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Flibble

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Everything posted by Flibble

  1. Looking good. Are you planning to add physics and the like then? How about some nice atmospherics?
  2. I'd suggest a wider track as well if you can, and keep the centre of mass as low as possible.
  3. Are you using one of the upgrades for the aerobee engine? Because the first one you get is terrible both in terms of reliability and thrust.
  4. Do you want to subscribe? Do you want me to spam your phone / desktop full of notifications? Can I drop so many cookies it would give even the cookie monster pause? No. Shut up. I just want to browse your content.
  5. I'm actually about 4 years in in game time I think, pretty sure it's about 1956 anyway. I'm going fairly slowly at the moment mostly because I don't get that much play time and with KCT everything takes a while anyway. I played a fair bit of stock before starting this play through so docking and such I can handle. The main delay at the moment is getting enough test data on the engines, I've been using my upper stage engine for sounding payloads to keep costs down, but I'm not sure I can legitimately launch a "sounding" rocket with an RD108 powering it. I have one building anyway and I might try to squeeze a static fire test in too.
  6. Question for the devs. I compiled 1.1.7 for KSP 1.3.1 for my RO game. When I loaded into the flight scene my cpu was power starved despite the ship being on the launch clamps. I couldn't see anything obvious that had changed in the power handling. I then compiled 1.1.5 and it worked fine.
  7. For rockets you can fire methane (SpaceX have a working methalox rocket after all). I'd think you could make a methane jet engine too given how unfussy turbines are about what they're fired with. Probably little more than an injector change.
  8. RSS/RO/RP-1 and a full set of mods is hard on the computer it's true. I mostly play on my work pc which has 32gb. I'm doing ok on the no reverts at the moment as I'm running KRASH so I can at least validate designs without a huge death toll. I'm also running test flight, for extra fun of working designs suddenly failing.
  9. We choose to pay the game like this, not because it is easy... My stock playthrough was no reverts, Jeb bought it on the first Mun mission.
  10. Awesome. Next steps, other than getting it ready for release would be trying it with stock setup and coming up with some drag modelling for stock. Also it currently uses powered explicit guidance since I wrote it as a bit of a test bed for that, so I'll need to get it fixed for burn and coast I think.
  11. This is really a post to gauge interest in a tool I made for my RO game. It simulates many launches (512 to be exact) to calculate the best pitch over angle and speed (and a few other things). I don't think there's anything out there that does this at the moment. It's fairly quick, a run of 512 launches over 10 minutes of game time takes around 3 seconds on a typical desktop. I've not tried it for a stock game but it should work in theory. The only issue would be drag calculations as I'm relying on FAR for that. Here's a screenshot for an early orbital rocket: You can see the heat maps on the left which show how good each launch is rated in various things. The main graph shows details for the selected launch. If there's some interest in this I'll get it tidied up and released on github.
  12. Hello! Thought I'd sign up to the forms. I got ksp a few months back and have been hooked ever since. I'm currently on a RO/RSS/RP-1 play through. It's interesting and a lot different to stock. FlibbSpace is hoping to make it to orbit soon after a successful program of sounding rockets. I have developed my own flight computer using kOS, fingers crossed it can get me up there. The plan is to have all missions computer flown rather than manual, with no reverts it's a bit nail biting at times.
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