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sanity
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Everything posted by sanity
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I Have the store version, i think mine is working, to some degree, anyway, if i launch the kerbal X (baby's First Rocket) it will be perfectly stable with the new SAS system, but if i try to launch any more advanced or larger rockets, the SAS does not use more than about 5% of its capability, even when the rocket drifts massively off course it just continues to use that 5% to try and fight to stay aligned with the point where i engaged it, even it my rocket is 90 degrees of the engaged course it will still try to correct with only 5% of the maximum available torque, the obvious result being that my rocket falls off its course if i don't constantly input control to keep them on course and babysit them all the way up, so ultimately the SAS has no effect, i might as well just fly the whole flight manually since i have to do that anyway now that the sas wont use the control surfaces, gimballing or torque that it has to full effect it is however very useful for planes, increasing stability and allowing easier keyboard flight in most cases, but absolutely useless for any rockets except the most basic training whel equiped rockets
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yes but its only using maybe 10% of its available torque, so you should be able to have stability with 1/10th of the amount of SAS units currently equipped, and that rocket is tiny, if you were to scale that rocket up you would need to scale up the ammount of sas units you need as well, the sas unit requirement for stable launches grows at an enormous rate as your rocket size increases,
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Spiritwolf/Hanland Submissions
sanity replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
waiting for .21 to refit my ships with new parts, soo many ne parts....... -
Beginner troubles - rocket spins in atmosphere
sanity replied to alkopop79's topic in KSP1 Gameplay Questions and Tutorials
need a pic of rocket, t get a better idea of what the problem might be -
Spiritwolf/Hanland Submissions
sanity replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
Ok, Massive Post but it contains all the ships (and proofs) i have developed for the series The Mountain Industries Ship Lineup All Independently Orbit Capable, and Laythe Direct Injection Capable Many Models Retain as much as 2/3 fuel upon arrival at the laythe frontier The "Bad For Business" (C-Series Military Hull) Crew - 1 Part Count - 206 Weapons - 8 - Fast Attack, Fighter Missiles A Lighter Warship, Intended for detached service in far reaching areas of the system, the Bad for business is based around a standard C-Series light hull and fitted with Standard light fighter weapons, The intended to serve in groups or as escorts for heavier fleet elements Action Groups 1 - Toggle Main Engine Gimbals 2 3 4 - Fire First "Fast Attack" Missile Set 5 - Fire Second "Fast Attack" Missile Set 6 - Fire Third "Fast Attack" Missile Set 7 - Fire Fourth "Fast Attack" Missile Set 8 9 0 - Undock Forward "Nose" Docking Ports Abort - Purge Protective Bridge Plating Gear - Toggle Main Engines Lights - Activate Running Lights, Toggle Solar Pannels Brakes - Activate Weapons systems Proofs Craft Link http://www./?rdo93ynyti66y5w The "Errant Venture" (C-Series Military Hull) Crew - 1 Part Count - 204 Weapons - None Fighter Berths - 2 The Errant Venture's C-series Light hull has been refitted to setrve the fleet as a light carrier, supporting the operations of 2 mosquito units independent of the main fleet carrier force Action Groups 1 - Toggle main Engine Gimbals 2 3 4 5 6 7 8 9 0 - Undock Forward "Nose" Docking Ports Abort - Purge Protective Bridge Plating Gear - Toggle Main Engines Lights - Activate Running Lights, Toggle Solar Pannels Brakes Proof's Craft Link http://www./?rdo93ynyti66y5w The "Sober Counsel" (C-Series Military Hull) Crew - 1 Part Count - 201 Weapons - 4 - Fast Attack, Fighter Missiles - 2 - Heavy, Close Attack Torpedoes (Concealed) Action Groups 1 - Toggle main Engine Gimbals 2 3 - Fire Heavy, "Close Attack" Torpedoes 4 - Fire First "Fast Attack" Missile Set 5 - Fire Second "Fast Attack" Missile Set 6 7 8 9 0 - Undock Forward "Nose" Docking Ports Abort - Purge Protective Bridge Plating Gear - Toggle Main Engines Lights - Activate Running Lights, Toggle Solar Pannels Brakes - Activate Weapons systems Proofs Craft Link http://www./?5z922coc1sjso1c The "Furious Purpose" (Converted Civilian Freight Hull) Crew - 1 Part Count - 187 Weapons - 1 - Heavy, Close Attack Torpedo (Concealed) Originally a Mountain industries light civilian transport freighter many of this class of ship have been refited to serve the fleet as small/cheap heavy weapon platform Special Notes - Can Make Laythe Orbit From a Direct Kerbin Injection, IF you are careful with your fuel Action Groups 1 - Toggle main Engine Gimbals 2 3 - Fire Heavy, "Close Attack" Torpedo 4 5 6 7 8 9 0 Abort - Purge Protective Bridge Plating Gear - Toggle Main Engines Lights - Activate Running Lights, Toggle Solar Pannels Brakes - Activate Weapons systems Proof's Craft Link http://www./?5z922coc1sjso1c The "Appeal To Reason" (E-Series Military Hull) Crew - 2 Part Count - 214 Weapons - 4 - Heavy, Close Attack Torpedoes The Original E-Series Civilian Shipping Protection Hull Has been Reworked Redesigned and modified to support the improved weapon and Armor systems needed in this military version of the hull Special Launch Notes - Launch requires that fuel flow be disabled on a single large tank beneath the ships armor hull before launch, once the external liquid boosters detach this tank must be re-enabled to continue launch Action Groups 1 - Toggle main Engine Gimbals 2 - Fire First Set, Heavy, "Close Attack" Torpedoes 3 - Fire Second Set, Heavy, "Close Attack" Torpedoes 4 5 6 7 8 9 0 - Undock Forward and Rear Docking Ports Abort - Purge Protective Bridge Plating Gear - Toggle Main Engines Lights - Toggel Running Lights Brakes - Activate Weapons systems Proof's Craft Link http://www./?vxdtbpudstudusc The "Reformed Pacifist" (E-Series Military Hull) Crew - 2 Part Count - 234 Weapons - 6 - Fast Attack Fighter Missiles - 2 - Heavy, Close Attack Torpedoes The Original E-Series Civilian Hull Has been Reworked Redesigned and modified to support the weapon and Armor systemsin this military version of the hull Special Launch Notes - Launch requires that fuel flow be disabled on a single large tank beneath the ships armor hull before launch, once the external liquid boosters detach this tank must be re-enabled to continue launch Action Groups 1 - Toggle main Engine Gimbals 2 3 - Fire Heavy, "Close Attack" Torpedoes 4 - Fire First "Fast Attack" Missile Set 5 - Fire Second "Fast Attack" Missile Set 6 - Fire Third "Fast Attack" Missile Set 7 8 9 0 - Undock Forward and Rear Docking Ports Abort - Purge Protective Bridge Plating Gear - Toggle Main Engines Lights - Toggel Running Lights Brakes - Activate Weapons systems Proof's Craft Link http://www./?n8b59cqp83b13tn The "Wetware Problem" (Converted Fleet Collier) Crew - 2 Part Count - 260 Weapons - 3 - Heavy, Close Attack Torpedoes - 1 - Fortress Class Torpedo A Converted Fleet resupply and refuelling vessel, the wetware problem has undergone a significant reffit to conceal A Fortress Class Weapon, and 3 Heavy Torpedoes Within its Hull Special Launch Notes - Launch requires that fuel flow be disabled on a single large tank beneath the ships armor hull before launch, once the external liquid boosters detach this tank must be re-enabled to continue launch, Aditionally RCS use Is required during the initial Phase of Launch to maintain the appropriate heading, can be disabled after the ship has obtained significant forward motion Action Groups 1 - Toggle main Engine Gimbals 2 - Fire 1 Fortress Class Torpedo 3 - Fire 3 Heavy, "Close Attack" Torpedo 4 5 6 7 8 9 0 - Undock Docking Ports Abort - Purge Protective Bridge Plating Gear - Toggle Main Engines Lights - Activate Running Lights, Toggle Solar Pannels Brakes - Activate Weapons systems Proof's Craft Link http://www./?7t9tb3266n3v64s The "Walk Softly" / "You Naughty Monsters" (Troop Ship) Crew - 2 Part Count - 258 Weapons - 6 - Fast Attack Fighter Missiles Troops - 8 Standar fleet troopship to support covert and standard troop operations, carries 8 Troops and equiped with individual landing craft for each trooper Special Launch Notes - Launch requires that fuel flow be disabled on a single large tank beneath the ships armor hull before launch, once the external liquid boosters detach this tank must be re-enabled to continue launch Action Groups 1 - Toggle main Engine Gimbals 2 - Launch Pods 3 - Fire First "Fast Attack" Missile Set 4 - Fire Second "Fast