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Everything posted by Szkeptik
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Managed to land on Duna, Ike and Eve so far. Floated above Gilly but turns out a bug destroys your ship when you touch down. Also, fun fact: Gilly is actually so small you can't achieve a stable orbit. Trying to establish a base in the large Duna crater, but am having trouble landing things close to each other, and often times even in one piece. About one in five craft make it to the surface intact. PS: Slingshot from LKO can save you a LOT of fuel. Slingshot 90 degrees for smaller orbits, 270 for larger ones.
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Hi! I've been looking for good wheel mods for a while but couldn't find anything. I got the carts mod, but that's just premade rovers. I don't want those. I want to build my own rover, just with usefull wheels.
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Hi! When I tried to land on Gilly my ship just sank into the terrain texture and then blew up when fully "submerged". I tried landing on many different points, but the same happened. Do others have this problem?
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Thanks a lot! This will be very helpful.
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How do you get the tertiary purple course indicator on your map? I ever only have the yellow secondary.
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What music do you listen to while playing KSP?
Szkeptik replied to Scenter102's topic in KSP1 Discussion
Nothing. I prefer the stunnung silence of space and the growl of thrusters. -
Thanks, I know about the mod, but I wonder if there are any known plans form the dev team.
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I hope KSP will have these features in the future. Are there any plans by the devs on creating parts for planetary structures that could be ferried whole or constructed on the spot? Thinking about solar or nuclear generators, main buildings, barracks, research or mining modules etc. I think this feature would have a huge amount of potential uses for EVA/IVA. Also some kind of supply that has to be replenished with further flights to the base would be nice. I guess fuel itself is one thing, but something else, maybe just "supplies" in general that get used up over time. The buildings themselves could break down beyond repair sometimes and you would have to replace them. It could be great to race against the clock when the nuclear plant on Minmus Base breaks down and the solar arrays can only keep life support up for so long. Can you get the replacement generator to minmus before you have to launch a crew replacement vessel as well?
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After a content update like 0.17 I think we need a gameplay update so we can do more in the same world. Right now, once I land on everything a few times I realised there's still not much to do. Of course creativity solves many problems, and I'm trying to land a base in the large Duna crater now, but It would be great if in 0.18 such a thing would be functional and not just something the player makes up on his own. So what I think should come: -Docking and refueling. Refueling could be done by a kerbal on EVA, so EVA would have a point. -Expand EVA/IVA. It would be great to actually have something to do when I land. It can range from planting a flag to refueling to fixing damaged parts etc. -Space station/Planetary base dedicated parts. - Theres a lot the devs can put in here. Especially wear and tear from atmosphere or micrometeorites could be a great cause for repair EVAs/IVAs
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Yes, I read it too. Don't get your hopes up though. If NASA had any real hopes for this it wouldn't be going in the skunkworks. Having my fingers crossed of course.
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Wouldn't Lagrangian points be easy to program?
Szkeptik replied to Szkeptik's topic in KSP1 Discussion
These would have zero force but it would be artificially streched out to a certain radius, creating a zero strenght gravity field. If you decrease your speed in this area you can stay in the same point indefinitely. -
Wouldn't Lagrangian points be easy to program?
Szkeptik replied to Szkeptik's topic in KSP1 Discussion
I said gravity wells with zero force. I also said the wouldn't be true LAgrange points, but it doesn't matter as long as they are functionally similar in game. -
They say Lagrangian points can't be done because the game can only simulate one gravity well at a time. In my opinion this is exactly the reason why it would be easy to program. Since the game always has a single gravity well active for an object at a time, why couldn't you program a gravity well without a planet texture that would have a fixed gravity radius and a gravitic force of zero. It would be like a zero mass singularity. After this you just need to put these where the Lagrangian points should be with the radii they should have based on what size and mass bodies they are "orbiting". These wouldn't be "true" Lagrangian points but they would act in a similar fashion.
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Nice rovers. I tested the first one but had some trouble leaving the landing unit and ended up upside down.
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Thanks! I never did a rover before and didn't know if RCS would be enough to push it.
