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sporkafife

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Everything posted by sporkafife

  1. I guess nobody really knows why planets have the names they do, other than Pol who's name was discussed on one of the live streams Your theory about the name of Eeloo is pretty convincing though, seeing as squad is based in Mexico.
  2. My main interplanetary tug type thing has 4 LV-N's all attached with decouplers. That way, in the event of crazy unplanned destruction of an engine, the engine on the other side can be jettisoned keep the symmetry and let it limp on with it's mission with just two engines... Lesson of the day - redundancy is important on space missions!
  3. In all non-physical time warp modes, crafts are on rails and can therefore just pass straight through each other. It took me by surprise the first time
  4. They've upgraded the launch pad and the runway, so it's probably only a matter of time until they upgrade the rest of KSC. Until then, you can just say that the grass around KSC is more yellow because it constantly gets killed by rocket exhaust and radioactive nuclear engines destroying the DNA of the grass itself
  5. I think the music is okay, and I wouldn't want it to change too much (lovin' the space whales), but I thinking would be cool if each different planet/moon had it's own music and tempo that suited it
  6. Yes, this is all possible through the power of maths! Although I don't know the maths involved and would probably fail horrifically if I tried to work it out, it is possible. I know Scott Manley did an IVA only Mun mission using a bunch of tables that showed him orbital velocities at different altitudes. Then it is possible to see the period of your transfer orbit, and half of that will be about how long it takes to get to apoapsis Actually, a spreadsheet type deal that shows you altitude against velocity, as well as a function that works out the delta-v required for a Hohmann transfer isn't actually that difficult if you know the basics of the maths behind orbits and how to do maths on a spreadsheet. Great, now I wanna make a spreadsheet
  7. Maybe the thrust was too high on takeoff and that broke some vital structural links. The big orange tanks are known to be pretty buggy in their strength and things attaching to them. Does it still freak out and destroy itself if you throttle it down and take off more slowly?
  8. No help other than ASAS? Surly you used fuel, engines and landing legs Honestly, well done I can't remember how long it took me to get to the moon... Not very long at all though because I think I basically copied Kurtjmac's first Mun rocket the "Farlander IX" to get me there, I was pretty terrible at making my own rockets and most of them at that point we're barely sub orbital. Now i look back at Kurtjmac's Mun mission with the Farlander IX, I see how terribly inefficient that rocket was, but I guess or served its purpose for Kurt (and my copy of it )
  9. I feel I may have missed something here... what is the thread I have to feel sorry for 0.o I'm guessing there was some crazy Squad bashing thread with a whole bunch of people complaining about pointless stuff. Welcome to the mainstream people, I just hope that this community is strong enough to hold under the pressure. I witnessed the GTPlanet forum fall apart and be consumed by the mainstream before my very eyes... Lol
  10. There isn't yet, but I think it would help greatly to be able to disable some or all of the control surfaces, by right-click or action groups. It would help with the problem of planes shuddering themselves apart to disable a couple of the control surfaces, and I personally think it would look much better in space if the control surfaces weren't flapping around pointlessly. Having them on really doesn't hurt the craft too much, so it's probably not a top priority like disabling engines was.
  11. I think it would be cool if certain parts of the rocket (engines firing, nuclear reactors etc.) generated heat. It could work like a resource but instead of being a good resource, it makes parts overheat and explode/malfunction if they exceeded the amount of heat they can handle and naturally dissipate. And radiator parts can be added to the ship release that heat resource effectively out into the vacuum of space - whereas in atmospheres, the heat drains away naturally due to convection. Maybe even some modders could then use the excess heat resource to generate electricity with some sort of Stirling engine part or something It would be difficult to do right, and I'm sure there's a better way but I just think it would work nicely with the existing resources
  12. Was this supposed to happen, or was it one of KSP's famous "accidental colonisations" When I'm designing minimal spacecraft (10 part Jool mission or something crazy like that) it's terrible to waste 3 parts on landing legs, so landing on engines is a necessity P.s. can anyone remember when there were no landing legs and we had to use decouplers + winglets because they were the only pieces that could reach past the engines
  13. Returning from Eve is the hardest part, especially with stock parts. Landing a heavy asparagus staging craft with aerospikes on the highest mountain (to cut out the thickest of the atmosphere) is your best bet. I've managed to land a ship on eve that I think is capable of returning to low eve orbit (the launch vehicle was *&%£ing enormous) and I have another craft return craft in orbit around Eve that has plenty of fuel to rendezvous and return... I'll have to update you on how the take off and rendezvous goes later on
  14. It's possible to leave a ship in orbit around minmus, EVA down, land, take off and rendezvous with your ship again if you're careful enough. And the acceleration due to gravity on the moons like Bop and Gilly is so tiny that landing on them with your EVA pback and returning to orbit is extremely easy. Gilly has such low gravity that if it wasn't for the hills and buggy surface that just jumping is almost enough for orbit!
  15. What if we have the fuel bug fix installed? Would we still have to burn at full throttle the whole time? Without having to burn at full throttle and with the bug fix, it's probably very possiblr to take one of them ships to Minmus. Scott Manley on YouTube got to Minmus with 3 fuel tanks, and did a grand tour with 4!
  16. Are we allowed to use mechjeb to rendezvous with the debris before crashing into it?
  17. I too have yet to see the original 3 in their rather dashing orange space suits. I even spent a while killing Kerbals by dropping command pods onto the launch pad while 'assisting' their descent with SRB's pointing towards the floor. Needless to say, many Kerbals perished (and I am a terrible person) but there was no sign of Bill, Bob or Jeb. I actually currently have 3 or 4 kerbonauts named "Dilney Kerman" all on active mission. Maybe they are clones. However, I have become pretty attached to my own 'original 3' Orlorf, Wehrbald and Sherlick Kerman. They were the first guys to orbit, first guys on Mün and Minmus (since the saves got reset in 0.16) and I still haven't killed them! They now spend their days retired, living on the Mün in what used to be my Mün Research Lab. The lab was later replaced by the more sophisticated MünLab 2.0 and was sold as real estate.
  18. I don't have the most powerful rig in the world, but it has 8Gb of RAM, a dual core i5 clocked at 2.9GHz and an Nvidia graphics card (I can't remember whether it has 1Gb or 512Mb of VRAM) It runs games like L4D fine on mid-high settings, but still struggles a bit on KSP unless the settings are minimal. I guess that's all down to the optimization of resources with the Unity engine, or rather the lack thereof.
  19. I use it on a fairly regular basis. When it comes to new things and challenges (like when Minmus first arrived) I will always give it a go by hand. However, at the moment I have pretty much ran out of things to do, I have landed on all the bodies in Kerb in orbit many times in many strange and wonderful ways with weird rockets and I already have my interplanetary mission planned out. At the moment I use mechjeb to do all the things that are pretty mundane and boring to me after doing them hundreds of times: liftoff to parking orbit, rendezvous (although mechjeb is pretty useless in that department) putting satellites around Kerbin and when I need a precision landing on Mün or Minmus where fuel isn't really an issue. However, I never use mechjeb for the injection burn to reach Mün/Minmus. I always find that mechjeb either misses, or applies way too much thrust forcing the whole rocket to concertina in on itself (I could probably design better rockets, but that's not how I roll)
  20. Hey, my name is Andy I've actually been playing KSP for a few months now, I discovered it by watching Kurtjmac and Szyzyg on YouTube. I am a Physics student at University so Kerbal Space Program is a game that is right up my street I've also been loitering around the forums for the latest news and ideas for a few weeks and decided to make my own account to join in the fun
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