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hubbazoot

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Everything posted by hubbazoot

  1. About the best 'alternative' I could think of would be to put something in synchronous orbit, which would be 2900 km from the Mun, which is a problem since its sphere of influence is 2.4km. I think you could, in theory, get a figure 8 orbit between the Mun and Kerbin at least once, but I don't think you'd be able to get it to repeat itself in a really viable manner. If you want something near the Mun that would remain relatively stationary, you could put a satellite up in orbit at the height of the Mun and either have it 'chase' the Mun or have the Mun chase it.
  2. Without editing your persistence file, you need to make sure you keep your velocity down when re-uniting with the ground. If you're landing on the runway with landing gear, you can get away with just about any speed so long as you keep going straight down the runway until you stop. If you're coming in as just a drop to the ground your touchdown speed needs to be less than 8m/s, and the slower the better. Generally, when I'm coming in from orbit, I can use a parachute to bring down a large load by using it as a braking assist and then using the engines to burn off whatever extra speed I have until I get down to touchdown speed.
  3. To OP: If you don't want to use mechjeb and want to do it manually, I usually do a test flight to see what engine's capability for lift is. Attach a small pod to however many fuel tanks you think that engine could lift off the ground (not necessarily accelerate, just lift). If it can lift it, attach more, if it can't, attach less. Most of the stock engines can lift 3~4 of their diameter fuel tanks. One large grey tank is equal to four of the 'bigger' small white tanks, in both mass and fuel content. If something can hold itself off the ground, it can generate one gee of thrust, and all you need is some solid rocket boosters to get it up to terminal velocity. (Short version: keep your rocket at ~100m/s until you get to 9000m, then accelerate freely) Also, for efficiently lifting off from the pad, I've found the Asparagus-style rocket to be insanely efficient and easy to build. Pretty much all of my rockets use this style of staging now in some form or another. Another tip is to make sure you have, for yourself, properly defined your payload and where you want that payload to be. For instance, if I'm making a mun lander, my first payload is the entire system that will get me to the mun and back. Inside that payload is the system that will get me back from the mun.
  4. If you use engines that have thrust vectoring, they make handling way easier, but the rocket will flex every time an adjustment is made. If you do use longer rockets, make sure they're well balanced and use 2~3 struts to connect the booster stages to the center stage.
  5. If the right click trick doesn't work, you can cycle your landing gear a couple times really quickly (press G as fast as you can). You should catch one of them complete before the other one is, and that'll resync them. Anti-pollution...heh. I had my first munbase blow up in orbit. The cause is unknown, but the facility was large. About 90% of the debris is from the explosion.
  6. Can you post a screenshot of your rocket? If jettisoning your stages disconnects another stage, all the intermediary parts get advanced to the next available stage.
  7. Currently I'm using the crew-able empty pods and they're working pretty well. Just a shame there's not one more like the crew tank.
  8. So, I tried using the crewtank, just to discover that the hatch is basically always obstructed. This part is about 99% of what I need (This one here) but the "obstructed hatch" issue is frustrating. Does anyone have a recommended crew storage that would work well for a mun station?
  9. There's definitely some form of round shape in the bottom half of the picture, over (under) what appears to be a horizon. One thought I had is that maybe this is one of the new planets that is tidally locked. Any of the photoshop gurus wanna take a stab at it and see if they can clean it up?
  10. It was difficult to track the conversation amidst all the other posts about 0.17, and I'm really curious as to what this is.
  11. Well, I was going to PM Nova about this, but it would appear that I can't PM him. Makes sense. Anyway, he dropped this lovely "grainy photo" in the ksp 0.17 discussion. Anyone have any thoughts as to what it is? My thoughts: This was bugging me, and one part of it looked oddly familiar, so I figured I'd give it a go. I rotated and cropped the relevant section, "I see a little silhouetto of a man..." Someone might have some better luck with this than I as it was super hasty. Other thoughts: - Comet (white section is trail) - White object is some form of new part. Maybe a solar panel or transmitter of some kind? - Picture of a large celestial body (maybe the one tidally locked with Charr?) on the horizon (difficult shot to get, btw) and the white object is some form of lander...
  12. The crew tank is pretty much impossible to use. I kept getting a "hatch obstructed" issue. I tried getting it to be the only thing sitting on the landing pad (I had a small rocket with a stage separator on it) and tried to EVA into it with just it sitting on the pad. Jeb's foot touched it, and it exploded. This is AFTER I doubled the durability on it. Too much hassle to use.
  13. This was bugging me, and one part of it looked oddly familiar, so I figured I'd give it a go. I rotated and cropped the relevant section, "I see a little silhouetto of a man..." Someone might have some better luck with this than I as it was super hasty. Other thoughts: - Comet (white section is trail) - White object is some form of new part. Maybe a solar panel or transmitter of some kind? - Picture of a large celestial body (maybe the one tidally locked with Charr?) on the horizon (difficult shot to get, btw) and the white object is some form of lander...
  14. Having an op control it would work, or having it done by popular vote.Or an option between the two.
  15. Yeah, unless you\'re really trying to coop, that makes things difficult. Would that method mean that the 'systema\' of kerbin and such would remain moving at real time?
  16. Another solution that just became a possibility with the 0.16 patch: Each player is a different crewmember. Yeah, that may mean a lot of non-flying for someone, but the controls could be split up across multiple people. Only one person can see the map, only one person can do RCS, and only one person can handle pitch and the main engine.
  17. True.... the other solution is to have the system be in 'real time' and it\'s only your ship that accelerates in time. I did kind of assume that players had a spirit of cooperation at some level.
  18. I want this. So much. So much.First person views of all the things. Yes. Did I mention I want this?
  19. That\'s what I was talking about. But as for saving fuel on the Mun, remember that you can start your horizontal turn as soon as you clear the ground because there\'s no atmo.
  20. Let the atmo slow you down. If you wait till you\'re at about 3km (yeah, that low) before you start braking, it saves a ton of fuel.
  21. website is www.myordan.com I suppose I could make a subforum for that... contact me at systems@myordan.com Kessler is asynchronous, yes, and doesn\'t quite work to my satisfaction, otherwise I would do it. I really want synchronous multiplayer.
  22. So, I have a server. Currently, it\'s hosting a dedicated minecraft server, but I\'m growing bored of playing minecraft and bored of administrating a server for it. This has, however, paid off all the bills \'due\' for the server. So, what it comes down to, is I was wondering if someone else had a suggestion for a direction I might be able to take the hardware in. KSP doesn\'t have a multiplayer (yet?), or I\'d be hosting a server for that. I\'m particularly interested in any opportunities that would have an entrepreneurial aspect to them. If you know of anything, I\'m anxious to hear your ideas.
  23. So, I decided I want my airspace a little more....crowded. I want your persistence files. Rules: Stock parts only, please. I consider any craft that is not on the surface of Kerbin to be 'nonrecoverable.' So, any persistence bits you have that have craft pieces, etc, not on the surface of kerbin, please attach. Thanks. I\'ll post screenshots of my crowded space as it crowds up.
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