lammatt
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Everything posted by lammatt
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I need help getting this into space.
lammatt replied to XOIIO's topic in KSP1 Gameplay Questions and Tutorials
(if your problem is structural) usually, dont go back to 1.25m from 2.5m, unless you want your rockets go structural failure. (yes you can put thousands of strut to avoid that, but hey, why no avoid it all from the beginning) try to invert the drop sequence, rover on top of the probe on top of the lab -
you want to have Kethane or interstellar to at least give some meaningful use to your base. and if you are new to building bases... you may want to start it on Minmus because of its low gravity and there are huge flatlands (aka the frozen lakes) readily available
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Danny makes the funniest KSP videos. Kurt sucks at the game but is fun to watch. Scott is godlike in the game but sometimes it's boring.
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do you use drogue chute to kill the KE of your plane when descending?
lammatt replied to lammatt's topic in KSP1 Discussion
for bigger planes, you cant really afford a very steep descend, the plane just doesnt have enough agility to do maneuvers to kill the vertical speed (if you are playing with FAR) without FAR, ya, maybe you can go straight down and still manage to get down to a manageable speed before it crashes... and landers... yes, who cares about drogue chute... just the normal 500m altitude ones are fine, they dont break anyways even when opening at crazy speed. -
The "You know you're playing a lot of KSP when..." thread
lammatt replied to Phenom Anon X's topic in KSP1 Discussion
when you feel a need of watching Scott's new youtube clips on orbital mechanics in order to play the game. -
what is the point of rovers on moons/planet with low gravity?
lammatt replied to lammatt's topic in KSP1 Discussion
2.3km is an odd spot... you should either set them >2.5km apart to let the physics sim unload, or park them a lot closer -
say... you are coming back from Mun or Minmus, (roughly 3km/s i guess) do you use drogue chute to bleed the KE off or do you take you time letting the plane glide for an hour until it lands? (well an hour is an exaggeration, but you know what i mean~) i do, because i dont have the patience.... i usually cut the chute when the plane slows down to manageable speed (~mach 1-2 @10km altitude) and then fly it back to the space center.
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what is the point of rovers on moons/planet with low gravity?
lammatt replied to lammatt's topic in KSP1 Discussion
if the car works, why would i walk. but the problem is, the car doesnt work as well as i wished (and i was surprised it doesnt...because as i recall, my rovers worked fairly well on Minmus last time i tried; tho i was using the bigger wheels and the cars are much heavier in previous installs; this is the first minmus base i set up in 0.23 because had to wait for various mods to update and work stably) and i am asking about that...which i think it's a relevant question so to speak this was not meant to be a troll post, but if it ends up it is....o well... ok... i can jetpack all the way any day, screw the cars. -
what is the point of rovers on moons/planet with low gravity?
lammatt replied to lammatt's topic in KSP1 Discussion
(yawn... i like people's first impression on this kind of threads on rovers... there must be someone saying "it must be the pod's torque") nah, i have no torque producing part in my rover as you can see in my pic. just the seat, no probe head nor a capsule there. and, i dont think that kind of issue still even exists now, my understanding is they actually fixed that ALREADY in 0.22 ya, a hovering saucer using RCS would be a good alternative to a car on Minmus i guess.... will try next time. thx for your idea. -
what is the point of rovers on moons/planet with low gravity?
lammatt replied to lammatt's topic in KSP1 Discussion
this is the thing i was doubting. if i have to make the rovers heavy enough to give a reasonable grip to the ground, why would i want one; you dont really want an needlessly heavy payload, do you? i can just jetpack all the way anyways...(while as you can see in my pic, i land my things within 50m next to each other) the rover in the pic cant even gain speed as if the wheels cant have any grip on the ground... =_=" if i want to explore (aka land at the easter eggs), i can just land exactly there to begin with anyways.... -
What do you find FUN in KSP, or how do you play to make it fun?
lammatt replied to Moonfrog's topic in KSP1 Discussion
the fun part of the game to me is: you play the way exactly how you want, not many games can give you this degree of freedom; most of the games inevitably have some sort of storyline that at some point in the game you have to follow it, even Terraria and Minecraft have something you have to accomplish before you build you own world; i.e. you have to boss fights and grinding for gears. but in this game, the fact that you have infinite resources (at least till now and in sandbox mode) and the huge collection of mods, you can play your own game that no other games can offer. (kethane, intersteller, remote tech, B9 are the main mods i am using) -
i aint talking about the unmanned ones for scientific exploration, but for crew transportation within the planetary base when your kerbals can travel super fast with jetpack anyways. and worse yet, the rover wheels virtually have no traction on Minmus'es lakes (edit: for people who is going to brainlessly reply: it must be the torque produced , try to switch to docking mode, blahblahblah.... there is NO pod/capsule on my rover, just the seat. plus, i think they fixed the flipping/toppling issue with rovers in staging mode in 0.22.)
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part attached = parts to dissipate the heat you can as well stick some tiny octagonal struts on it
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Rapiers are overpowered IMO
lammatt replied to MalfunctionM1Ke's topic in KSP1 The Spacecraft Exchange
the rapier has to be a lot heavier than the current setting. being able to use 2intakes and 1X 4.5t fuel tank to get into 100X100km orbit is pretty OP (p.s. the B9 sabre is about twice as heavy and has a little bit less thrust) -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lammatt replied to ferram4's topic in KSP1 Mod Releases
O...i was using v0.12.2 let me try the new one and see if it works ----- downloaded the 0.12.3 file, and extracted. but the in game tooltip is still showing 0.12.2 is it normal?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lammatt replied to ferram4's topic in KSP1 Mod Releases
i encountered a problem which i havent before the 0.23 release - when re-entering, the speed doesnt slowdown any bit without entering a stall - so i purposedly enter a stall to try slowing down in another trial. upon regaining of control at manageable speed and altitude, (~400m/s @ ~6000m), the plane gains speed at an unreasonably high rate when i tried to descend... it is to a point that the plane gains up to a relative surface speed of ~2000m/s at 1000m altitude and it explodes due to structural failure. - then i tried to make a turn to bleed the speed off without engine, but the funny thing is, the speed keeps increasing regardless. why does this happen? (it doesnt happen pre 0.23)- 14,073 replies
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it's OP needs to be a lot heavier
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i dont. 10characters
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How do you cheat a craft into orbit?
lammatt replied to Themohawkninja's topic in KSP1 Gameplay Questions and Tutorials
i only edit the save when there's no other non-tedious way doing that (eg. making geostaionsary satellite network) i do this by flying the satellites to about the right place and then do the save editting; this makes me feel less cheating. -
add remote tech and TAC life support and Ferram if you think it's boring then. i wonder how it's ""too easy"" after you exploited Mun and Minmus. next stop? Duna? ha, now go to set up a comm sat network and come back.
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Did I over complicate this craft?
lammatt replied to CrazedGunman502's topic in KSP1 Gameplay Questions and Tutorials
agree with the ones who say you should build according to your mission. say for eg, you want to go to eve, and you checked the dv budget you need, and you build your lander, interplanetary transfer, lifter accordingly with respective to dv requirement of each orbital maneuver and, a few hundred m/s of dv to spare in every stage is a good idea, since you are never gonna do a perfect maneuver that uses barely the theoretical minimun dv, there's alway some extra steering loss -
Did I over complicate this craft?
lammatt replied to CrazedGunman502's topic in KSP1 Gameplay Questions and Tutorials
in case my previous suggestion wasnt clear enough, use nuclear engine for the ejection and injection