Bobsama
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Everything posted by Bobsama
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I'm not sure how much of mine are actually sins... I hate playing on "easy" levels. Because of that, I hate the early game. I've had more new games than I can count, and can never stick to it long enough to upgrade everything. My own fault, I know, because I make things too difficult on myself. I cheated on my first orbital space craft. While deorbiting, I kinda burned too much. I reloaded 3-4x but couldn't make Bill survive reentry. RemoteTech is probably my favorite mod. When combined with Sin #2, this also means I always skip the DP-10 antenna (the 500km one for atmospheric flight). Because of this, I've become better at pre-programming flights than at flying them myself. I'll fly unmanned missions long before I research that atmospheric antenna. T+1:00 85° pitch T+1:06 Stage S3 T+1:21 Toggle antenna T+1:40 SRF GRD+ T+2:00 Stage S2 T+2:20 ORB GRD+ T+3:06 Stage S1 T+3:40 0° pitch T+4:00 Stage S0 T+4:10 Toggle antenna As an additional mod, Kerbal Engineer is used to give me orbital information. Except, I use it in parts mode (only active with an Engineer, a computer part, or an L3 tracking station) and forget to attach the part about 90% of the time. And because everything is all screwy, I have a tough time synchronizing orbits. And because of that, my communications networks... well... they drift. Sometimes significantly. I had some satellites in what I thought was GSO but, after a fair few missions, they migrated to the wrong side of the planet. Whenever I upgrade my early craft, I screw them up. Either they can no longer reach orbit (though I theoretically have enough dV) or they can't survive atmospheric flight (I haven't unlocked fairings yet) or they fail in some other unexpected way--like not having big enough batteries or insufficient solar panels or the Kraken strikes... My current ContractSat launcher is rudimentary and way overengineered. It's got 3 rocket stages before its final LFE probe stage. I could probably do a lot better by simply programming a LFE to fire when I can't communicate with it. In fact, I'm going to go design such a launcher now!
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[1.0.x] Trans-Keptunian - Outer dwarf planet pack (v0.4 - 06/07/15)
Bobsama replied to Gravitasi's topic in KSP1 Mod Releases
You are a god, Gravitasi. -
What parts are failing? I had a rocket recently that, on the pad, 1 engine would often detach and thus unbalance the rocket. And other rockets that, mid-way through launch, there'd be a failure... between gas tanks. Another unintentional asymmetrical moment, of course. Deleting and replacing the engines seems to work, however. As does launching on 1/3 throttle and then opening it wide.
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Perhaps using remote login?Anyways, I\'m lucky not to have any controls like that. I hated that back when I was in school. Aaah the good days were when Google Translate was a legitimate way to bypass their security. Alternatives included port-hopping and forcing a fixed IP. I got around their bans for a while via playing text-based games. Very few people now think text-based games could be fun or entertaining.
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Well on time compression, plenty of us did huge missions without it. Another option in the name of accuracy may be to limit the warp based on a processor benchmark tied to a minimum quality standard.
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Is there any way that the gravity calculation could become modular? That way, thread 1 calculates Kearth\'s gravity influence, thread 2 calculates the Mun\'s, thread 3 calculates the Sun\'s, and thread 4 puts it all together? I\'m just curious. Or if there\'s a cheap & scalable way to estimate it.
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I dunno--I took 6 last time I was there...
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All you need to reach space
Bobsama replied to JupiterII's topic in KSP1 Gameplay Questions and Tutorials
Good luck staying in space. If memory servers, 2 fuel tanks and an engine is required to reach orbit. -
A dollar in the hand is worth two in the bush. I think a major problem right now is to support to KSP team--both wages and needed equipment.
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How do I land on the Mun?