Attack" Missile Set 5 - Fire Third "Fast Attack" Missile Set 6 7 8 9 0 - Undock Forward and Rear Docking Ports Abort - Purge Protective Bridge Plating Gear - Toggle Main Engines Lights - Activate Running Lights Brakes - Activate Weapons systems Proof's Craft Link http://www./?drt877kpldrds2p The "Fate Amenable To Change" (Hospital Ship) Crew - 2 Doctor/Shuttle Pilot - 1 Patients Capacity - 24 Part Count - 176 Weapons - None Special Launch Notes - Launch requires that fuel flow be disabled on a single large tank beneath the ships armor hull before launch, once the external liquid boosters detach this tank must be re-enabled to continue launch Action Groups 1 - Toggle Main Engine Gimbals 2 3 4 5 6 7 - Toggle Shuttle Solar Array's 8 - Toggle Shuttle Engines 9 - Undock Shuttle 0 - Undock Forward and Rear Docking Ports Abort - Purge Protective Bridge Plating Gear - Toggle Main Engines Lights - Activate Running Lights, Toggle Solar Array's Brakes Proof's Craft Link http://www./?cd1c0833o64xs2w Mountain Industries - Antimatter Weapons, For A Brighter Tomorrow -
Spiritwolf/Hanland Submissions
sanity replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
^this...., i was running a test on one of my ships this mornin, and most of my fuel use for the whole test, (kerbin - > Laythe) was taken up by climbing up out of layth's atmosphere and back into orbit -
Spiritwolf/Hanland Submissions
sanity replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
getting ready to show a bunch of smaller, but still quite capable, ships that i've been designing, just some last minute testing before i post em -
Spiritwolf/Hanland Submissions
sanity replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
once your happy with the design try make a variant with some asymetry built in, asymetrical elements can really flesh out a design -
Spiritwolf/Hanland Submissions
sanity replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
I like it, It Has A great Sillouette -
sometimes when i build big things that dock at multiple points this happens, generally because when i docked not all the docking ports were perfectly aligned, and they bend and warp to achieve the dock, sometimes this causes extra stress on parts of the station, especially when thera are large masses involved, might be whats hapenning here
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To get this full of fuel, into space, you need one of these, And Even Then it doesnt quite make it Out Of Fuel? 10 m/s , Pah, I've got RCS Ill Push it Kerbal style!!!!
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go to minmus first, it takes less fuel to get there and is much more forgiving when your landing, i know it looks like it takes more fuel to get there but it is actually a lot less fuel needed than the mun, also learn to use your maneuver nodes to go places
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congrats, an actual mun landing for a first landing is pretty hard, you should really try a minmus landing first, i know it looks like it would take more fuel but it doesnt, it actually takes a lot less fuel to get to minmus and land then it does to just straight up land on the mun, and munmus is a lot more forgiving whe perfecting your close in technique
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KIDI- Kerbal Interplanetary Defence Initiative
sanity replied to sodopro's topic in KSP1 The Spacecraft Exchange
5000 is plenty for a layht trip, so long as you go straight to laythe and skip the jool aerobraking, be careful though aerobraking at layth from sinterplanetary speeds can and will snap your ship if your not careful -
Damn, i forgot that re-entry can still be deadly even on stock ksp, i was a little agressive in my layth aerobrake, and dove down to 18K from interplanetary speeds (Straight Form Kerbin) and just snapped in half Logs recorded something approaching 38 G's before she split in half
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Spiritwolf/Hanland Submissions
sanity replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
Damn, i forgot that re-entry can still be deadly even on stock ksp, i was a little agressive in my layth aerobrake, and dove down to 18K from interplanetary speeds (Straight Form Kerbin) and just snapped in half Logs recorded something approaching 38 G's before she split in half oh well i count it as a sucessful test anyways, i got to layth with 1/3 fuel spare so.... engine test complete Design accepted -
