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Boris_T_Roach

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Everything posted by Boris_T_Roach

  1. Wing it always If it works , it flies and gets saved, if it does'nt fly, theres always SRBs to make it fly, and Jeb, Bill and Bob watch the procedings from the safety of the KSS11 "Put a remote control on it? damn those things cost money, stick a kerbal in it"
  2. Well my outer worlds missions and the moho one too have all been probes, eve research flight ended up with kerbals on gilly, as well as a rover and a mapsat, and the duna mission ended up with 3 kerbals standing on the singing hill, before they barely made it back into orbit and had to be picked up by the carrier ship by remote control (thank gawd I stuck a probe and an RTG on it) Only reason my kerbals have'nt gone out to jool etc is because I want the probes and mapsats out there first to see where to land, anyway.... a Tylo return mission... hmmm gonna be fun
  3. With 10 of those in orbit, any invading alien fleet would think twice before messing with earth
  4. 142 : futurama engines that dont move the ships at all , they just move the entire universe around the ship. 143 : days jobs for all KSP forum members so they dont sit at home all day coming up with silly ideas
  5. I dont want military weapons in KSP.... I want to build crazy rockets... and then see if they will A. fly, B. fly well C. not explode D. get into orbit E. get to other planets and F. not explode when they get there Adding guns/lasers/heat seeking missiles is just so last century anyway... when your job is having a hand in making this sort of thing weapons are just so boring Boris
  6. For all your probing needs in a multi-moon system , BtAC industries can offer you no finer system that the original 'multiprobe' However this is the slightly cheaper older version The new version (no screen shot available as yet) holds 4 mapping capable probes of the same design, complete with their own mechjeb units to make navigation easier, and not the 1200 Dv of the mk1 probes pictured, but an amazing 2300 Dv per probe, plus landing gear, parachutes, solar panels, RTGs, and a full suit of sciency type bits and bobs. The carrier ship has been modified so it can arrive in the Jool system with about 1800 Dv left after braking into a Joolian orbit outside Tylo ready to deploy the probes either inwards or on a moon hopping flight to the outer moons Remember , this design has enough Dv so that it does not need to do dangerous aero-braking manuvers to get into Jool orbit, with all the risks that involves, but arrives safely, calmly and ready to do science. The only downside is that it needs to be launched in 3 sections from KSC and docked in orbit before it is ready to go do stuff Boris
  7. Ok so I've managed to build a rover using the biggest stock wheels, all sorts of girders, platforms, batteries, solar panels ........ and a telescopic ladder. But all my kerbals do is fall off the ladder when they get to the top instead of moving onto the platforms where theres some fixed ladders to hold onto So how do I get my kerbals on my mega rover? RCS is out because the rover will be on planets (hopefully)
  8. Hi Would it be possible to add 'saturn' type planet to the game.... looking back on some screenshots from a Laythe mission, and seeing Jool in the sky,i thought all this needs to be perfect is a ringed gas giant. I would have stuck this in suggestions... but it says no planet discussion in the sticky
  9. I was doing a nuclear booster launch for my next Joolian mission, thought.. lets take it upto 180km .. see if my tug can get it there and get back (120km is the usual height).. but I forgot to check where KSS11 was (a 300 part 150meter long space station carrying Jeb, bill and bob that orbits at about 150km) Anyway.... I'm flying away, watching Ap/Pe when suddenly the frame rate drops, and I think "what the " and a purple target goes by at an incredible rate, managed to click on it as it retreated and got about 600 m/sec relative speed .. yikes would have been one big bang if it had hit But theres a pic somewhere of a shuttle radiator that took a debris hit and its one big melted hole.. but then having the chinese wack a defunct satellite with a missile did'nt help either.... thats where a bunch of debris has come from
  10. How about I start the ball rolling with "Mucking great mountain" : the huge single mountain/pyramid at 5 south 261 west on Eve
  11. Since I take off on a 5 mainsail lifter that has 8 SRBs strapped to it, the throttle setting always goes to 100% on liftoff , but the srbs/launch clamps fire only when I've confirmed all 5 engines are running (I've spun outa of control too many times ) Then its 100% until the ship hits about 90-100 m/sec and start throttling back to hold that speed until the srbs burn out, then throttle up to hold 120 m/sec until 10km when the gravity turn starts and its full throttle from there upto a 2G limit on the acceleration and throttle back to maintain that, until the outer 4 mainsails are dumped, then go for orbit at 85% on the last mainsail The SRB burn out heights/ throttle settings/ heights always depend on what payload is going into orbit,plus the fact I fly the thing like I'm drunk
  12. That fail was so epic it fell to bits on the launch pad Although the actual title of that pic is "we need stronger glue on the next one"
  13. I use MJ for rendezvous all the time, but only as an assistant. Generally I launch just before the target ship goes over KSP, and aim for an initial orbit with a AP the same altitude as the target and a PE about 10-15KM below that.(this also lets any debris pass behind the target should things go a bit 'wrong' ) Use MJ to align the orbits, then fire prograde or retrograde to get the closest approach down to within 1Km(or closer), match speed with target at closest approach, then look for a docking port to align with,usually by using the PAR- button and flying on the RCS with the translation controls.
