Scorch
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Everything posted by Scorch
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Here's my current desktop. Going to go full out with Rainmeter soon, so I'll probably post again once I am finished mucking around with it.
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Challenge: Simplest Escape and Simplest Orbiter
Scorch replied to summit's topic in KSP1 Challenges & Mission ideas
He would have used the last of his fuel to perform a powered landing, otherwise no amount of winglets are going to save him. -
Welcome Johno from a fellow Aussie. I think you will find there are quite a few of us here.
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| / \ / _ \ |.o '.| |'._.'| | | ,'| | |`. / | | | \ |,-'--|--'-.|
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[Challenge] Accurate Landing
Scorch replied to Doublerob7's topic in KSP1 Challenges & Mission ideas
People willing to lie will just wait the needed time to make it look like they orbited when they really didn't. What is needed is a end mission screen confirming that they traveled the necessary distance for a full orbit.Not that I'm calling Zeroignite a lier, but his screenshot above my post is exactly what I am talking about. We don't know whether he completed a full orbit of the planet or not, we can't see his distance traveled over ground. -
Challenge: Simplest Escape and Simplest Orbiter
Scorch replied to summit's topic in KSP1 Challenges & Mission ideas
This is my smallest ship that I've been able to achieve orbit with. As you can see, very simple. You have to wrestle with the ship on the way up, but once the SRB's are jettisoned its easy to control the craft. If you have trouble though you can still add a SAS module to the main engine and it still flies very well, making it easier to achieve orbit. -
[Challenge] Accurate Landing
Scorch replied to Doublerob7's topic in KSP1 Challenges & Mission ideas
An easy way to deal with Supraluminal's point would be to use a single craft design to eliminate the possibility of rockets that have more fuel, but that would require people to agree on a design. -
Shouldn't this be in the spacecraft exchange forum? Not to rain on anyone's parade.
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The main issue with the lander is its freaking easy to break off from the rest of the ship, seeing as its a lander it should have much more rigidity.
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Landed on the tower with the module. The issue I noticed so far is that the capsule doesn't actually attach to the CM, so if you turn too far it simply pops right off the top of the lander.
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Where is the download for this hilarious monstrosity? I want to fly the ship that laughs in the face of physics!
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11Km/s (That's right, 11000m/s+) Ship
Scorch replied to slopeslider's topic in KSP1 The Spacecraft Exchange
While it's a good demonstrator, it's not particularly impressive seeing as it uses the XL fuel tanks. Those things are massively overpowered. They are fun to muck around with though. -
I know I'm late to the party but Congratulations Squad! May your Kerbalnauts never return to Kearth! :cheers: :hailprobe: Heres to 500,000 (250,000?)!!!
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Radial mounting/detachment of Orbital Vehicle
Scorch replied to wizzertz's topic in KSP1 Gameplay Questions and Tutorials
There isn't really much you can do other than attempting to balance the craft via rockets on the other side of the craft. Adding SAS modules on top of those SRB's should help too. HarvesteR has said that gimbaled rockets to account for assymetry is coming eventually, until then we will have problems with asymmetrical rockets. -
[Index] Modifications for KerbalSpaceProgram
Scorch replied to cbroughton's topic in KSP1 Mods Discussions
I would remove the [Realistic] Tags altogether and simply list what kind of changes the mods make, whether CFG edit, retexture, or a new part altogether. It should be up to people to decide, seeing as these are mods and not exactly going into the main game, so balance issues are up to the individual. Otherwise this is an awesome list and will definitely be helpful. -
Same here, I saw the screenshot and immediately wanted to know what game it was, it grabbed my attention immediately.
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Competition: The Great Velocity Race!
Scorch replied to /scI/owan's topic in KSP1 Challenges & Mission ideas
Or at least it will be an important part once we are able to go to other planets. Setting your rocket on a slingshot trajectory would make saving on rocket systems much easier.And I agree, trying to fly in a straight line is also hard to do, because not every rocket will be able to fly directly upwards, invalidating such a rule. IMO rules should be kept simple: 1. Build only with stock unmodified parts. 2. Go as fast as you can in whatever way you deem necessary. Maybe once there is an autopilot we can simply set a straight upwards planned flight and let it go, thus eliminating the pilots skill as a factor, which would allow for proper benchmarking of rockets. Otherwise, it's impossible to eliminate pilot skill as a factor, because you still have to trigger stages yourself even if you don't touch the steering, which will affect the result because not every flight will have the same timing. -
My best Orbit has to be a LEO at 33km perikee to 35km apokee. It was achieved with a very simple 3 stage rocket. I almost fell back to Kearth on the first orbit, at perikee I started to hit the atmosphere and had to drag myself back up a little bit, luckily with a full tank I was able to mess around for a bit then fly back down to Kearth on my 5th pass over the Space facility's launch pad. Basically I was trying to get the lowest orbit possible so that I could see if it would maintain itself. I didn't have the patience to go for another few orbits though.