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UmbralRaptor

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Everything posted by UmbralRaptor

  1. Meh, a 3.2 GHz Pentium 4 w/ 1 Gig of RAM can run KSP. Right up until the black terrain issue of 0.14.2, I would have considered a shaders 2 card (slower than his GeForce 6) the actual minimum, also. >_> @Tzeapa: 1 GHz isn\'t very specific, what generation is it? As for hidden settings, as of 0.14.2 and later: edit settings.cfg change settings to the following: PLANET_SCATTER = False PLANET_DETAIL_FACTOR = 0.5 Also, stick to smaller (<100 part) rockets.
  2. The LV-909 still has thrust vectoring, though the gimbal range is half that of the LV-T45.
  3. I added Greek language keyboard input: With the key settings, I can toggle through several languages (and the US-Int layout for various characters like æ, ø, é, ¥, etc) rapidly.
  4. The 1 km rule of thumb is no longer true, as Uncle Owen, Aniline, and Kill Me discovered. (The orbit was approximately 1450 m x 3800 m) So, find the tallest mountains on the new and improved Mün, land, drive, or crash there, and post a screenshot showing your results. Latitude and longitude preferred but not required. Incidentally, does the Mün still have the negative altitude weirdness of 0.14.1 anywhere? If so, a list of the lowest points might be interesting...
  5. 0 m/s in a Surface or Orbital reference frame? >_>
  6. Planets mostly ignore physics in KSP, so you\'re not going to move it that way. Depending on the state of various addons, it might be possible to directly change the orbital parameters.
  7. They\'re back! Also, I take it there\'s a McDonald\'s on or near KSC?
  8. Yep. It means that the tank can survive hitting the ground at up to 6 meters per second.
  9. We\'re not doing this because it is easy, but because it is hard....now to find out if 14 SRBs can reach orbit.
  10. The best guess is kN for thrust and tonnes for part masses. Though if you\'re willing to deal with the odd densities, N for thrust, and kg for mass should also work. (At least for Isp/?V calculations)
  11. A GeForce 3 is in fact better than a GeForce 4 MX (though it is not better than a GeForce 4 Ti). Though for this, you\'ll need at least a GeForce FX to get the green sea, and a GeForce 6 for the full colors. Is there any chance you can scavenge a computer with PCIe slots? It would make finding video cards that would work with it much easier.
  12. That sounds like a card that can only do shader model 1.0? (Also, GeForce 4 MX? I don\'t suppose that there\'s any chance you have a GeForce 3 lying around instead? >_>) A shader 2.0 capable card (I think most GeForce FX or ATI 9xxx series) will make the game playable with smaller ships, though the ocean will be green. To get the full graphical experience, you\'ll want a card that can do shader model 3.0, though I\'m unsure of what AGP cards are capable of that? Maybe a GeForce 6 of some sort? edit: welcome! ^^;;
  13. Stock SRBs have a much better thrust to weight ratio, and... that\'s about it. Good mainly for getting short distances in a hurry, or challenging yourself with more limited designs.For higher ?V and greater control, most of us use liquid engines for most flights. Mods can change this up, and there may be re-balancing in the future.
  14. At the risk of asking an obvious question: are you using vertical snap?
  15. A test flight suggests that a 'soft' landing isn\'t the issue. Keeping my rocket from toppling over/breaking on munar landing, however...
  16. What mods (if any)? Are drop tanks allowed? Is a safe return required?
  17. Getting enough ?V for a münar flyby isn\'t too hard. The range between undershooting and overshooting TMI is tiny, though. (It seems that one booster is the difference between an orbit wholly inside the Mün, and an escape trajectory)
  18. The current drag model is such that you can hit the atmosphere at remarkably high speeds (10+ km/s?) and still slow down to parachute capable speeds. eg: the results of this old challenge thread.
  19. It\'s certainly doable with a 2-stage SRB setup, but it took me something like 42 boosters. Hm... edit: edit 2: I have enough energy with 16 SRBs, but due to pilot error... edit 3: Successful orbit with only 16 boosters! [/soiler]
  20. The costs for getting anything to orbit will eat you alive. 100 km might be doable, but will take lots of time and effort. Good luck!
  21. This has almost 400 m/s more paper ?V than the 2-tank orbiter. I\'m guessing the similar mass ratios of each stage help? @togfox Decoupler deadweight has nothing on engine (and before the fuel line patch SRB and tricoupler) weight. Also, while it\'s not obvious from the part sizes, the relative masses make this a decent example of staging. The portion of the ship above the decoupler is 2.75, while the part below is 4.5.
  22. No... just no. The current stock design doesn\'t have enough ?V to reach low Kerbin orbit, let alone attempt a Mün landing. The version with Capt Slug\'s landing legs on the first stage is... optimistic. It could easily be modified for münar flybies with stretched stages (run 2-3 tanks above each engine instead of 1), but getting the upper stage to land on the Mün will be slightly harder. Perhaps with 4-6 radial decouplers instead of 2...? Also, why the ASAS when there are no RCS, winglets, or engines with vectored thrust for it to control? If I could understand the design process better, I could give suggestions that retain the theme while having enough ?V for a Mün mission. edit: Or an extra stage to get the thing into orbit also works.
  23. What sort of slingshot, a free return munar flyby? That should be doable with: CM 3x LFT 1x LV-T30
  24. The payload capacity isn\'t there for an RCS tank. Or even a parachute.
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