Spartan117
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Everything posted by Spartan117
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What thread is this located in?!
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At 400+ parts? I scared of just downloading it! But I dare say, quite a spectacular mission to Laythe! And the ingenious use of the Structural Wings, brilliant!
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Question about coordinates
Spartan117 replied to Spartan117's topic in KSP1 Gameplay Questions and Tutorials
I don't have MechJeb and have no intention to get it. I know it can be very helpful, it just seems... "less than pure" to me to mod a game. And I know about the coordinates once you land, but if I wanted to go to a set of given coordinates, how would I find and subsequently land there? -
Whenever someone on here says "I landed at such-and-such coordinates on Mun" or "Neil Armstrong's memorial is at this-and-that coordinates on Mun" How do you find the coordinate location?
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Dang it!!! I can explain it no other way than that the Kraken got me. I had a pretty decent sized launch vehicle in orbit. I tried to turn it around to stabilize my orbit but it turned every which way on its' own regardless of RCS usage. I finally got fed up and fired up the engines when the craft just happened to turn near the direction I wanted to fire. A few oscillation later I was looking at a brand new ring system around Kerbin and minus three Kerbonauts.
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I just had an early NASA moment when the rocket I was attempting to launch fell in on itself in a huge fireball. Amazingly enough, the 3 crew pod survived!
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[STOCK] Interplanetary lander
Spartan117 replied to nhnifong's topic in KSP1 The Spacecraft Exchange
A question, if I may. You claim stock, but I definitely don't recall seeing that green light on the upper half of the large fuel tank of the lander in the first shot. What is that part? -
[video] Melee Attack ship - dual command pod capture
Spartan117 replied to katateochi's topic in KSP1 Discussion
I love the vids. (And that's quite a laundry list of mods needed to make the Reaver work!) I will say I have seen the twitch issue in my rocket launches. I have no mods of any sort, so it definitely is a game issue. And it always seems to happen after passing a certain altitude. Hopefully 0.17 kills off this Kraken offspring. As for the Reaver? The first ship that was attacked I liked more. More debris... -
All of these near death experiences for the various Kerbonauts got me thinking (uh-oh...), does the Kerbal Space Center have a psychologist on staff?
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I prefer to think of the failed mission outcomes as the flight director and flight engineers having nightmares before the inevitable (real) successful flight.
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In terms of landing on Mun, what I do is around 5000m on the in-game altimeter, I slow my velocity down to under 100 m/s. Just make sure my velocity is under 100 m/s and as I get lower and lower, try and use the shadow of the craft to gauge true altitude. Not exactly fuel efficient, but it works and I'm able to get back to Kerbin. You can try and practice landings on Kerbin, but the acceleration due to gravity will be greater, so if you apply the same counter-force (thrust) on Mun as you do on Kerbin, you'll go shooting into space.
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In terms of flying aircraft in KSP, the thing that bugs the aviator in my mind is that the physics for aircraft aren't correct. I'll be flying an aircraft and go to turn. But the plane will jerk in that direction and then I have to wait for the orbit prograde indicator on the NavBall to actually say I'm moving in that direction. Now I know this is a space sim, and that aircraft were added after C7's insanely successful Aerospace mod. Not having proper rovers for Mun and Minmus excursions, that can be fixed with mods (I'm not really one to download mods... something about them just doesn't feel right to me. I know I'm crazy), but I would be willing to bet that there aren't any mods that fix aircraft flight dynamics. And I do understand why the dynamics are how they are. The goal of the spaceplane hangar is to... make a spaceplane! Said air/spacecraft would achieve orbit. (Not that I've ever been able to use "orbit" and "spaceplane" in the same sentence in a positive manner...) The dynamics, for being wrong near ground level, are correct when it matters: up in space. Is there a possibility of maybe introducing "proper" aircraft physics?
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The memorial that Nova said was going to be at the coordinates of the Apollo 11 landing sight, will that be within 0.17 or pre-0.17?
