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Qumefox

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Everything posted by Qumefox

  1. Feh.. but at least this is more information than we had before.
  2. The sun pic is awesome Zarakon. This one isn't really isn't that spectacular looking, but. I am a badass! lol. Managed to stand this thing on it's engine on the mun manually. I think i'm going to leave Matzon Kerman stranded there though. I was originally trying to land under the arc, but it wasn't flat enough for the ship to balance.. and that damn kerbal, who was freaking out the ENTIRE flight, suddenly started grinning while it took me half an hour of hovering and scooting around trying to find a spot flat enough to land on... (BTW a single NERVA given 2000L of fuel will run a LONG time at 1/4 throttle. heh)
  3. If you bought the game legitimately, there's really no reason you can't log into the store, go to your profile, and redownload it. However posting paid version game files and parts is a no no, so redownloading it from the store is about your only option. it should be noted that after you buy it once.. you don't have to buy it again to download it. just look in your profile in the store.
  4. Sorry. "Proper" and "mods" don't go together for me. I'll wait for proper aerodynamic modelling to come to the vanilla game, where I can be fairly certain it's (relatively) standardised and balanced. The vast majority of mods i've played with so far have ended up making the game significantly easier, at least for me, and the challenge of doing stuff is why I like KSP.. so things getting easier, means less fun for me.. so other than protractor and KER, my install is completely vanilla. And even those two made interplanetary transfers a whole lot easier, though they were borderline frustrating before.
  5. Most likely triangulation. He probably had a second ship, landed on ike by the looks of it, also drawing a line to the boulder.
  6. Getting to Mun is relatively easy. Launch vertical for the first 10km or so, then start your gravity turn. You'll want to turn to a heading of 90 degrees on the navball, and to an angle of about 45 degrees. Which way you have to turn your ship just depends on how it's oriented. Doesn't really matter if it's yaw, pitch, or both. Keep burning until your apoapsis is 80-100km or so then cut your engines and drift to 10-30 seconds before apoapsis depending on how much thrust you have available. when your 10-30 seconds from apoapsis, burn prograde until you circularise your orbit. Once your orbit is circular, just timewarp until mun is just starting to rise over kerbin, then burn prograde until your orbit reaches out to about where the mun's is and you should get an intercept. if you don't, keep burning and see if you can get one on the return leg.
  7. IMHO docking will come when it's ready.. Like the other planets, they were in development long before we ever saw them, as evidenced by Nova's blog. It's not like they just 'did it all' between .16 and .17.. Docking is likely the same way. They're probably working on it, but we won't see it, or hear much about it from them, until it's (relatively) finished.
  8. Well unless there are necessary details needed to decipher the image present in the original, that aren't surviving SSTV encode/decode, then that's not really necessary.
  9. I have one word for people.. ALPHA... Suggestions are fine at this development stage, but I think it's a little early to be actually complaining about lack of content. Probably should hold off on complaining about lack of feature until the status at least changes to beta, which will mean most of the content is done, and the dev focus turns primarily to bug hunting.
  10. Since I run a mostly stock install now. I ended up building my own version of the S9 going by the pics using stock parts since I couldn't use the posted .craft file. As shown, not sure why, but I couldn't even get mine off the ground.. was waaay too heavy for the available lift using a single jet. Using an aerospike got it off the ground, barely, but only yielded around two minutes of flight time on the available fuel. After some tweaking to shed around 4T of fueltanks, some re-balancing to improve flight characteristics, adding more lifting surfaces, and throwing on a couple more engines for good measure, this was the result of my tweaking. Actually it flies pretty well after you adjust the trim.. and is probably one of the better landing planes i've dealt with.. I managed three consecutive runway landings with it without crashing or breaking the plane.. A new record for me. I kept the tail chutes, even though they're pretty superfluous in this build, since landing speed is only like 45m/s.. the brakes stop it easy. Takeoff speed is ~140m/s and takes almost the whole runway, but it pulls up fairly easily at the end without being oversensitive and smashing the tail in the ground. .craft file (might have to right click and pick 'save as' or 'save link' whatever the option is on your browser) http://foxlightlasers.com/webstuff/KSP/Lawin%20S9%20%20QFE.craft
  11. Yes you can. when it autoswitches, just x through to the symmetry you want again and it should stick.
  12. Neat, except the sun isn't called Kerbol. lol. (the devs are actually pretty adamant about not wanting to name it kerbol) Kerbol was just a fan created name.