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Hi everyone. A tribute to the awesomeness that is the Curiosity mission! This is a result of about 10 hours of work and testing. No mods, stock parts. On the launch pad: After liftoff: On our way without the booster stage: Starting landing procedure: Coming in: Watch the sycrane fly away: Speed around and EVA CRAFT file: [ATTACH]31501[/ATTACH] The craft is not in perfect balance so here are some quirks you need to know: 1. Start the launch on full throttle and with SAS on. The skycrane arms sometimes go into a vibration feedback and tear the craft apart at ~7000 meters if you don't. I think I mostly fixed this issue with added struts, but you never know. 2. After the booster phase detaches you'll need to make a decision about conserving RCS fuel. If you don't turn it on the craft will become unstable even with ADV SAS above ~1/2 thrust. With RCS on it will be stable but it consumes disgusting amounts of fuel. 3. The rover legs aren't the most stable things even with the reinforcement they have. When you come in for a landing make sure you are coming perfectly straight down, or are aproaching either forward or reverse from the rover's perspective. Aproaching from the side will likely tear off your wheels. 4. The rover can survive a good 10 meter drop, but make sure you are almost on the surface when you release the skycrane. 5. When using the rover's horizontal thruster be careful with the throttle. A miniature bump can tear you apart or send you into orbit if you put the pedal to the metal. I recommend short bursts of no more than 1/4. Also, you'll need to use the RCS manually while cruising to stay on the ground, brake and turn. 6. The rover has a bottom thruster on the last stage because I wanted it to be able to return to Kerbin, but because it's not balanced perfectly it's very difficult to do so and even on manual RCS control I couldn't fly it back. Feel free to try though. PS. If you feel like it you can use it to jump around doing somersaults. I only tried flying this to the Mun. It probably has enough fuel to get to Minmus. The frozen lakes would be a great candidate for some high speed fun.
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I'm not sure how adding more struts would make it pretty. The boosters are like this for a reason. With horizontal boosters the station would fall apart at ~4 G acceleration. This way it can handle 8 G reliably.
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Thanks for the feedback. It doesn't actually SIT on the pad, I'm holding it up with the red stabilizer thingies. I don't know their names. It has some ladders as you can see on the last picture. I thought about adding more, but it didn't look good so I scrapped that idea. The main idea on getting it into space is that the entire vehicle along with the boosters starts spinning around it's axis because of the not perfectly vertical position of the main booster engines. Most of the shearing drag gets nullified by the outward motion as a single force rather than yanking the craft every which way like you can see with most ships on liftoff. Because of this it can handle more acceleration as well and doesn't break apart below a 8-9 G acceleration (usually ).
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Thanks! I uploaded the file. I think I'll start working on a design that can go beyond close orbit and reach the Mun. It's going to need way more juice.
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Hi all! I present my first space station design. At the launch pad: Liftoff: The Main lifter engines might look irregular, but I spent a lot of time stabilizing them and now the entire contraption is incredibly stable on liftoff. As you can see, no winglets are required at all and even without SAS the ship stays almost perfectly vertical by itself. Until it starts rotating around it's vertical axis by the time it leaves the densest part of the atmosphere. At that point you may want to engage the SAS. Stage separation: Out in space: Some orbital EVA action: CRAFT File: [ATTACH]31442[/ATTACH]
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Even right now, with just the two moons to fly to without any real purpose, I've had many fun hours with the game, but I find, after having landed a couple of times on Minmus, you just run out of things to do. That got me thinking. What will the game play like when it's complete? I'm sure the dev team have a clean idea of what they want with the game. Will it be a space tycoon like game where you get contracts to put satellites into orbit, establish colonies, mines on other planets, take supplies to space stations etc? Go prospecting yourself for good mining areas on planets (great use for EVAs btw.) or find good tourist locations to build your space stations. The pacing of the game allows for control of many different rockets at the same time, since it takes days for a craft to get into the desired spot you have all the time in the world to keep switching between dozens of different crafts if need be, so running a large scale space tycoon can be accomplished. I think since pilots can level up, some skills could exist that - when unlocked - allow them to pilot simple missions themselves. Such as ferrying resources to orbit, or shipping supplies to space stations. For example, Bob Kerman has "dock at station" and "land on Mun" skills unlocked, and he can get supplies from a space station to a Mun base. This could eliminate the need for personally running repetitive missions all the time. Since research is planned, there could be some special materials you have to mine that are needed for more advanced parts. There could be like 5-6 of these and of course none of them can be found on Kerbin. Well, just some ideas I think can make the game deeper and more fun. Do you have any ideas/wishes about how the final game should look? Maybe the devs will like a few of them.
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Hi everyone! I've been experimenting with the game in the last few days, and I can do some basic things like get into orbit, go to the Mun - though I couldn't land yet - but my problem is that most of my rockets - even the very simple ones - tend to break apart before leaving the atmosphere. Mostly there are problems between decouplers and liquid fuel tanks, but not always. What am I doing wrong here?