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Here's my seemingly insignificant contribution to the remembrances and tributes to one of the greatest men of the 20th century. In the second picture, Matbald gazes into the great, great distance toward the Kerbalverse's version of the Milky Way, wondering where his greatest passed hero, Neil Armstrong, was. His greatest living hero, Jebediah Kerman, gave the nod for Matbald to make the trip in honor of Armstrong. Jeb wanted to do it, but he wants to share it with his closest buds, Bill and Bob Kerman. And he himself with design that craft. But in the mean time, Jeb and the rest of the KSC staff nod in silent appreciation of their inspiration as Matbald recites the most famous verse in exploration and scientific history: "That's one small step for a man, one giant leap for mankind." And it was then everyone came to the same realization: God needed a pilot, and chose Neil Armstrong. He picked a dang good pilot.
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Type 1 Basic Trainer (STOCK)
Spartan117 replied to MaverickSawyer's topic in KSP1 The Spacecraft Exchange
Ahhh! Well played. You can come in for landing from either the east or west. I see now. -
[.16 STOCK] Titan I - Solo medium lifter/lander
Spartan117 replied to prozach's topic in KSP1 The Spacecraft Exchange
Oh, you mean a tri-coupler for the LARGE fuel tanks? Those things are monstrously huge! I don't know about scaling, I haven't really attempted because of the lack of scalable parts. I will opine that it would appear that by the time the zero stage is by itself, having jettisoned all previous lifter engines, it would seem that the AV8 wings would be meaningless in the vacuum of space. That and the noticeable lack of separation for the command pod. I do have a design similar to this called the Standard Mun Rocket that I got from the Spacecraft Exchange before the forum format changed. I've changed it a little here and there to suit my needs. The lander at the top is rather large for my rocket. I made Jeb really happen by adding the large SRBs to the bottom of the entire rocket, making the entire assembly larger than the launch tower. Your middle stage is actually almost exactly the same. But since I'm such a newbie at orbital mechanics (when Mun is about 35-40 degrees from orbiting overhead I launch and do a straight shot), I'm asking around for good flight plans and such. -
[0.16 Stock] Some crazy rockets and space planes!
Spartan117 replied to Zephiris's topic in KSP1 The Spacecraft Exchange
I regret to say that my computer in no possible way can handle the Space Concord. -
One of the most iconic and legendary men of the 20th century. Though he has passed, his name and accomplishments will live on forever. God has His pilot now, and a darn good one at that.
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.16 Kerbin system planetary explorers: stock parts
Spartan117 replied to Taskarnin's topic in KSP1 The Spacecraft Exchange
Well played! And I do think Captain Slow could have a massively powerful rocket named after him after he hit the top speed (or nearly) in the Veyron. I think for Jezza to approve, it would quite literally have to be the most powerful rocket... *intense stare* in the world! -
[0.16 Stock] Some crazy rockets and space planes!
Spartan117 replied to Zephiris's topic in KSP1 The Spacecraft Exchange
Just wondering, what's your flight plan for the Space Concorde? -
Eve I: a rocket for Eve landing [0.16 / 0.16 + Mechjeb]
Spartan117 replied to r_rolo1's topic in KSP1 The Spacecraft Exchange
I agree with r_rolo1. It would seem futile to attempt (but no less entertaining and informative) to try and a Kerbin-based launch to Eve and back. I know my computer couldn't handle a craft of that complexity. Heck, the redesigned Standard Mun Rocket I got from the Exchange before the forum switch-over (and release of 0.16) slows launch events into a slideshow. -
[.16 STOCK] Titan I - Solo medium lifter/lander
Spartan117 replied to prozach's topic in KSP1 The Spacecraft Exchange
Awesome Imgur album on your craft. Question, one pic says you got sloppy when you were nearly at 40k meters but you hadn't yet turned for your KIO burn. At what altitude do you turn and burn for KIO in this spacecraft? -
Type 1 Basic Trainer (STOCK)
Spartan117 replied to MaverickSawyer's topic in KSP1 The Spacecraft Exchange
Sorry for the forthcoming noobish question, but what do you mean by Runway 27 and Runway 9? I know of the starting runway where craft go to take off once you leave the spaceplane hangar. But I will say I like the simplicity of your craft. Looks simple and effective. I'll have to try it.