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Cipher29

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Everything posted by Cipher29

  1. Updated to 1028 and got contract done, thanks for the help guys!
  2. I was running the old 1.0.4 version of Asteroid Day so I just now updated it, but I still can't get that final requirement, both while in orbit and while on the ground.
  3. I accepted a contract a while ago back in 1.0.4 to extract 1050 units of ore from the Munand deliver it to Kerbin. So today (1.0.5) I sent up a mining rig, transferred the ore to a launcher and put it in low Kerbin orbit (80x80 km). The contract has 4 requirements: [LIST] [*]Acquire 1,150 units of fresh ore form the Mun [*]Have 1,150 units of ore in your vessel [*]Have your ore near Kerbin [*]Maintain stability for 10 seconds [*] [/LIST] Once I got down to the 80x80 km orbit 3 of the 4 requirements were met, all but "Have your ore near Kerbin." Because this requirement is so vague and hadn't been met yet I assumed I would have to land the ore, so I transferred it again to an SSTO and landed it at KSC. The SSTO is currently sitting on the runway with the ore and the "Have your ore near Kerbin" requirement still has not been met while the 3 others have. Does anyone know exactly where I have to put this ore to have this requirement fulfilled? I've got a quicksave from before re-entry before I can get it back in orbit if necessary. Thanks in advance for the help!
  4. Man a lot of hate on the Mk55 engine. They're actually pretty great if you use 4 of them with 4 LV-T30's in a booster stage. You get more thrust and more Isp than the skipper. Not to mention ridiculous gimbal range. EDIT: Wow, didn't even see this: I like the way you think sir!
  5. While performing a rendezvous I underestimated the time it would take for me to decelerate to my target velocity. Unfortunately for me I am extremely good at arriving close to my stations and was on a direct collision course. I burned normal to my velocity vector and ended up missing my station by less than 10 m. Probably the closest call I've had to a collision. Another close call was when I was burning for the Mun and I noticed something flash past my screen. I then realized a piece of debris had shot past me at probably 800 m/s and probably got within 500 m of me. I ended up freaking out more than Bob would have.
  6. A very nice simple and cheap joystic is the Logitech 3D Extreme Pro (ridiculous name, great joystick). Has more mappable buttons than most others at the same price range ($30), setup is simple and easy, and it is durable. Highly recommend it.
  7. I like to set my gravity turn markers via speed rather than altitude so I can have the same profile with different T/W profile. I start my turn at 100-200 m/s which typically with a rocket from 1-2 T/W will be before 10 km. Following the prograde marker down you should hit 45 degrees at around 450 m/s, 30 degrees at 600 m/s, 20 at 800, 10 at 1000. By then your appoapsis should be at about 45-50 km several km down range and you can walk it in to your desired orbit from there. In short: Start turn at 100-200 m/s 45 degrees at 450 m/s 30 degrees at 600 m/s 20 degrees at 800 m/s 10 degrees at 1000 m/s
  8. So I recently began putting custom fairings on a lot of my spacecraft and I think I went a little overboard with this last one... It adds a whoping 34 tons to my vehicle weight and 203 parts...
  9. Wow, and I thought I had a good looking heavy lifter... Yours definitely beats the pants off mine. Well done sir!
  10. After landing in a crater with a very tall cliff nearby, I wanted to see how tall it was, so I sent my rover, but it couldn't make it up. So instead I sent Burlie Kerman, a very brave and very stupid kerbal, to jet pack up. When he finally made it up the 1.5 km mountain 3.5 km away from the ship, he was over halfway through his jetpack fuel and I doubted he could make it back. So just for laughs I quicksaved (because I care about my kerbals) and began to walk him down the slope to his certain death. He very quickly lost his balance and began to tumble down headfirst. He very quickly picked up speed and was bouncing away down the cliff. But every time he hit the ground and I expected him to pop, he just kept going. Not to mention he was smiling the entire way down as well. The only time he wasn't smiling was when he finally slid to a stop 500 meters away from the ship. Burlie Kerman: Fell 1.5 km, slid another 2, and was loving it the entire way down.
