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Everything posted by olex
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They do look oversized indeed. No particular reason actually for them to be there... is "because I could" good enough?
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I've built and tested a rocket that will get me to planets in 0.17 and back again. I've also posted my flight plan as a challenge in the Challenge section, since it's basically an interplanetary flight+return simulation using Kerbin as both the origin and destination: http://kerbalspaceprogram.com/forum/showthread.php/17144-In-preparation-for-0-17-simulated-interplanetary-flight-and-return?p=237566&viewfull=1#post237566
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Took my old trusted long-range design out for this one. The Leviathan 2M is a stock+MechJeb 4-engine classical layout with a large wing area and a T-tail, with two drop tanks extending its range past 1000km (at full throttle all the time before the final descent, thus avoiding the 0.16 fuel bug). Cruising speed is ~400m/[email protected] with drop tanks and over 600m/[email protected] in clean configuration. It did it in 38:17, even though I falsely corrected my descent and overshot the pole, making the final touchdown ~6km away from it. [ATTACH=CONFIG]31361[/ATTACH] [ATTACH=CONFIG]31362[/ATTACH] Full imgur album with flight images: http://imgur.com/a/8mgfC
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Im Endeffekt sollte jedes Raumschiff, welches eine Munlandung machen kann, es auch zum Minmus schaffen und dort landen können. Man braucht zwar ein wenig mehr delta-V um dort hinzukommen, aber dann deutlich weniger für die Landung durch die geringe Gravitation. Und wenn man auf einem der Seen auf Minmus landet, ist es die einfachste Landung im ganzen System, da die Seen perfekt flach und auf Höhe 0 sind.
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[German] Welche realistischen Mods sind zu empfehlen?
olex replied to Neilos's topic in International
Schau dir mal KW Rocketry und NovaPunch Packs an, die haben einiges an Sprittanks und Motoren, die von echten Raketen abgeleitet sind. Und je nachdem wie die "realistisch" definierst, MechJeb hat viele Autopilotfunktionen, genau so wie alle modernen Raumschiffe auch kaum noch per Hand geflogen werden. -
The heading you enter is always relative, and it's relative to the second argument, in this case "ORBIT" meaning relative to your orbital prograde heading. Check the wiki for other possible values - you can enter headings relative to orbit, surface, absolute world coordinate system, target vessel/body, and a few more things.
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Help getting into minmus sphere of influence?
olex replied to CallumButtery's topic in KSP1 Gameplay Questions and Tutorials
If you launch at the moment when Minmus is crossing the ecliptic plane in its orbit, and Kerbin is rotated so that your ship at the KSC, Kerbin core and Minmus are roughly aligned with each other, you can launch into a 84° heading orbit, and it will match Minmus' orbital inclination. -
Constructing large rockets
olex replied to Blashyrkh's topic in KSP1 Gameplay Questions and Tutorials
Over a year old thread, not relevant anymore. Closing. -
>1 year old thread, problem long solved. Closing.
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[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
olex replied to kacperrutka26's topic in KSP1 Discussion
Anybody wants to prepare for interplanetary flights in 0.17, take a look at my challenge over in Challenges: http://kerbalspaceprogram.com/forum/showthread.php/17144-In-preparation-for-0-17-simulated-interplanetary-flight-and-return I reckon if you have a ship and skills to fly that mission, you'll get to any planet in 0.17 and back without serious issues. If that's for some reason not the case Nova, please correct me -
You don't even have to detach them to start again. The chutes close at <1 m/s and don't reopen when you accelerate again, I tested this. It can be seen in action on my interplanetary simulation flight, described here: http://kerbalspaceprogram.com/forum/showthread.php/17144-In-preparation-for-0-17-simulated-interplanetary-flight-and-return?p=237566&viewfull=1#post237566 - the planetary lander stage descends using parachutes, and then ascends again without dropping them.
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Use Xbox controller? Or any other joystick?
