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Everything posted by RoninFrog
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Hmm. A test thread. Lemme see here. \"<p>hmmph</p> "</br> </p> </div> </div> </div> </div> ::after </article> Wow! Blast. All I could do was write in @Dirkidirk's comment up there. Yeah, moderators, if I can write in other people's comments, it means there could be some potentially really bad problems.
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Ok, moderators, really dumb question here. Why do the kermojis have red/brown hair () when kerbals in the game have black hair?
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tridimensional thrust
RoninFrog replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
What? We can use regular engines as RCS? My days of spamming hundreds of Vernors are over! Ah, blast. Nevermind. -
Super intense Single-Stage-To-Mun runway landing! Am I going a little too high and fast? Hmm? Nope! I bet most would load a quicksave in the above situation, but not me! It's a good thing the Pandemunium III likes to swerve suddenly! I don't even want to know how many g's just happened... Yi! Yi! Yi yi yi yi! Yi! Even Jeb looks concerned. I wonder what it would feel like in the crew cabin to be going supersonic straight down, then suddenly be going 100 m/s horizontally, and then barely extend the landing gear in time to slam into the runway and nearly rip the belly fins off. As I whizzed down the runway, I realized that that ski jump was coming up really fast. What do you do when the landing gear aren't slowing you down? Retract them! I slid on my belly for about 100 m before coming to a stop just past the last set of stripes. Everything was recovered at 100% value except for the lunches of about 20 kerbals.
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How to build an ssto?
RoninFrog replied to Prat4545's topic in KSP1 Gameplay Questions and Tutorials
Ouch! That "what not to do" example looked an awful lot like my first SSTO spaceplane... Edit: Ouch again! The Mk3 engine mount is both in his "what not to do" and on my second SSTO spaceplane... Maybe I should read up on this stuff. -
I already submitted something here, but I'm going to submit a new and slightly improved version of the Pandemunium I, the Pandemunium II! New features: About 400 m/s more dV in orbit. Better kerbal to engine ratio It looks like the space shuttle (kind of) (a little) Docking port on the front for, you know, docking Capable of slightly better ascent profile (although I probably just flew the previous Pandemunium badly) So here are the stats. LF only, powered by 3 Whiplashes and Nervs. It can take four kerbals to the Mun and back. 3147 m/s in LKO, although I haven't tried for better. Yes, those intakes are clipped, but I couldn't think of a better place to put them. NO Rapiers. Flight results:
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I brought my Pandemonium II successfully home! I did an aerobraking pass first, because it wasn't the right time of day to land at the KSC. It's getting a little warm! Here's the situation. The space center is there, which means it will take just over half a day to rotate around to the right position. An orbit of about 3.5 hours should just about do it for a good landing. I got pretty close, just about 20 minutes short. Ready or not, here we come! Yikes! Everybody stay calm! This landing looks just a little bit sketchy. The landing was sketchy. The brakes were too strong, which kept making the shuttle swerve and flip. The landing gear just seemed to take forever to deploy, and the lights kept refusing to turn on. The belly fin had very low clearance, and would snap off on an impact with a vertical velocity greater than about 3 m/s. It took many quicksaves to finally pull it off. The only thing I wasn't concerned about was dV, as I had about 500 m/s to spare. But we're not done yet! It's time for Rodun Kerman to come out in his rover and bring the crew home. The Pandemonium II is refueled as it is hauled back to the SPH: And we're home, refueled, and ready to take the next round of passengers to the Mun!
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Gilly: The place where what goes up doesn't always come back down.
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One sentence you could say to annoy an entire fan base?
RoninFrog replied to Fr8monkey's topic in Forum Games!
Woah! Dewd! C'mon! [reports post to moderators] -
Attila the Un.
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What is Your Favorite Planet to Orbit/Land on
RoninFrog replied to Little Kerbonaut!'s topic in KSP1 Discussion
Kerbin. What? Nobody else likes their home planet? Second favorite is Eve. -
I built my second airbreathing SSTO, upgrading the Pandemunium I to the Pandemunium II. And maaaaaan, this thing is overpowered! Flies basically the same as the old version, but it carries more kerbals per engine. Pretty simple design, just a basic shuttle with 3 Nervs and Whiplashes. I only use LF on my SSTO spaceplanes. No oxidizer. Whiplashes just look way cooler than RAPIERS. Why would you want four tiny orange circles when you can have this? So far so good! Had to use the runway ski jump, but she flies nice and steady! Jeb looked out the window and said, "Hey, see that little thing in the sky? Whaddya say we go there?" Getting a little fiery! The Whiplashes are starting to lose their potency. Seems like 44km is the magic number for the Pandemunium series. If the plane doesn't get that high on the first ascent, it won't make it anywhere. We will go to space today! In orbit with... 3147 m/s of dV!!!! If the plane is sturdy enough to survive intense aerobraking, I could probably get to Laythe on that! Or I could just make a quick trip to the Mun. Mun flyby: Mun orbit: Alright, little kerbals, it's time to put bootprints on extraterrestrial soil! This is actually a pretty ideal landing spot, since I will be taking off uphill and then over a crater. Flag time! And Jeb has to go investigate that crater. Bill and Bob don't seem to happy about driving off a cliff. Hey, look! It's one of those Breaking Ground thingymabobs! Mun orbit again! That's all for today, cause I'm having some problems with spinning out of control on reentry.
