-
Posts
168 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by flightmaster
-
You ever have one of those son of a bunny moments??
flightmaster replied to michaelphoenix22's topic in KSP1 Discussion
That's exactly how I feel, I always stack 8 of them onto my rovers to power them at night but it just feels like cheating. I try to rationalise it but it's never very rational -
So this is my base that I'm planning to put on the Mun, I did an assembly test on Kerbin to save any issues on the Mun and it worked about 90% as hoped. A few issues with lining up docking nodes and blowing rover tyres but with some tinkering around I managed to get it all assembled Only took me a few days to get it all figured out, I'm a bit OCD when it comes to this...
-
Nice! Mechjeb 2.0s landing function won't work for me, it just keeps crashing but thanks for the experiments!
-
Hey, So I was doing some thinking about the best type of landing approach/angle to do to land on a planet with no atmosphere. And by "best" I mean lowest Delta V expended. Here are the two main approaches I can think of: A) Small retrograde burn from the Apoapse so your Periapse hits the moon/Mun/planet at your rough landing point (on the opposite side of the body you're trying to land on). Then warp and wait until you're several kilometres away from your landing point and retrograde burn all the way to the ground, killing both vertical and horizontal velocities in one burn, OR Burn retrograde as close as possible to being directly above your landing point, killing all your horizontal velocity and then doing a suicide burn to kill your vertical velocity once you have gotten closer to the ground. I can make some pictures if my question doesn't make sense but if it does, which would use less Delta V? My thoughts are that you'd be using the same amount, no matter what approach you do, or it'd be very similar...
-
How to get into low Kerbol orbit with sane design?
flightmaster replied to Cesrate's topic in KSP1 Discussion
He's asking for a design for a spacecraft that'll get him into a low orbit around Kerbol -
Ah ok interesting idea. I've just come up with an alternative, however. What I'm now doing is building the Mun base as a whole in the VAB and then saving the separate modules with the Subassembly Loader addon. That allows me to have everything at the right height yet still allows the modules to be taken up individually
-
It's a bit of an advanced build that I can't use symmetry for unfortunately... Involves creating a Mun base with individual modules and I want to dock them together which means I need landing gear all at the same height. I'm currently making do with 2 Quantum Strut guns parallel with each other and using them as my ruler
-
Is there an addon that allows for an in game ruler? I'd like to use it to ensure the heights of all my landing gears are the same
-
More struts required
-
I think there used to be one of these threads before the GFC (Global Forum Crisis) and because I absolutely loved seeing the different creations that people could bring to life (or death, depending if Jeb was involved) and because I couldn't find another Base Megathread I thought I'd start this one! Unfortunately I've just done a vanilla install of KSP so I have no bases to speak of, hopefully soon though.
-
Anyone know how to use KAS and Modular Multiwheels mod?
flightmaster replied to Stealth2668's topic in KSP1 Discussion
Why not just use rover wheels? -
Mine works fine for most of the time, however, I was making a tow truck that involved a hinge, a girder, another hinge and then a docking port and whenever I dock the arm to another docking port, I lose all control of the robotics. If I go to the space center and then re-select my flight from the tracking station, the two objects are still docked and I have control again... Any ideas?
-
Hey, I accidentally posted this in the add-on support section due to the fact that I keep forgetting that rover wheels aren't add-ons anymore but I've decided to re-post it here because this page gets more views. So, I've just been experimenting with my rover on the Mun (after doing pre-launch tests on kerbin) and the wheels really struggle to grip on the Mun, there is a lot of what appears to be understeer. Is this just due to the low gravity? If so, surely my heavy vehicles would be able to grip, but they don't. Is this the way it's supposed to be or am I doing something wrong? These are the two rovers I have on the Mun so far and neither of them has much grip. I'm using MechJeb, KAS and the Flight Engineer add-on Cheers
-
Yep that's the newest one
-
It's people like you that make others hesitant about asking questions and being curious, we should be trying as hard as possible to help people with questions, not calling them impatient newbie's.
-
*sigh* I'm too sober for this...
-
Gonna have to explain that one... I looked up phishing, are you saying I'm trying to get people's account details?
-
Not sure what a web filter is sorry
-
I kind of agree, Kethane is already a huge part of the game so if people want resource mining they can use that, however, I do believe integrating resource mining into the core gameplay will give those currently lacking in motivation something to actually do. Off-world construction would also add nearly infinite numbers of possibilities to the game, however, that would be incredibly hard to add-in. I know they've said achievements won't be happening but if anyone's ever played Lunar Flight, the achievement system in that is awesome. I think that would be a great add-in to the game.
-
Not sure I understand... Fishing for replies?
-
I've never compared the two, even on SSD the load times aren't what I'd call quick. Agreed, it's a real benefit being able to minimise and do other things for a couple of minutes
-
How accurate are in-game solar panels?
flightmaster replied to flightmaster's topic in KSP1 Discussion
Hmm very good point, I didn't realise there wasn't a unit for power. I don't think it'd be too much effort for them to implement, they'd just need to add units to the current rates given for each part. It's not really necessary though.