, for example "test the rapier in orbit", you're not gonna drag a dead rapier up there with a rocket, you just build a spaceplane, fly to orbit, and "test part" there..
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Haven't: Landed on Moho (only flyby) Landed and returned from Eve (only probe-lander, I built a manned return lander, but never went there, new versions of KSP keep comming out before I get to it.) Joolean moons other than laythe. Have constructed landers for all of them, but never got around to launching them. Dres (at all) Eeloo (at all)
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Laythe has (slightly) lower demands on an SSTO though? And yes, fuel consumtion > everything, so ion might be a good idea. (That, or kethane?)
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Where are people placing their space stations and why?
AlexanderB replied to gc1ceo's topic in KSP1 Discussion
I had one at like.. 7.1k above the mun*, polar orbit. It was so cool to see the surface race by, sometimes close enough to nearly touch it, and docking to it was a scary proposition. Then it got eaten by timewarp. *I looked up the tallest mountain and rounded it up, but I think it wasn't enough.. My usual stations are 100-ish, this leaves the 70 to 80 region free to "catch up", and is low enough to serve as a refueling point with maximum oberth effectiveness. -
Is there something "wrong" with the turbojet in 0.24, or is it just that much better than the rapier? I managed 40 by 150+ on 3 radial intakes, (not even ram intakes), just needed a few seconds of thrust with the small rockomax engines to make it into a circle.
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Except for the slightly unresponsive staging, and the right-click issue, its going quite well. I don't know if its the staging bug mentioned before? My issue is that staging twice in short succession doesn't work, have to mash the button a couple of times to make it happen. Might even be a feature to prevent accidentally staging everything if you hold space too long or something. As a fix, I started putting the decoupler and the next engine together in 1 stage.
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There are many such easter eggs in the game, most of them have been there a pretty long time too.
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About 1.3 milion kerbux and nearly 1000 rep after 10-15 missions, 18 ingame days. Rescued a few kerbals, went to mun and minmus with some science equipment too, and tested a bunch of parts. The last coupe of contracts I did with my new spaceplane, 100% recovery on materials means only cheap fuel expended, thats easy science points and money. One of the things I do notice, I make a lot more use of solid boosters, I already did before for extra liftoff TWR, but as it turns out, they're cheap too. And I use more varied building technique, but that might also have to do with the fact that the parts I normally use most aren't unlocked in the tech tree yet.
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Is perfectionism driving you crazy in 0.24?
AlexanderB replied to allmhuran's topic in KSP1 Discussion
Hmm, hardly any problems with perfectionism, I take most contracts, unless they're really silly, and I just find a way to make them work, usually I just pile them up untill I can complete multiple at a time. In the beginning, I just made it work by strapping the part to the side of a booster stage, the fact that I might lose a few 100 kerbux worth of material is easily compensated by the science points you get. The last couple of missions I finally had a proper plane with a turbojet, an excellent and nearly cost-free way of filling in in-atmosphere contracts. Swap a mk1 fuse to a Fl-T400 for some oxidiser and add some Rockomax 24-77's and you got a small SSTO, so testing smaller bits in LKO and suborbital flight becomes near-free too. And landing it back on the runway is easy enough with a well-made plane. One thing I will be doing is leaving around a vessel or a flag near the end of the runway, so its easier to spot at night, the runway lights are only visible from a couple of kilometers, not from space.