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Everything posted by mattig89ch
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Disable building upgrade?
mattig89ch replied to mattig89ch's topic in KSP1 Gameplay Questions and Tutorials
Fair enough, I don't expect everyone to share my ideas. Odly enough I don't have a problem with the tech tree as of yet. Just the limiting factor for upgrading the buildings How much do you need to afford to upgrade the vab, sph, and runway/launch pad? -
Hidy ho all, Its been a while since I was here last. I was waiting to pick up ksp again till after launch, and...welll, it launched! So I started getting back into ksp, and started getting frustrated by the new building upgrade mechanic. I needed more science, and figured I'd go get some on the mun, or minmus, by building bigger rockets. I had the funds to afford a larger rockets, but not to upgrade the vab or pad for them. This just seemed like an arbitrary limitation, that only served to annoy me instead of challenge me. Some folks might feel differently, but it made it just anoying for me. So I figured I'd ask if it was possible to start a new campaign that disabled the building upgrade, and just had them all be at their full upgrade status. But still had the funding mechanic built in.
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well, i've been listening to the martian audio book. loving every minute of it, so I built what I think the Martian Ascent Vehicle (MAV) would look like in ksp (sole job is to get from the surface to the orbiting mothership). And now i'm thinking of trying to build the Martian decent vehicle (MDV). Shame you can't build structures in this game, that would be awesome.
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I had an idea today that I thought might be use full. A timer part, quite heavy (to make sure you can't just put on 80 or so). Next they'd have to be on the stage your using them on. Then, each timer could only do 1 thing. Finally, a timer could only be used on parts that require no user input (so you can only use them on parachutes, or srb's, no science stuff) This part would trigger certain events to happen, much like an action group. this could be good if your trying to reduce debris on kerbin, after you separate a large stage, a timer starts, when that timer finishes it deploys parachutes. or, if your trying to land 3 different command pods, you separte them, a timer starts, then deploys parachutes. Or eve on duna, you can land multiple craft, by first using a timer to get a lander into the atmosphere, then use another one to allow chutes to deploy.
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Hello all, I was looking at the screen shots of some of my old ships from previous versions, and I had to ask. Does anyone know of a mod that re-textures the fuel tanks and engines back to what they looked like originally? Stats are all the same on them, and the new fuel tanks stay the same. The only thing that changed is the look of the fuel tanks that we had originally.
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Hello all, I wanted to land on eve, with a lander that could make it back into orbit in my career mode game. trouble is, I can't figure out a lander to land at least one guy, and bring him back into orbit for pick up. I know the general rule of thumb, that if your lander can get to a 150x150 orbit on 2/3 power on kerbin, you can do the same on full power on eve. But that doesn't help me if I can't get a lander to get up to a 150x150 orbit on kerbin. does anyone have any tips? or anyone have any screen shots of landers they used for this?
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Need help with fuel drain
mattig89ch replied to mattig89ch's topic in KSP1 Gameplay Questions and Tutorials
ok, so if you look closely, you can see I have 2 fuel lines going from those big outer tanks into the smaller tank, I think it was getting confused and not knowing where to pull fuel from. Dunno why only that tank and not all of them, but there you go. anywho, removed one of those fuel lines, and it works! -
Hello all, I'm trying to get my first probe in career mode to duna. I think I have the thrust to do it, But I keep running into a problem. For some reason my fuel stops draining from my outer tanks onto my secondary engines. This is using some rudimentary Asparagus staging here. Basically I have 4 large outer tanks, draining into 4 smaller inner tanks, which then drain into one large interior tank. Little complicated, but it works. now, I get to about 100k, then one of my smaller tanks stops using the larger outer tanks fuel, and stars draining its own fuel. so, as I'm climbing, I jettison the outer tanks, then 3 of my rockets start relying on their fuel, and the 4th runs out. According to the flight log, nothing bad has happened. and I still have complete control of all my engines, so nothing came apart. I would upload my craft, but I think the site I was using has been taken down (megaupload). If you want to see my craft in action, I have some screen shots to show which tank is draining fuel when it shouldn't: You can see the fuel lines are still intact, but its draining fuel You can see, I still have control over the engine.
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Hello all, I'm getting rather bored of going to the mun or minmus over and over again. In my career mode, I've landed on the mun 3 times, and minmus twice. And the scince I'm earning for doing so is just getting smaller and smaller. I feel as though I need a big move to bring in those science points. So I'm thinking of trying for duna. Only trouble is, I don't have Nuclear engines, or aerospikes. So I don't see getting to duna as realistic w/out either one of them. My question is, how long did you wait before going for broke, and just getting out of kerbin's sphere of influence? Did you wait till you unlocked docking ports and nuclear engines? Did you fire up the game for the first time, and build a rocket for duna and back out of nothing but a command pod and srb's? Something in-between?
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I think I would find a way to implement satellites or space stations for planetary communication networks. just an idea that i wanted to see for the longest time. But now we have a reason to do it. science! you can have muliple sites doing the science, transmitting that science up to the orbiting com sat, that satellite then transmits the data to the ksc. My imaginations are, you have 2 or 3 bases on duna, all of them transmit to the com sat(s) overhead, then the sat relays it to the ksc. but I suppose any planet would work, and eve would be awesome for this! since its so damn hard to get off eve once your on it, now you don't have to! edit: new parts would be awesome for this, allow for 2 command modules to communicate, a part to store the data before transmitting, a transmitter, and a receiver. the receiver stores the data in the part, then transmitter sends it off to a target of your choosing. the base(s) would need only have a transmitter, and the sat would need both.