olex replied to rhn94's topic in KSP1 Gameplay Questions and Tutorials
No. You connect the joystick/controller/whatever as you normally would, and then in the game settings, you set up the joystick/gamepad axes to correspond to pitch/roll/yaw/throttle input. Job done. -
Is it in one of your videos? I haven't seen all of them, but love the last ones. I don't have this separated into categories per se, but this is definitely one of the criteria I would "rank" the submissions by. My own design is currently with a 1-man capsule. -- edit -- As promised, I've finished my design and made the flight! Jeb was very appropriately spawned as the single Kerbal on board, and went for a ride of his life atop the Interplanetary 1 (I need to get more creative with ship names...): Jeb went on to orbit and escape Kerbin and returned there in good health: ... only to lift off again mere seconds before splashing down, and go for the ride once more: And then, finally, Jeb could return home, now feeling ready for any interplanetary mission to come: Full album with mission images, including Solar orbits, on imgur: http://imgur.com/a/0OXBo
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As 0.17 looms closer, the introduction of new planets around Kerbol will pose a new scale of challenge for all of us. I have designed this challenge as a test for my own engineering skills, but have now decided to share it with the KSP community to help us all prepare. Your task, should you choose to accept it, is to build a manned spacecraft and fly a simulated interplanetary mission, with an intermediate landing at the destination and a return to Kerbin. For the current lack of other planets to serve as destinations for this flight, the role of the destination planet will be played by Kerbin itself. The mission flight plan is as follows: First leg: get to destination planet Take off and leave Kerbin's atmosphere. LKO is not strictly necessary but recommended. Escape Kerbin's sphere of influence and reach an orbit around Kerbol not less than 1Gm higher or lower than Kerbin's. Rendezvous with Kerbin, preferrably using a single Hohmann's transfer. Land on Kerbin. Second leg: return to KerbinIn the same flight you landed in the first leg, take off and leave Kerbin's atmosphere. LKO is not strictly necessary but recommended. Escape Kerbin's sphere of influence and reach an orbit around Kerbol not less than 1Gm higher or lower than Kerbin's. Rendezvous with Kerbin, preferrably using a single Hohmann's transfer. Land or splash down on Kerbin. The Kerbal(s) must survive. A ship capable of successfully flying this mission profile should be fully capable of reaching and returning from any landable destination within the Kerbol system in 0.17, since to my knowledge no landable bodies will have denser atmospheres or stronger gravity than Kerbin. To prove your ship's and your own piloting capabilities, a video or screenshots of the mission will be required. At the very least there should be images showing the initial launcher on the pad, the Kerbin escape trajectory, the Kerbin rendezvous trajectory with a conic projection, the ship landed at the "destination", as well as the takeoff, escape, rendezvous and re-entry of the return leg. The MET display should be clearly visible in all proof material. Mods are allowed. However, I will frown upon usage of the orbital construction mod, since it would be missing the point of this challenge. Also, some exploiting of the 0.16 fuel bug is most probably unavoidable here, but please try and refrain from relying on it. I wish you good luck, my fellow Kerbal engineers and pilots! For my own entry, I already have a ship capable of flying the complete second leg with a mere 40 tons takeoff weight, and am in the process of fitting it with a launcher and interplanetary stage for the first leg. Rest assured, I will be completing this challenge myself and posting my results.
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Largest Payload to orbit minmus
olex replied to kitsuna77's topic in KSP1 Challenges & Mission ideas
Actually, this one was only 100 tons in low Kerbin orbit. So if you are getting more than that into orbit already, the step to Minmus ain't much further -
Largest Payload to orbit minmus
olex replied to kitsuna77's topic in KSP1 Challenges & Mission ideas
Stock + MechJeb + Crew tank, same as antiquark. But more than double the weight, 86.5 tons in Minmus orbit, and it's definitely capable of landing, and I think even returning for a powered Kerbin landing (will try that later). -
This is beautiful, have a deserved +rep from me. I've also merged your double post.
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There is a step-by-step in the first post. What exactly doesn't work for you? We can't help you not knowing the issue.
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You can't use C functions is the Lua console directly. If all you want to do is to pause the script for a given time, use the provided wait(ms) function. It's a quaternion, look it up here: http://en.wikipedia.org/wiki/Quaternion Setting them manually is tricky and is actually not recommended. For a manual pitch setting, you cann pass a 3-dimensional vector instead of the quaternion - I only used a direct quaternion there because I needed to turn the ship wings-level, too.
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Yeah, the "actual" B-Wing in the movies folds up the wings and rolls the body 90° to the side to land, while keeping its cockpit level. While this might be possible to do using the Damned Robotics mod, it will certainly be aerodynamically unflyable - it is barely stable in level flight as it is now.
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It's supposed to be a replica of the Star Wars B-Wing heavy fighter, seen in Episode 6 (http://starwars.wikia.com/wiki/B-wing_starfighter).
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I would go the blunt way. Use MechJeb to have each launch trajectory and time as similar as possible. Launch the first satellite, note how long exactly the launch takes from takeoff to circularization end. Wait the same time in orbit and measure how far along the orbit the first satellite progresses (or calculate the progression, should be easy knowing the altitude, velocity and time; or just take the degrees from the MechJeb launch autopilot window after an automatic launch). Launch the second satellite when the first one is 72°+measured angle away from KSC (with KSC being prograde from it), do the same for the rest. Profit!
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Best Way to Build a Three Man Lander
olex replied to glugg23's topic in KSP1 Gameplay Questions and Tutorials
You can put the 1m parts above the capsule - however the parachute will rip off if you put it above them; use smaller chutes on the sides of the pod instead, or secure the chute with struts.