  14. What are my hopes for the future? well I've landed everywhere I can in KSP... sometimes using lithobraking other times using engines , built my first space planes... could do with a mission planner of some sort for altering orbits instead of relying on guesswork/mechjeb Some cool GFX stuff would go a long way and I need to see a doc about this strange pain in my chest I get while walking to work every day.....................
  15. I suspect they contracted the servers out to the cheapest bidder "Jeb's backyard data server and Rocket engine builders" Perhaps he just ran out of duct tape to hold the C64 computer together
  16. I got a probe carrier to Moho, done the map and landed the map probe.... about to launch the next probe from the carrier, then decide where to set the rover down, And got a 3 kerbal craft to Eve.., mapped eve and gilly and deciding where to put down the rovers and probes there, the kerbal lander is going to Gilly..... no way it can return from the surface of Eve with only 1300 Dv in atmosphere
  17. I proved I can fly to an orbit, get into a transfer orbit with the mun, then land on the mun and return all on stock 0.13 parts with no mechjeb. So why do I use mechjeb all the time now... because as far as I'm concerned I have nothing to prove in the flying stakes, and it makes the game easier to play so I can concentrate on the far more important things such as getting my Duna rescue lander into Kerbal orbit without it blowing up/falling apart or just plain crashing. Oh well back to the drawing board again Boris
  18. Should abe a fairly simple workaround in the code then eg Asumming warp modes are 1-7 while (difference between current warp and new warp>1) do { current warp =current warp+1; game.wait 1 second) } set current warp to new warp Ok that aint no code I've ever seen and it cant cope with going from high warp to low warp.. but you get the idea. Boris
  19. Dunabuggy1 actually survived having an engine bitten off during a mid course correction, because I use 3 NERVA engines attatched to 1 big fuel tank as an interplanetary stage.(as well as mechjeb) Just sat there pulse firing the remaining 2 every time the ship came into alinement with it planned course, having the RCS firing helped a bit too... until it ran out... but got the ship into an aerobraking path and finally down to the surface, but a lost NERVA engine orbits alone in the darkness between worlds as a sacrifice to the great Cthulhu Boris
  20. this is what I use for landing Its come down on 20-25 degree slopes before http://cloud.steampowered.com/ugc/1135162003821380439/CFF0DAE9263F2847271295CA55CC271E6C5B914D/ Just remember to lock the brakes and decouple the landing rockets about 1 sec before touch down, but its not been tried on really steep slopes due to my tendency to do an Apollo 11 ie take over manual control and fly to somewhere a touch safer while sweating on how much fuel is left Then drive somewhere flat and await rescue Boris <<currently has a rescue ship in Duna orbit...,, sadly Kerbals cant jump from the surface to orbit
  21. Why not just add the crew tank part ? holds 5 extra crew members and 400 litres of fuel too. You can rescue a 3 kerbal stranded crew with that. So long as you remember to add the ladder underneath the hatch............ Boris
  22. I use a simple and straightforward capsule on a cart idea This is the rocket in the VAB..... note the large number of structs http://cloud-2.steampowered.com/ugc/1135162003835902811/8DA2A98BA6481C883896BDFA06739A674B98704E/ And this is the capsule back on Kerbin after a quick test launch to make sure the concept worked http://cloud.steampowered.com/ugc/1135162003821380439/CFF0DAE9263F2847271295CA55CC271E6C5B914D/ In the event of a real mun landing, the upper stage is released about a second before touch down and then flies off for crash The landing legs are there to stablish the touchdown if you are on a slope or rough ground Of course theres no way home for our intrepid explorers, but replacing the cart with a crew tank soon solves that problem. Boris And of course, with different 3rd stage engines, it can get to other planets too
  23. Quicker flight time, easier to get to , bit smoother (ever used mech jeb to land and suddenly found you were heading for 4Km tall mountain slope... you do roll a long way after the crash) Plus point for minimus is that when you land the rescue craft, the stranded kerbals can easily fly 25km+ to the lander for rescue or fly off into deep space Boris
  24. Aye most will smash into the planets/moons at a high rate of knots smearing their precious kerbals over the landscape while screaming NOooooooooooooooooooooooooo Boris maybe we could have interplanetary craft with multiple landers so that if the first 1 fails , you can always launch another.... and another... and another
  25. I'll be sad when the new release comes out. Because its bound to trash all our precious hard work in geting a 75 ton munbase craft landed on the mun in one piece instead of the 47 pieces it usually lands in, that is if you can get the damned thing off the ground in the first place without getting a score card of 9.9, 9.9, 9.8, 9.9, 9.9, 9.7 and 9.9 from the crowd of kerbals rating the explosion. Boris So many launches... so little success..
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