  11. My names vary quite a bit, but for vehicles it's usually a series of acronyms like ORS, SSM, and MEV (Orbital Refueling Station, Station Service Module, Manned Exploration Vehicle) with a I or II at the end to specify iteration. Any modules for bases/stations are just named what they are (Station Habitation Module/Base Power Module) but I'll rename a completed base/station to usually an astronomer or rocket engineer (I just named my last station Houbolt after the person who recommended the Lunar Rendezvous System for Apollo).
  12. So its just a bug on my end then? Everyone seems to be getting different results right now
  13. I just noticed something very odd with the Aeris 3A test, if I pitch up 30 degrees, full throttle, SAS on with precision controls off it will bounce down to 25 degrees but slowly climb back up to 30 degrees. If precision controls are on however it bounces down to 25 degrees and stays there. Precision control seems to affect how the SAS locks on headings, people should indicate whether they have it on or off from here on out.
  14. After doing quiet a bit of testing, strictly with aircraft, I can find no consistency whatsoever with how the SAS behave between craft. I've tried old planes, new planes, and stock planes, yet every time the SAS behaves differently. With some aircraft you can point to a heading and it will keep that heading just like the old SAS. With others however the SAS won't keep heading you started with but drift to the velocity vector and only maintain a certain attitude once the two meet. Even odder stuff happens when trying inverted flight: most of the time the craft will pitch towards the ground and the SAS will not apply any action to counteract this drift, despite the fact I could easily maintain attitude with some trim. It seems that a lot of the time the SAS is "underpowered" and isn't applying as much control as it could to maintain headings. Tomorrow I'll try some more tests with rockets and a fresh install and see if that fixes anything, but for right now the SAS varies on a case by case basis.
  15. Here's one of my favorites: "Any landing you can walk away from, obviously wasn't fast enough."
  16. Managed to snap this pic just before my Mun transfer burn. I've played this game hundreds of hours and been to the Mun dozens of times, but its beauty never ceases to amaze me.
  17. Here is the C-7 Vulture, designed to retrieve kerbals returning from space and taking them back to the space center. Can hold 25 kerbals total and is very stable apart from a very slight left roll. Looks fairly like a 757 apart from the cockpit and the B-52 style engines strapped to it. It's easy to handle and can fly up to 20,000 m (I was even able to "hop" up to 30,000). Looks - 15 points Capacity - 25 points Stability - 9 points 15 Point Challenges: Do a Barrel-Roll Just One More Seat 25 Point Challenges: Cruising Altitude International Flyer Electrical Problem Total: 154
  18. This is my Orbital Refueling Station (ORS) and it is literally the first thing I made in 0.18 when I had to restart my save. Here it is on the launch pad updated to 0.20.
  19. Definitely the time I had sent a probe lander and rover in two separate spacecraft to Moho, and I ran out of fuel during the rover's capture burn and had to use to rover's descent engines to circularize my orbit. Not having enough fuel to actually land now, I had to intercept and dock with the Monopropellant-less lander using the rover's engines (thank god I put junior docking ports on both as a last minute addition). In order to actually land the rover, though, I needed to perform a deorbit burn using the lander, quickly undock the rover, reorbit the lander so it wouldn't smash into the ground, and switch back to the rover to actually land. And that is the story of how I landed on Moho for the first time .
  20. Do Mun bases that have frequent crew exchanges count? Lander is in the upper right
  21. Here's my A-10C, comes with unguided bombs and rockets. Isn't as decorative as some of the ones I've seen (especially since I don't use part clipping), but it flies fairly well even fully loaded. Bombing the VAB: Firing rockets at the tracking station:
  22. So the first thing we all did in 0.20 was strap Jeb to an SRB, but what else have you done using the seats? Here's my creation, the Vertically Launched Exploration Vehicle (VLEV): Capable of being piggy-backed for easy relocation: Enough about me, let's see what you guys have made!
  23. Here's my modular base components. All components contain their own propulsion and wheels to make landings and assembly simple and easy. First the habitation module, holds 14 kerbals total: The comms array, has a comms dish for long range communication and 4 antennas for short range: The power module with 18 RTGs, would you want solar panels when night lasts days at a time? Storage module, for storing... stuff: Here's two fully assembled stations on the Mun and Minmus: Still need to update them with the new 0.20 parts, specifically the 2.5 meter docking ports and the new large probes. More modules coming soon!
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