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KSP2 Release Notes
Posts posted by Brofessional
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I played around with a Newton's Cannon, need to tweak the thrust limit.
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That's from like .20 or something, these days I use the joint reinforcement mod, so I don't use many struts.
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The proper way to do it is wait on the launchpad or some other spacecraft, and timewarp until you have a window, then launch and do the transfer all at once.
Since there's no life support requirements though, you can just launch into solar orbit whenever and time-warp there until you have a window.
Treating it like a rendezvous works but it's a huge waste of fuel and time, especially if your destination allows for aerobraking.
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It's better to put your Kethane operation on Minmus instead of the Mun. Lot's of flat places to land, and the lower gravity means you can use an LV-N and get more fuel to orbit each trip. It's also right on the edge of Kerbin's SOI so if you refuel interplanetary ships there they enter solar orbit with nearly full tanks.
I usually land a drilling/refining base at the site, then have a separate vehicle just to carry the refined fuel up and land again. As cool as the idea of fuel stations are, it requires just as much work to refill the fuel station as it does to bring the fuel straight to the spacecraft, so you're better off just not building a fuel station in the first place.
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Skylab getting an upgrade.
Nice view of Jool's inner moons
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Technically not debris, but it was unintentional so I think it counts.
I was building a geostationary network and somehow I spaced out and put one of the satellites into a retrograde orbit by mistake.
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1 & 2 are in the KSPX pack, most of which has been added to the vanilla game already.
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My first docking was back in like .16 or .17 using docking mods, as official docking had yet to be added.
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The RAPIER does take oxygen from the atmosphere.
It is functionally identical to the SABRE, except it doesn't require a pre-cooler and instead just uses the regular intakes.
The name of course is just a copyright issue as mentioned.
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Eeloo was originally supposed to be a moon of the second gas giant.
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425hrs on Steam, probably double that before it was released on Steam.
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The actual SABRE engine is pretty boring looking, as it's housed inside the shroud. It's the pre-cooler on the front and the curved shape that makes it look cool.
Unfortunately Squad seems to have forgotten the pre-cooler, which is really the biggest feature of the SABRE and the part that makes the whole thing possible.
Leaving out the curved shape is understandable, as it would limit construction options.
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The lab isn't really meant for the Mun or Minmus, it's meant to be used around Jool and such. Eventually when all the bodies get biomes, Jool will be a treasure trove of science, but it's fairly impractical to do sample-return missions because it's so far out; especially when funding is added and you don't have infinite money to build giant motherships.
I do think maybe the bonus percentage should be upped, due to the fact that using the lab requires a potentially more complex mission profile; but it shouldn't be any higher than 60% or you discourage sample-return missions.
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How does this thing work? I built it and the CoL is so far in front of the CoM it flips over. Just had to try it. My two ker serviceable SSTO is a beast of a lady.
It uses clusters of 48-7S engines, 4 on each side. If you used aerospikes or something else it won't work.
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I've done one with about 4 intakes only. It's just a matter of piloting it correctly.
My most reliable SSTO only has two intakes. You definitely don't need air hogging to make a successful SSTO.
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Looks like the textures just didn't load.
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Stacking intakes via part clipping doesn't count.
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Gotta go fast
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Real ion engines are designed to burn for months or even years at a time.
Jebs on the Simpsons!!
in The Lounge
Posted
This has nothing to do with KSP.