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Need help deciding to kill a kerbal or not
mattig89ch replied to mattig89ch's topic in KSP1 Gameplay Questions and Tutorials
do others want a copy of the save file? I'd provide it (thats the persistent file in the folder, correct?) if you like. is there a way to post a copy of it to the thread? Like an attachment or something? -
Need help deciding to kill a kerbal or not
mattig89ch replied to mattig89ch's topic in KSP1 Gameplay Questions and Tutorials
OK then, so quick update. I managed to get my first docking today! woo! Docked my refueler/rescue craft to the big 3 stuck in duna orbit. Now need to wait for the planets to re-align to get them back home. But now they have fuel! sadly, this means that I couldn't get to the guy in solar orbit in time. I did re-design the re-fueler/rescue craft to be able to hold up to 4 kerbals, allowing it to be able to (hopefully) save that guy in solar orbit. -
Need help deciding to kill a kerbal or not
mattig89ch replied to mattig89ch's topic in KSP1 Gameplay Questions and Tutorials
sure...um...have I been saying eve this whole time? I'm trying to get him home from duna, not eve. 2 in 1. and edit: I think I managed to put together a rescue craft. its a hitchhiker can. on top of a probe, on top of a fuel tank, with a nuclear engine to push it. And a big rcs tank, with 4 thrusters at the center of mass. -
Need help deciding to kill a kerbal or not
mattig89ch replied to mattig89ch's topic in KSP1 Gameplay Questions and Tutorials
I haven't actually fired up the game since my last post because I'm a little scared that I'm going to screw him up and get him stranded in nothing but a space suit and no rcs fuel in his pack. the craft I have him flying in was before the days of docking, so it doesn't have a docking port anywhere on it. if I tried for a rendezvous, i'd have to get another ship close, then have him fly over to it. someone wanted to know where he was in the system. I'll go and get a screen shot. -
Need help deciding to kill a kerbal or not
mattig89ch replied to mattig89ch's topic in KSP1 Gameplay Questions and Tutorials
alot of people are saying go for an eva push. well...what not. I'll let you know what happens....hopefull its good news. btw, whats a good altitude to shoot for in the atmoshpere? assuming I can get him into the atmosphere. -
hello all, For the longest time I've had my first kerbal to ever land on duna orbiting duna, waiting for the planets to align and he could fire what little fuel he had to get back home. Finally the planets aligned for me, I set up a maneuver node, and threw everything that nuclear engine had to get back home. and the engine cut out with only 60 m/s left to get him home. basically he's stranded in inter-planetary space, with 2 solar panels, a short-wave radio antena, and no one/nothing else. Being that he was the first kerbal to even touch the ground on duna, I'm a little heistant to kill him. But I also have the big 3 in orbit of duna, out of fuel, but with a re-fueler on the way to come and push them home (first serious try at docking). Now, up until this point, every time I tried to get an intercept has met with disaster. Every docking attempt has met with explosions. Though those have been mainly from getting frustrated and impatient then anything else (so far). Now I don't think theres a big likely hood that he would ever be rescued, though not impossible. so my question is, should I kill this important kerbal? The first one to ever touch duna, and plant the first flag. the one that generations of kerbals from here on will look towards as an example, and role model. Or should I let him live? While he slowly dies from lack of breathable air or food. Only able to broadcast his signal a short distance, and only ever able to communicate back home if/when he manages to fly close to kerbin.
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Thanks for this! This shows me I've been thinking too small. I need to scale up. What did you mess up on? Those place do look rather cool, but do they get back into orbit? Thanks mate! now I have to figure out where my center of mass is with empty tanks. Does anyone know of a way to show the center of mass when flying? And yea, the nosecones do look good right? But I may just have to get rid of them...ah well, we'll just have to see.
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well, we can all go the easy route. but wheres the fun in that? Still no luck on finding a design that glides btw. I'm about to load up one of the designers planes to see if they glide. *sigh* maybe the rocket parts are just too heavy when compared to the space plane parts. every design I've tried with jet parts works great, but when I replace them to rocket fuel and engines they turn into sacks of bricks... Edit: A thought occurs, perhaps I've been looking at this the wrong way....every design I've been using thus far has had all the parts stay on the craft. Basically the've all been SSTO's. maybe...just maybe they don't need to. what if i attached the egines via mini rovers....the craft glides down, finds a good spot then lands. then I parachute in the engines, attatch them with docking ports and take off....now the question is, would that work?
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Thanks for the support! I'm actually experimenting with the idea of using rover wheels that tough the ground after I retract the gear. Trouble is, any craft I seem to make turns into a sac of bricks when I cut the engines. This craft needs to be able to glide down and land safetly w/out parachutes. Anyone know of a way to make a good glider with rockets?
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like what? I've never been there before so I really don't know. I hear alot of people saying that this wouldn't be a good idea. Mainly because jet engines wouldn't work. But thats the entire point, for me. I want to try and get a plane to glide down and gently land. Then use rockets (the things that do work within eves atmosphere) to take off again. Perhaps I fail in this endevor, perhaps not. But, wheres the reward without risk? And besides, this would be done with a probe. No kerbals would be harmed during this crazy idea of mine. Does anyone have any usefull or helpfull ideas how I might get a rocket powered plane to fly? Edit: the center of mass needs to be in front of the center of lift, correct? Cause thats where it is now:
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Thank you my good man. The entire purpose of this craft is supposed to be able to glide down to eve. Anyone know how I could make it less top-heavy? I would try to take the two aerospikes and fuel tanks off, but I do need that rear docking port for when I, eventually, attach this thing to a rocket.