Spiritwolf/Hanland Submissions
sanity replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
Working on a Hanlan Ship, Now A converted Mountain Heavy Industries Shipping Vessel, Built By Mountain Heavy Industries Under Contract To The Hanland Corporation as a General Purpose Cargo Carrier Hanlan later Re-fitted the ship when the war broke out The - HCW - Wetware Problem 3 Heavy torpedoes 1 Fortress Class Torpedo -
Spiritwolf/Hanland Submissions
sanity replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
Alright They're Finally Ready For Release After The Success of The Prototype, GOU - "Full Refund" Mountain Heavy Industries Has Reworked The Armor and Weapon Systems to Bring The Cutting Edge Of Offensive Capabilities To What Were Once Civilian Hulls The General Offensive Unit - Reformed Pacifist DeltaV - 5315 m/s 232 Parts 2 Heavy Topedoes 6 Fast Attack Torpedoes Action Groups 1 - Toggle Gimbals for central 3 engines on final stage 3 - Fire Inner set Missiles 4 - Fire 1st Fast Attack Missiles 5 - Fire 2nd Fast Attack Missiles or a Double Warhead Fast Attack Missile Set 6 - Fire 3rd Fast Attack Missiles or a Tripple Warhead Fast Attack Missile Set 8 - Undock docking Ports 9 - Undock Jr Docking Ports G - Toggle Engines B - Activate Parking Break to Activate Weapons Systems L - Running Lights Abort - Jetisons Protective Armor Plating Around The Bridge Allowing Rescue of Kerbal Crew Order The General Offensive Unit - Reformed Pacifist And Her Sister The General Offensive Unit - Appeal To Reason DeltaV - 4800 Range m/s 214 Parts 4 Heavy Torpedoes Action Groups 1 - Toggle Gimbals for central 3 engines on final stage 3 - Fire Inner set Missiles 4 - Fire Outer Set MIssiles 8 - Undock docking Ports 9 - Undock Jr Docking Ports G - Toggle Engines B - Activate Parking Break to Activate Weapons Systems L - Running Lights Abort - Jetisons Protective Armor Plating Around The Bridge Allowing Rescue of Kerbal Crew Order The General Offensive Unit - Appeal To Reason Both Easily Capable of Reaching The Joolian Frontier, The Original E-Series Civilian Hull Has been Reworked and modified to support the weapon and Armor systems needed in our fight against the Hanlan Equiped with Heavy scaled Plate Armor and supporting multiple heavy weapons capable of accelerating to attack velocities over very short distances and accurate over attack ranges the E-series Hull is capable of Protecting Spiritwolf Interests Throughout the Kerbol System now and into the future Mountain Heavy Industries -- A Brighter Tommorow, Comes From a Bigger Boom! Special Launch Notes: To Launch From The Ground Requires Nearly All Onboard Fuel, So Fuel is fed Straight From The ships main tanks into the launch engines, to launch sucessfully you must disable fuel flow from a single large tank on the main ship body (beneath the armor) by toggling the fuel flow flags for that tank, this will reserve the tank for use in a later stage but still allow the main launch engines access to internal fuel supplies during launch -
my newest Vessel The GOU-"Full Refund" Docking with My Orbital Re-Fueling Depot Too Take on Fuel for an Engine Test
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Spiritwolf/Hanland Submissions
sanity replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
Testing the "Full Refund"'s Armor Its Tough Small Missiles - Do nothing Except maybe become inconvenient when lodged in Weapon systems Large missiles - Very Destructive Direct hits are devastating but crew often survives unless hit directly in the command areas Plate armor quite effective its currently 288 Parts, could cut it down during optimisation, maybe remove some of the less critical armor and expose some systems we'll see -
Spiritwolf/Hanland Submissions
sanity replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
Just a quick preview for now I Finally Got Her To Orbit at 2:30 in morning So Many of her sister ships failed and crashed before the appropriate launch system was developed The Spiritwolf General Offensive Unit (GOU) - "Full Refund" Very Heavy Armour Mixture of Heavy And Light Weapons Will Undergo Space Acceptance Trials in the coming Days Hopefully will see it paying Hanlan back for its crimes in the future -
they are saved under each save game individually, each save has its own ships folder
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yes the shadow does resemble a giant schlong in flight