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Kizarvexis

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Everything posted by Kizarvexis

  1. I wish Squad would bring back the KIA screen. I miss knowing that my Kerbal Is Alright.
  2. I'm not a mod, but took the apostrophes out of your spoiler tag and it works.
  3. Ok, but the ramp up flights have a minimum of 10 flights, with the automated flights for kerbal rating, before you get to a Mun landing if everything goes perfectly. So the revised funding schedule would be as follows; 350K up front and 150K per landing. Just in case you go over budget before the first Mun landing, you can take another 50k up front, by lowering the per landing funding by 10k. Would that work? By the way, I don't expect you to read the speech if you don't want to, I just thought it would set the tone for my project. I also thought just doing the 'land a kerbal on the Mun' part with the cheering washing out the 'and return him safely to Kerbin' along with a montage of spectacular crashes would make a hilarious video. You're on a budget, my budget, so no crashes please.
  4. (I have no skill at making videos, but I have always thought this would make an awesome trailer for KSP [more on that below].) JF Kerman standing in front of a large crowd of fellow Kerbals. {I always thought it would be great to have all the crowd to start cheering wildly right after 'landing a kerbal on the Mun' and finally lower enough to hear JF Kerman say '..ly to Kerbin.' at the end. Then have a compilation of fantastic failures set to appropriate music. } Details: The year is in game from the first mission. Munar landings are with a 3m capsule with eva. A minimum acceptable ramp up for a munar landing is the following. - Kerbal rated LKO flight (1m or 3m capsule) - Kerbal LKO eva (1m or 3m capsule, can be same as above) - Kerbal rated LKO flight in munar return craft - Kerbal rated LKO flight in final munar lander (ML {yes you can still call it the MEL, even though 'expedition' has been removed from the name}) testing all the lander systems - Orbit the Mun and return (minimum in munar return craft, but prefer ML) - Bring ML into close pass over Mun surface - Munar landings with return You can do as many of each flight as needed and as many automated flights as needed to get a successful flight to count as kerbal rated. Funding schedule. $700k kerbucks up front. $300k kerbucks after each successful Mun landing and return p.s. I shamelessly copied and pasted from JFK speeches in front of Congress and at Rice University with some word changes to make them Kerbal. I love the paragraphs above and thought that they would set the stage for the land a kerbal on the Mun and return him safely to Kerbin.
  5. Haha, nice one! I know Budapest is the capital of Hungary, but can you help me with the rest please?
  6. Considering the amount of 'sploding rocket parts I rain down on Kerbin all the time, they better live underground.
  7. I made a much smaller lander in the demo and made it to the Mun. I found a video on how to make a Mun lander, but I forgot to bookmark it. The only real change I made was to add the winglets for extra landing leg space. I'm trying to see if I can make a general purpose lander. I don't like to send Kerbals away from LKO alone, so I am using the 3m parts. I tend to need lots of fuel for powered landings, I mess up the Mun orbits all the time to end up with a direct descent, so the extra fuel tanks. I want to use the Nerva engines for transfers, but couldn't figure out how to make a lander with a center line Nerva that would have enough thrust and sit very low. I have found that if you click on one of the Nerva fuel tanks to disable it, it disables all four which is nice.
  8. Thanks. I have done four more launches. Launch #2, Thrust at 2/3 power on main engines is too much, so rocket 'splode around 5,000m. SPAS saves the day and capsule lands ok. Launch #3, Still not enough duct tape, so rocket 'splode around 13,000m. Capsule lands ok (It and the last decoupler were all that was left). Launch #4, Enough duct tape, but can't drop second asparagus stage (big tanks) while in gravity turn. Rocket 'splode around 15,900m. SPAS saves the day and capsule lands ok. Launch #5, Get through all the asparagus stages and have last main engine stack. I go to the map view to circularize the orbit and rocket 'splode around 131,000m. Capsule lands ok (It and the last decoupler were all that was left). Could the last one have been the space kraken? I didn't see anything in the flight log to suggest a problem. My son says that they are five glaring launch failures. I consider this 5 successful launches as the Kerbonauts are brought back safely and I learned new things.
  9. I so need a free video capture program. (Bandicam puts the logo right over the altitude, so it is a no-go) I had the perfect launch. I had started the 2001 A Space Odyssey opening and 27 seconds into the song, on the second big dun duh, I launched the rocket. It starts climbing, but then I notice that one of the main engines heat is rising as fast as the rocket. As I frantically lower thrust to lower the heat, the engine hits max heat and 'splodes starting a spectacular chain reaction. I immediately start SPAS (SPacebar Abort Sequence) and when the debris clears, the capsule and 3 of the 8 lander engines are still attached as it spins wildly. I continue the SPAS and the capsule separates with the parachute deployed. Just as the song reaches its triumphant conclusion, the parts that were still left started to hit the ground in a crescendo of 'splosions like a berserk storm giant on the kettle drums and the parachute opened saving the crew. (My son and I were laughing WAY too hard to take pictures, sorry.) I then go back into the VAB to find out what SRB's are pointing at the engines.