  13. There are several fatal flaws in this logic. Most of them have to do with comparing US aerospace design and construction principles with cold war era soviet military doctrine and principles. Specifically the cold war soviet nuclear submarines you listed. Soviet doctrine of the era was to make as many as possible, as fast and cheaply as possible. Safety was never a high priority for them. Certainly not nearly as high as it is in the US, for something involving the space program.
  14. Nice. This is the first, (and only) SSTO spaceplane i've managed so far.
  15. Ugh. I didn't even notice the core of his spaceplane was 3 SRB's. Yeah that would be the problem. It's not shifting center of mass, it's changing center of thrust. When they run out, the center of thrust shifts and end over end it goes.
  16. No clue who that is, so it still doesn't help me.
  17. Um, what's up with the font? Looks like your yelling. And I think there is a LONG way to go before they should even remotely think about adding other solar systems to the game. a) they haven't even finished filling out the current one. docking and IVA hasn't even been fully (officially) implemented yet. c) neither has a lot of other infrastructure needed to accomplish such a task. d) KSP is a physics simulator.. FTL currently has pretty much zero basis in physics.
  18. IMHO there isn't nearly enough detail available in the image to draw conclusions like that. If someone could manage to decompile whatever game file the sound source is in, and feed the original through an SSTV decoder and skip a few A/D conversions, it might get 'slightly' more clear. However.. due to the nature of SSTV, it will never be a whole lot better than the best image we have now. (unless a dev chooses to post the original.. which is unlikely) I certainly hope whoever came up with the image originally understood the limitations of SSTV and weren't expecting fine details like subtle shading differences, to be able to survive the encode/decode process.
  19. His issue is shifting center of mass. As the main tanks empty, the center of mass shifts towards the space plane while the center of thrust remains the same. The result is the that big mainsail engine is thrusting off center and causes the thing to flip end over end. A functioning spaceshuttle type design is VERY hard to accomplish with stock parts currently.
  20. Yeah, if it has mod parts at all (even just one) It really shouldn't be called stock since stock users won't be able to open it. The nose cones might be from the novapunch pack (though, my novapunch parts all have the NP prefix.) and these don't seem to have that. They certainly look like the novapunch ones though. Not sure about the ASAS module
  21. Actually it doesn't really matter if you put it in the VAB or SPH or not.. All that determines is which building/editor you get, and where you launch from.. Pad or runway.. since this is built vertically, there'd be no harm in putting it in the VAB. I move .craft files back and forth regularly myself. Especially if it's something hybrid like this.. start in the SPH and build a workable decent flying space plane, then move the .craft to the VAB and start tacking on rocket parts for vertical launch. Though.. to be honest.. i've never successfully managed a working 'shuttle like' launch vehicle. I had some success before putting the space plane as the last stage of a normal rocket though.
  22. lol.. It'd be easier to just add the decouplers as a group then break up the group. I've never tried to adjust part offsets before in the middle of asparagus stages so i'm not really sure what the result would be if you try to do it all at once after the craft is built. The only manual .craft text editing part moving i've done before were 'end of chain' parts, not parts that had several other things attached to them.
  23. Generally 'eyeball' close is good enough for me. Usually the trick I use is if the body i'm putting the radial decouplers on has a seam in the texture, etc, running around it, i'll use that as a guide and just stick one edge of the decouplers against the seam and use it as a reference. It's not millimeter perfect, but I can usually do it close enough that I can't tell it's off just by looking at it. Worse comes to worse, I can always edit the .craft file and adjust the Z axis offset for the offending parts to all be the same.
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