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robsr3v3ng3

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Everything posted by robsr3v3ng3

  1. sorry to be a bit blunt here, but metric just makes sense. Imperial measurements are really only any good when talking about rough measurements. Like saying this place is about a mile away, or I need a cable which is a few inches longer. But when you\'re talking about forces and masses on much larger scales, being able to times things together as is is much easier. No offense but wth is lbfeet. That is just an insane way of saying newtons.
  2. ahh I\'ve got a craving for rock cakes atm. My mum made some and you don\'t really want one, but once you have eaten one..... the rest must be eaten!
  3. what do you mean one parachute for two rockets?! You can get up to 8 spent SRBs and a stack decoupler on one single parachute. Once a solid rocket is burnt out it only weighs .36 units and a single chute can hold up to 4 units. Some stages if I save them give me back $1,250 for each stack decoupler and parachute. And that can be increased by sticking more SRBs on a single decoupler fitted with two chutes.
  4. I think using explosive decoupling is a bad idea because you get no salvage from the spent SRBs. I get $250 from each spent SRB and in the 80km altitude challenge and so I recover about $3,000 from the SRBs alone. Yes I know it means I have to spend some money for parachutes and decouplers but the savings are worth it.
  5. when doing the mission to establish a stable orbit is it necessary for the crew to return to planet kerbin or is it ok if they just float around in space for a bit?
  6. I just did a quick test on the fuel feed bug to and engine. I set up a small rocket which had one engine directly attached to a tank turned upside down on the either side of the rocket and one rocket positioned over the cockpit, also upside down, which had a fuel feed to another external fuel tank. I fired up all three at once and they all ran out at the same time. I tried it with several different engines as well.
  7. wow that is quite a big bug. Hope it gets resolved and you don\'t have to start over. Contracts aren\'t the only way to earn decent money. In the most recent one the entry fee is $2,000 which could be the difference between being able to do the next mission. Atm I have been doing the 25km altitude challenges and have found spending about $1,000 or so more has made my profit go up by about $3,000, not just because the mission is worth more but there is more salvage so you don\'t really \'spend\' as much. When using properly staged rockets you really want to stick as much on each decoupler. To do this I have been radially mounting SRBs to a central one, and then firing them in sequence. E.g. the central one and two of the outer ones, and then going to the next two and then the last two of six. This gives a long duration of thrust and then you eject the entire stack which will be most of the weight one chute can take, for only one stack decoupler.
  8. I think the problem is that to do the higher up missions you need to use LFEs. Which is fine if you have the research done, but if you don\'t it is way too expensive to try and do them even with fundraising projects etc I\'m making about $7,000 before research. And so I have to wait until I have done enough research to make them viable.
  9. as a few people have said a week long turn is really too long. anything less than 3 days is also too short in my opinion. to be fair though there was a decent reason for a longer turn this time round.
  10. Yeah the LFEs are way too expensive without the research. My suggestion is to stick to the earlier missions with SRBs so you can save enough money to get the research done. SRB research is good thing to start with so you can make the early missions mode rewarding.
  11. And if that doesn\'t do it, they also fly around in air ships (not planes they don\'t know how they work), and use dug up undead terminators
  12. wow.... really have furnishings to suit every occasion. Fridge for beer to have a few drinks, computer to play on when bored, harpoon gun to kill attacking sharks, and a crossbow for those heavily armoured pets the new neighbours have.
  13. it is a bit cash tight, the first couple of turns you will be lumbered with really budget rockets made up of SRBs, while you save money to do the more expensive tech research so it actually becomes feasible to use liquid fuel.
  14. No it\'s a complete exploit of the game because it means you can get ships (almost regardless of size) in to space almost, it\'s just a matter of fitting enough cannards in the right places.
  15. If you take the fundraising option you get the money available for that same turns, the same with technology research. I\'m not sure about doing both missions and contracts in the same turn.
  16. sorry it was infini http://kerbalspaceprogram.com/forum/index.php?topic=13167.0
  17. I\'d imagine this is something out of the mortal engines series of books, where the earth (after a war which wiped out most technology and civilization) is populated by humans who live in moving cities which are in a war against people who think towns and cities should stay stationary. And a rogue character gets a hold of an old piece of tech called ODIN, which shoots massive lasers down from satellites to destroy everything.
  18. the reason why that design can do that is because of an exploit in the game. Check out the infiniti craft in the spacecraft exchange section. You can just use canads and just keep turning it forward and backwards and it acts a bit like a birds wing.
  19. Fair enough. They do have a high burn rate and I know they don\'t need atmosphere but i figured they\'re more like aero parts because they aren\'t very handy for rockets
  20. use aerospike engines, they aren\'t usually considered 'rocket' engines as they came out with all of the plane parts
  21. one of the easiest ways to make missiles fly straight is to add the small fins that you get with the missile pack to the back and near the front. If you place them right they\'ll fly pretty straight.
  22. tbh I think a three day turn is too little, because sometimes people may have stuff on, so if you even loose one day and you have a pretty tricky design to do, then it can be quite hard to get it done in time. So have the 4 day end at the start of the weekend and the three day finish as the new week begins, maybe tuesday morning to friday night and Saturday morning to monday night.
  23. Ah ok it looks like may have Just designed mine like a moron. I stuck to a design which has the same number of SRBs at the bottom two levels, and then a few less at the next two levels, and then a few less until it had a stack of three on top. It probably would have worked better if I shaved down on all the extra boosters so my lift off would be easier.
  24. How did you guys manage to get such efficient flight paths for your SRB rockets? if I used less then it either couldn\'t leave the launch pad fast enough for stable flight, or didn\'t have the range. I probably did make a few silly design errors. Instead of adding a single SRB nearer the command pod I just added a huge layer of about 15 SRBs to the bottom.
  25. Oh god I want to know If my rocket is the one exploding or the one coming in to land. Was mine the one with frightening numbers as well because I think I had about 87 SRBs.... overkill?
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