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Cykyrios

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Everything posted by Cykyrios

  1. As of now, there is no other body, and you can\'t escape Kerbol either, as its sphere of influence is infinite (the gravity becomes very close to zero after some time, though). The universe of the game itself is infinite, so either you can go on forever, or the game will crash at some point, or at least glitch. The only useful thing you can do now, is to try and get back to Kerbin =P
  2. Plus the game is still in (early?) alpha, it is to be expected that changes occur. EVAs are a major step forward, and they required the Kerbals to be scaled up so the physics don\'t go nuts. Scaling the rockets up is only natural then, but doing the same to the whole universe is pointless. Sure, modders see this as a 'dangerous move' for their mods, but when you think about it, it\'s never going to happen again (except if something smaller than Kerbal-size appears, but I can\'t think of anything). My only real concerns are the size of the launchpad (but then again, they can\'t go wrong with this, they just have to build a few rockets) and the physics, which indeed seem to cause some problems as of now with large parts (one of my modded rockets wobbles as hell).
  3. I know you or Nova said that KSC facilities won\'t be scaled up, but what about the launchpad? Seeing as the more powerful stock rockets can be quite big, if the launchpad is not scaled up, then we will have some design troubles (and most rockets will stand taller than the tower).
  4. Just added a new tutorial, going to the Mun and back (I know, there are already lots of them). I\'ll be going to Minmus next. A new stupid concept is also on its way =P (Edit: done) If you have suggestions for any of the categories, feel free to tell me.
  5. Thank you, but the idea was not mine, I just participated in a challenge =P I just added a Tutorials category, with the first one covering orbital rendezvous and docking.
  6. Didn\'t he later say that in the end, they won\'t do the scaling automatically? Well, I just checked, and the one saying that was Nova: Plus with him redoing most of the stock parts, it probably is easier that way (for them). So, either they do add an automatic rescale for modders, or we will have to do it ourselves.
  7. Ahem... Je me fais un peu de pub : Kerbal Research & Random Stupidity News Vous y trouverez mes vidéos, tantôt (presque) sérieuses, tantôt complètement déjantées (les fusées roulantes, par exemple...). N\'hésitez pas à me donner des conseils, que ce soit de nouvelles idées, des critiques sur la présentation (je sais, elles sont éditées un peu à la va-vite), etc.
  8. Kerbal Research & Random Stupidity Greetings, everyone! Kerbal Research & Random Stupidity (or KRRS) is proud to announce its latest discovery from our space center: The crew successfully got into a kerbosynchronous orbit with a 60° inclination to better understand the reason the infinity symbol their ship drew relative to Kerbin's surface was tilted 90°. We interviewed the flight engineer, who looked dizzy and couldn't say anything more than 'This is infinitely unexplainable'. Ground Control, on their end, managed to get a pretty solid knowledge of the phenomenon, and came up with this article. Other important discoveries and experiments from KRRS: - Minmus's tidal lock, proving that inclination indeed leads to analemma. And now some random, less important and potentially exploding stuff: - Orbiting through a Munar Arch - Wingless VTOL 'plane' - Rocket momentum and balance on 2 wheels - Rolling rockets!? - Rocketry fireworks - Plane launch from another plane - RCS-powered flying cart - Dragster racing on the runway Tutorials: Note: All tutorials (well, not many yet) will be redone in 0.17 with the size 2 parts (or maybe size 1 as well), and will include basic rocket construction, liftoff, orbital maneuvers, landing, and a lot more. - Orbital Rendezvous & Docking - To the Mun and back Rest assured we'll be covering the next discovery in detail! P.S.: Please tell me what you think of these videos, if the almost non-existent editing is a problem, anything... and some ideas for new vids are welcome too!
  9. What about an Infinite Improbability Drive? You can get anywhere instantly, but only if you know exactly how improbable it is... [/HHGG] I quite like that the new parts are mid-range ones, and that there will eventually be futuristic parts as well. Will make things really interesting when the game gets to that point. I can\'t even think how awesome it will be then, as it already is now =P
  10. 2 868 km. Je pense au contraire que tu aurais dû chercher, il y a des informations très intéressantes sur le wiki =P Et joli mod Yogui, ça me donne envie de continuer le mien^^
  11. Look at the path before clicking Write, and this will go to your unity project folder/Parts/yourPartName. By default, this folder popped in my Documents.
  12. Si tu atteinds une altitude de 100 km, tu n\'as sûrement pas basculé trop tôt. En général, il faut commencer cette manoeuvre entre 10 et 12 km (altitude à laquelle l\'atmosphère commence à s\'affiner). Il faut alors tourner progressivement, et la fusée sera à l\'horizontale avant sa sortie de l\'atmosphère (pour moi, habituellement autour de 50 km). Le mieux est d\'effectuer cette manoeuvre (ou au moins la fin) en vue orbitale, afin de savoir où l\'apoapsis se trouvera. Ensuite, rallume le(s) moteur(s) une dizaine de secondes avant d\'y arriver pour circulariser. Bonne chance !
  13. I always have one RCS tank on my lander, not to fine-tune the descent, but rather to ensure I land perfectly vertical: I don\'t want to tilt the rocket several degrees at mere hundreds of meters above the surface to kill that remaining horizontal velocity. It also helps to change your landing site a few hundred meters without too much maneuvering (but consumes more fuel). All in all, I find that adding that tank plus RCS thrusters is worth the weight, and can also help fine-tuning your return/reentry trajectory.
