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XLjedi

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Everything posted by XLjedi

  1. My re-entry method for spaceplanes is pretty uniform: Set equatorial orbit at 75km When the spaceplane is over the Dessert Base, fire retrograde If Mk2 spaceplane, then arch should terminate at the KSC If Mk3 spaceplane, then arch should terminate west of mountains near the coastline (to account for skipping on the atmosphere) At 55km set attitude to 10-20° Land the plane My re-entry method for rockets is also very standardized: Prior to launch, ask myself "Why are you using a rocket?" Press ESC key and get a spaceplane
  2. Easiest way for me to locate my stuff is to look at the "Activity" tab at the top left, "My Activity Streams" and choose: "Threads I started" or "Threads I posted in"
  3. Jeb had a serious mishap (don't all stories tend to start this way?) with a spaceplane departing Minmus. After ISRU refueling, the Star Ranger was too heavy to point the nose upward on takeoff using reaction wheels. So Jeb decided to employ the assistance of a nearby hill for its natural rampy-ness. Unfortunately, Jeb was a bit aggressive on the pitch and managed to destroy all 4 RAPIER main engines during the takeoff. Eeeek! We still had our single nuclear engine and since there were no docking options for this bare-bones craft, AND we had a TOURIST on board! (roll eyes) Jeb made the decision that we could make our way safely back to Kerbin, de-orbit, and hopefully end up somewhere near the KSC for recovery. As the plan unfolded, the safest landing alternative involved ditching the spaceplane in the water near the KSC. This resulted in a rescue/recovery mission I had not anticipated! My amphibious hovercraft was able to retrieve the spaceplane and return it to the KSC for a full recovery (sans Rapiers of course, Jeb lost those on takeoff). Following this successful rescue and recovery of important science, the Pufferfish was officially sanctioned for duty with my elite Rescue Squad team!
  4. That may be worthwhile! good point In fact, I've been meaning to test... if I could just write my own MM script to have my key settings in my mods folder.
  5. Ya know, now that I look at the key assignments... it looks like @SQUAD didn't include that staging display show/hide toggle in the Game/UI section of the key assignments. I can't change that one! Would've liked to just reassign the staging display to spacebar and leave staging on the Insert key. That way the two controls are still kinda linked (both still related to staging). I just don't see the insert key anywhere in any of the assigned keys. Which is probably why I thought it was unassigned and usable to begin with!
  6. thats it! Ironically, I was trying different keys for staging... hate the spacebar! and had assigned insert key. I thought it was unassigned. have to find a nother ke
  7. I notice that when I stage the engines ON now, the entire engine toolbar that appears at left completely disappears? Wondering if I've accidentally enabled some game option that I don't want? Is there a shortcut key to show/hide the staging display?
  8. I want a pet amoeba that will sit atop my Kerbals' helmet. I was hoping we might be able to bring "Mystery Goo" to life!
  9. Good grief, there's no signs of life on KERBIN! ...much less any other planet. LOL
  10. They are the last cute and clunky thing left in the game... once we have purged them Kerbal Space Program will be perfect!
  11. M'kay... guess we don't need Kerbals in KSP2.
  12. Indeed, it's been haunting the game for at least as long as the title included the word "Kerbal" I s'pose the Kebal's should just be wiped from the game completely.
  13. It didn't sound like you were working on a coaxial design. I was just pointing out the design option for you to try.
  14. I don't see the rotation problem in coaxial designs... So those are all I tend to focus on. And unlike many, I seem to have no problem with reaction wheels for yaw control if the flight control is more stable. I tend to be more interested in viable mission craft that do what I want, rather than worrying over RL concepts that can't really be executed with what we have (due to both mechanical and atmospheric inconsistencies with the real world.)
  15. @5thHorseman My guess is, he's probably concerned about his username... I would contact an admin: @Vanamonde@Geonovast
  16. I believe I know that game... it's called Stormworks. As soon as they add orbital mechanics KSP is doomed! Control panels in that game are sick... people build full digital navigation systems on "display bricks" with LUA. There's a playable Atari Asteroids video game machine you can put in your boat if you want.
  17. Multiplying whatever accel time x4 or x5? Moot point though. I don't recall exactly what we were talking about here a couple weeks ago, but IIRC my argument was something along the lines of extensive accel time breaking gameplay continuity. This was all prior to the Future Tech engines reveal. They seem to have addressed the time compression issue with near FTL drives and top speed merely a function of distance. Although if the universe is all in 1/10 scale, then I guess the speeds we'll be seeing are multiples of FTL travel if scaled up by 10x. If we can get to 0.1c or 0.2c that would be like warp 1 or 2 in 1/10 scale. I suspect we'll be able to go faster though. I also still wouldn't rule out blinky travel in some other form if not FTL drives. Like a wormhole discovery or something to span the distance instantly between solar systems.
  18. The Mun needs to be hollow in KSP2! ...and we will need something to measure how long it rings after we crash into it.
  19. ...everyone knows our moon is a giant metallic hollow orb alien spaceship. C'mon, where you been? Could the moon be a giant alien terraforming spacecraft? Ancient Alien Theorists say, "YES!" ...so ya know, it's fact now.
  20. They won't do terraforming... you know full well people would be hollowing out the Mun to make it into a giant spaceship... Similar to our own moon.
  21. @Fierce Wolf@papuchalk I have my career "Pro-Stock" challenge posted now... the link is in my signature. If you've run a number of careers, it may be of interest. It is deceptively difficult though; requires a lot of redesign, careful planning, and hangar/craft optimization.
  22. The next update of any significance will likely be the end of March T2 earnings call. Historically, this is when T2 talks about new releases planned for the current FY. Seems like Disintegration is way further along than KSP2; I expect the KSP2 release date to trail by at least a quarter, by Christmas if we're lucky.
  23. Yeah, for those parts it's just right-click and toggle "Decoupler: Disable Staging" I wish every part (including engines) had that ability!
  24. It can be done without ore tanks. In which case it would be a positive buoyancy sub that uses dive planes to submerge and "fly" underwater.
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