  10. That leads to some of my funniest test flights.
  11. I try that, but I only succeed with small payloads like a capsule, some fuel, RCS and such. With a lander with return capability, my lower stages get really huge and don't work well. They usually do the hula, then 'splode. Or the tower strips off a few boosters, then 'splode. Once, it just 'splode on the pad. I have a few that make it to orbit without 'splode, but the Nerva engine can't seem to circularize a Kerbin orbit. I'm trying to keep the Nerva engine through landing, so I can bring the Kerbals back home. I don't like stranding them and like blowing them up even less. Except for the pad boom and one of the scrape the tower booms, all of the other Kerbals were able to make landings due to a generous application of SPAS (SPacebar Abort Sequence). I have gotten better at SPAS, so that I'll turn on and off the engines between stages to keep the capsule above the 'splosions. My latest thoughts are a 3m tank with 6 3m tanks around it with some asparagus planning on dropping the outer tanks. I copied the scenario ships in to the VAB and really like the Kerbal-X design, but it doesn't have enough oomph (even with 18 SRB's) to get my rather large lander into orbit without doing the hula and occasionally 'splode. I think we need a replacement for the struts that is stronger and more Kerbalish, like duct tape. p.s. Ever since the latest Kerbal trailer with the Command Center at the Kerbal Space Center, my son and I have been saying 'splode for KSP instead of explode because it is so Kerbal.
  12. You're right. You have a 3-man craft in the demo, but no way to empty a seat or refill it again. You can always end the mission and pretend a rescue ship saved them. That is what I did.
  13. It looks like stanNL_97 may have found the results of an early prototype test.
  14. Yes, taken from my favorite sci-fi show, but very Kerbal.
  15. You send a 3-man craft with return capability to rendezvous with the other craft. Make sure you have one or two of the Kerbals in the 3-man craft EVA off the craft before it launches. Then you have a 3-man capsule with only one Kerbal in it to pick up the other Kerbals who are stranded. Rendezvous in orbit is very tricky, unless you use the MechJeb plugin which makes it only tricky. I believe this is where you can find the MechJeb mod. I'm still using a stock .17 build (but I'm losing patience on my learning curve), so I haven't went looking for mods yet.
  16. I nominate WechyPichu's comment on this page.
  17. Debatable whether Tylo and the background star were just lined up right at that time, its not a perfect straight line down either.. also the sun is close to alignment, but no cigar.. Another pic of Tylo alignment after time warping 100k for a bit, it seems to be in a rotation pattern with the sun too.. Thank you, I was having trouble getting there. I wonder if there are any artifacts on Tylo now? If they are not any now, maybe they'll be some in the future?
  18. I've been playing this lately for launches. It kinda fits with where they usually end up.
  19. In your pic, do you see how the tips of the spiky stones are all lined up? Any chance you could get one of those Kerbals to stand at the end of the line and look up along the top of the spiky points to see where a line connecting them might point to please? Our Vallorbust main stages do the hula and then 'splode.
  20. I don't name each flight, but I name classes. I went for the classics. (Side mounted boosters don't count as a separate stage) Mercury - 1m with one decoupler under the capsule. Gemini - 1m with two decouplers for a boost phase and an orbit phase Saturn (demo) - 1m with a lander stage at the very top. Now with the 3m parts, I'll need a new name. Titan - 3m with a decouple under the capsule Atlas (projected) - 3m with a boost and orbit stage Saturn (projected) - 3m with a lander at the top If I make small changes to keep a design flying (usually because I forgot something), I usually don't change the name. But when I make bigger changes, like changing the booster type (or more usually added moar boosters), then I change the number (e.g. Mercury I, Mercury II, etc).
  21. I guess at what will work and the see if it does. Like today for example. I made a really BIG lander. I didn't play with moving things around in the stages as I was just going to see if the landing legs extended past the engines. After a few plugs in tests, where Jeb was not happy about not launching, I finally got the legs past the engines. Then I got caught up in go fever, said PTFI and went ahead and launched. Problem is, I'm not very good at powered landings yet. Here are the before and after screenshots. My son says it is a dismal failure, but I call it a roaring success. After all, I have spare parts left over for future missions. The central stack is going to be the Nerva engine to go far places. The outside engines are for landing, but I might want to use a mechjeb capsule, when it is .17 ready, to save Kerbals as I practice powered landings in high grav environments.
  22. I like the pattern to this. I wonder what you would see if you put a Kerbanaut off to the left of the picture inline with the pointed stones. If you stood far enough back from the line of pointed stones, you would line up your Kerbal's eyes with all of the tips of the pointed stones to see if they point to something. Since I have trouble just landing on the Mun consistently, any of you rocket geeks want to try?
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