Bobsama replied to qeveren's topic in KSP1 Gameplay Questions and Tutorials
As for an all-stock setup, stick a three or four radial decouplers and winglets on your top section. Also, use the smaller stock engine. It\'ll improve your low-altitude stability and act as lander legs. Once you\'re on the surface of the Mün, you can jettison the decouplers and simply stand on the engine (assuming you\'re on flat or nearly flat ground: don\'t try this on a slope). Also, you don\'t need to do direct ascent or to find at your first Apoapsis. Just boost your Apoapsis to ~11,000 KM and compress time. Of course, you need to be passing /near/ the Mun\'s orbit. At some point, you should be captured, at which point you should start braking. Burn at the (X) to kill both horizontal and vertical velocity. I\'d suggest you start at lower altitudes and try to stabilize your downward velocity. You don\'t need to zero it out (in fact, don\'t!) but try to keep it around 100 m/s. That\'s a slow enough speed that your descent is quick but you can still easily retroburn. Use RCS to help (if you have any RCS fuel from lower stages) slow yourself. If you\'re lucky, you\'ll fall to the planet. If you\'re unlucky, you\'ll be in a highly eccentric orbit and be recaptured by the Mun (as just happened to me.) My mistake was actually to forget I had 2x time compression. -
So I got there but I didn\'t get back. All stock parts, of course. I didn\'t expect to reach the Mun on that launch--I was testing some launch vehicle optimizations. Apparently it\'s sufficiently optimized to get there. Now I just have to figure out how to get back.
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This is a worthy challenge that must be resurrected! Especially the all-stock variation! That\'s 292KM in 3 minutes. Peak speed was 4241.3 m/s and engines ran out around 2m50s. The rocket is completely stock for 0.11.1.
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From what I can tell, the same is true on my end. I can find the preorder/donate but no preorder confirmation. Sent $7 via Paypal on 8/12.
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You got $7 from me yesterday. :thumbup: Here's a business question; will you be reimbursing the artist who made the wonderful loading screen art? I'd think he deserves a few cents of each final sale, at least.
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The closest I've gotten to automatic orbiter is launching straight up, manually nosing over to the horizon, and applying thrust until I'm at an orbital velocity. At the apogee (or perigee), adjust to a low-eccentricity orbit. That can take a while, though. My bigger concern is how do you reliably nose-over the craft? It'd be relatively easy to exceed orbital velocity and enter into an eccentric orbit. If your aim is only to stage it, perhaps you can use symmetrical ships and have one booster or engine engage moments before the rest, to nose over the craft. But then timing is still up to you.
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Why don't you use escape towers too? Give some finesse, you'd be able to land with the engines in tact.
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Challenge: Simplest Escape and Simplest Orbiter
Bobsama replied to summit's topic in KSP1 Challenges & Mission ideas
Here's a pretty simple escape vehicle. Note this is done on 0.9 X3 so I don't know if it'd work in 0.8.5. Command SAS 7 LF tanks Tricouple 3 LF tanks & 3 LF engines In 3:30, it achieved 167km at 3137.8 m/s. First shot Escape velocity at 170 km is 3028.02 m/s. It's also single stage to escape. -
Doesn't work in mission if there are no icons left. You can get 'stuck' at the bottom (and have to find the command capsule to scroll the list for you).
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I remember seeing at least 12 'stages'. This for launch vehicles with quite a few engine stages (5?). You can start messing around with booster stages. They don't all have to go off at the same time. One of my favorite things to do is have 2 sets of boosters as well as the main launch engines. They're often necessary if you put boosters on top stages as well.
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XL fuel tank is part of a different creator's set. I've actually run into a problem where I reached >650 kilometers and the (nerfed) ion engine couldn't keep the craft lifted. I've since decided that, while falling towards the surface, I'll try for some angular momentum and see if I can't sling-shot my way around Kearth. (Only remaining components are a parachute, the command capsule, a ring seperator, the standard LF tank, and the nerfed ion engine.) I'm already up to 1.1km/s but I don't know how fast I'm actually falling. (Any chance for readouts on that?) EDIT: Failed, despite engaging at 650km (just as momentum from prior stages was running out). Maybe I'll try again but have the ion engine engaged even after
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BA in BS. BS not in science.