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Parts near runway are deleted
RoninFrog replied to RoninFrog's topic in KSP1 Gameplay Questions and Tutorials
Interesting. I drug a tank out 250 meters away, and it wasn't deleted. So I went into settings and disabled Tidy Up KSC Debris, which I'm pretty sure is the thing that deletes launch clamps, and hey! It worked! My stockpiles are no longer being robbed! -
I have this annoying problem that I can't figure out how to get rid of. I'm trying to stockpile a bunch of rocket parts next to the runway, but whenever I launch some and go back to the space center, they are automatically deleted/recovered. They were about 20 meters or so from the edge of the runway, so I don't think it's the same thing that automatically gets rid of launch clamps. I also have two manned rovers in the same area, and they haven't been deleted. Do I need some sort of command pod or something? I tried reclassifying an engine from debris to probe, but it still got deleted. What is going on, and how do I fix it?
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The "Useless Voyager" Competition
RoninFrog replied to VictoryNeverFail's topic in KSP1 Challenges & Mission ideas
Seems kind of like a craft sharing thread to me. -
Build Challenge - Untested Shuttle
RoninFrog replied to sevenperforce's topic in KSP1 Challenges & Mission ideas
2 questions: Can it be an SSTO? Edit: Also, which direction must the takeoff and landing be? By "no reverts", do you mean no reverts, quicksaves, or anything? Or just once it's launched, it can't go back to the hangar? -
I sent Jeb to Tylo while on EVA. You may think, "But his EVA pack doesn't have the TWR or the dV!" Yes, but the Claw does. Here is the Claw in action: Going in for the Jeb grab. Got a good hold on his head: Executing the landing burn (different Claw probe): The landing was a smashing success!
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I keep missing the Mun
RoninFrog replied to KrisKelvin's topic in KSP1 Gameplay Questions and Tutorials
If you click on the Mun and then "Set As Target", when the maneuver trajectory crosses the Mun's orbit it will put a little blue marker on your orbit and the Mun's orbit. Then, move the maneuver node around until the two markers are near each other, and you should get an intercept. For the Mun, it happens to be around 90°. -
Tylo landing complete! Full mission report: Blast! I just saw that Commnet was optional! That would've made my life a whole lot easier!
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Final Tylo descent:
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Here comes a massive post. Get ready. (Hehe. ready?) Last launch and Jool transfer: Correction burn and capture:
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It's time for the big launch! The HIVE is now scheduled to ascend into the heavens. It's got four stages: a Mammoth+Clydesdale combo, then just the Mammoth, then a Rhino, and then some droptanks. The payload is a whole bundle of Claw probes for maneuvering little Jebbykins around near Tylo. Oh no! Need moar struts! The Clydesdales decided to desert the rocket and made off with the Rhino's droptanks. Oh, whatever. Didn't need those anyway! It still got to orbit, though, in spite of the Clydesdales' attempted sabotage. Lookie! Our first shot of the Claw probes! I hope they work... I will include a more detailed description of their inner workings later when I actually use them. The last thing I'm gonna need to launch is that lander for Tylo.
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Now it's time to lay down some Kerbal-catapulting infrastructure. This next rocket is called the Claw. Inside the fairing is a prototype of a possible Kerbal grabber. This one will hopefully hurl Jeb out towards that large green thing called "Jool". As I was building the rocket, I thought, "I could use a plain, boring engine like a cheetah or something for the second stage. But that's boring!" So I used Ants. 64 of them. 'Cause why not? Looks almost like a giant, white-exhaust ion thruster. Yes, I managed to get 64x symmetry in a stock game. It's complicated. And in orbit! What? I really forgot to take a picture of the claw contraption! Blast! Still got to launch a lot more stuff up into yon starry thing up there. Lots more grabby things are coming.