  14. Yes, I actually have both Destination Moon and Explorers on the Moon. I used these mainly for design purposes, but there are indeed two types of propulsion, though they come out of the same nozzle. I don\'t think I\'ll bother with it, as the main engine works with nuclear energy and burns for half of the trip to the Moon (the rocket even goes faster than escape velocity from Earth). Another design liberty I\'ll take is the addition of two RCS, for a total of three, each between two legs, so as to perform the turn correctly (and I believe it isn\'t even RCS that is used in the comic). As soon as 0.16 is out, I\'ll try to guess the proper space needed between each rung of the ladder to adapt to Kerbal anatomy and make them retractable. The next step will be the cockpit (which will probably be quite basic), and eventually the addition of the tank (that will have to be mounted, so this one will have to wait for a bit...).
  15. More than a 'planned feature', this is already ready and implemented in the game, but the stock parts don\'t use it that way yet. However, it is already possible to call those parameters, but we don\'t have the necessary documentation to use them yet. (but default modules may not all exist yet) On another note, I had also tried a 5-part version: ASAS (the antenna), command pod (top red part), fuel tank (checkered part), engine and legs, but the rocket would wobble like crazy after liftoff, and a leg or two would break off upon landing. Thus this more rigid version that can not yet fly :\'( I guess I\'ll work on the RCS in the meantime.
  16. So, I just modelled the rocket from Destination Mun, and you can see the current progress here: Now before I can release this (or even fly it), I have a little problem: this rocket is a single-part one (deals with unwanted wobbliness), which means that it needs to act as command pod, fuel tank, engine, ASAS and RCS, but I don\'t know how to use the Part Module stuff in the part.cfg, and more precisely I don\'t know which parameters to use for each module. Anybody knows how to use that? Or do I have to wait until proper documentation for those is released? Features: [glow=green,2,300]overall model and texture[/glow] [glow=red,2,300]RCS model and texture[/glow] [glow=red,2,300]0.16: ladder, door, cockpit (not too sure about that one yet)[/glow] I also want to wait until 0.16 to compare the scale of the rocket to that of a Kerbal, especially for the ladder. Download: http://www./?y87mtwiehrdvnsz Changelog: 0.1: overall model and texture Next version (0.2): part.cfg adjustments
  17. My mother tongue is French, I\'m becoming fluent enough in English (but still lack vocabulary), and passed JLPT 3 in December 2009 (but I haven\'t had Japanese classes this year, so I really need to work on this). My 3 years of learning Latin are now pointless as I almost can\'t remember a thing, and I dropped Spanish to focus on Japanese (even though I started learning both around the same time). But if my brain was able to remember everything, I\'d most certainly learn a few dozens of other languages.
  18. Always interesting to see English-speaking people who like French De mon côté, voici ce que je m\'apprête à faire décoller (même si elle n\'est pas encore prête) : Elle ne sera sûrement pas là à temps pour la version 0.16 (il faut d\'abord que je modélise les échelons et l\'échelle, que je rajoute les RCS pour le retournement, et plus généralement, que j\'attribue plusieurs fonctions (capsule, ASAS, réservoir, moteur, échelle...) via le fichier part.cfg). Mon principal problème ici étant que je ne connais pas la syntaxe ni les paramètres à utiliser pour ce faire... Mais elle décollera un jour, mille milliards de mille sabords !
  19. I think you just need to do it the same way you did before, except that if you go through Unity to set up your part, you don\'t need to add a texture file in the Part folder. You can check C7\'s tutorial on Unity for a better explanation.
  20. Wouldn\'t it be possible to blend the heightmap into procedural terrain around the poles?
  21. The only way to change your speed while maintaining your orbit (more or less), and this can only make you accelerate, is to simulate a higher gravity by burning directly towards Kerbin (or whatever you\'re orbiting) after having gained some horizontal speed (you\'d want to burn horizontally and slowly point down). Needless to say, this is a very fuel-consuming thing to do, with very limited benefits. And it\'s also pretty difficult to perform. Best thing would be to learn how to do orbital rendezvous to get within 5 km of the target, from where you can roughly burn towards it - not too much, though.
  22. I guess he will be the one to add stock space station parts to the game, be they similar to BACE or not. However it seems it won\'t be for 0.16, so maybe for 0.17 at best. Can\'t wait =P
  23. A l\'heure actuelle, un débris (ou même une fusée) passant dans l\'atmosphère mais étant juste passif va ignorer l\'atmosphère et continuer comme si de rien n\'était. Si tu veux qu\'ils retombent, tu peux centrer la caméra dessus et attendre l\'entrée dans l\'atmosphère, ou alors terminer le vol directement. Apparemment, HarvesteR a prévu de changer ça dans le futur, en utilisant une approximation de la traînée.
  24. Tu peux régler les étages depuis le VAB, en déplaçant les icônes à droite (dans le cas de grandes fusées, je conseille très fortement de suivre tout ça de très près régulièrement, sinon ça devient un cauchemar >.<). J\'espère que l\'on aura bientôt la liste des PartModule et leurs différents réglages, comme ça je pourrai enfin reprendre la construction de la fusée de Tintin. En attendant, je vais essayer de me poser sur l\'un des pôles
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