-
Posts
117 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Fredonia
-
Really expensive, really complicated, really dangerous, really cool looking. I'm honestly more irked about the fact that we stopped the shuttle program without having any immediately available way of sending astronauts to space without shelling out(I think) 20 million per head to ride Soyuz. Not that I don't like the cooperation, but I'm guessing we could save around 5 to 10 million per head to launch our own guys if we actually had the system in place. I'm not sure if it was poor planning, but it was definitely poor funding that caused it. To get back on topic, I'll miss seeing something that cool looking launch, but in reality, I won't miss the program one bit looking at it from expenses and safety. Sure, it was the space vehicle of my generation, but really, we could have had something a ton better by now... an American Soyuz if you would...
-
Well, if it's there, why not eventually use it?
-
I did a search, but nothing came up, and it was probably answered before the server crash. Will it be possible to one day be able to launch your rockets from KSC2? Or to take your space planes off from the island runway?
-
I survived! Join the survivor camp! Let KSI help you!
Fredonia replied to iDan122's topic in KSP1 Discussion
Pretty sure I lost about 100 posts. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Fredonia replied to Yogui87's topic in KSP1 Mod Releases
YES!!! These look AWESOME! Can't wait for release! -
Turns out, it didn't. Just had to wait about 12 hours to get it back. haha Lost about 100 some odd posts, but whatever... I have my first account back.
-
It all started with me trying to land a DEMV on Mun... My lander ended up being a 223 ton, multi-winged, MechJeb'd(I like making rockets and mission plans, not that great at flying) ASAS'd out monstrosity... Struts everywhere. The entire flight to Mun was smooth with no mishaps. Jeb was grinning ear to ear. It was the perfect mission with a behemoth craft. The problem was on descent. There was no way this thing could land safely, just the way Jeb likes it, darn near impossible. It came down just crooked enough and just fast enough to break into two pieces and topple over on the Mun. Through some odd miracle, Jeb, Jeb's smile and the DEMV survived. Even though the DEMV looked as if it was undeployable. As was the original plan, Jeb stayed put in the command pod and waited on Bill, Bob and Jerton to come aid in the research of a Mun arch. The return ship was ready. Three man pod with a crew tank underneath. The main XL parachute and four smaller chutes to ensure that the return would be safe. The lander was all set. Bill, Bob and Jerton were off to meet Jeb. Through ill timing, Jeb ended up on Mun at the tail end of the Munar day, so the rest of the crew arrived right at the beginning of the Munar night. Too dark for EVA, everyone stayed put. At Munar daybreak, Jeb goes for broke and deploys the DEMV, it actually lands on the wheels...after kind of landing on the back end and falling on its wheels, but it didn't blow up, so it was good enough. Jeb exits the command pod by falling onto his back and boards the DEMV, never to board the wrecked rover lander again. He drives the 200 meters to the rest of the crew, who then ride to the Mun arch after going back and examining the wreckage. Poor engineering is blamed for the crash. After a time of research and collecting samples and Jeb seeing just HOW all terrain the DEMV Mk. 1 is, it was time to return. Jerton was to board the crew tank with the samples, while Jeb took his usual seat. It was at this point, that the mission began to go downhill. The MechJeb did not work. At all. Not even a screen display to pull up. No problem, this baby is just small enough to easily maneuver it back home manually(I'm at least that good). Just use the ASAS and all is well. Launch from the surface, everyone is happy...screaming is happy right? It was at roughly 5000 meters above the Munar surface that everything went bad. There's no ASAS, just the non-functioning MechJeb. We're beginning to loose altitude and spin. Not uncontrollable spin, but darn close. We can manually land this and just send another rescue crew up to save us, right? Nope. The lander came back down WAY too hot and lost a lander leg, smacked down and lost the main chute as well as two of the smaller chutes. What I can only describe as a bug sent me back upwards instead of blowing me up entirely, which only adds to the level of fail. It was at this point that the decision was made to not wait on the inevitable crash, but to regain control and do it on purpose. This just barely happened. I got enough control to put the nose down and full throttle the ship right into Mun at about 250 m/s R.I.P. Jeb, Bill, Bob and Jerton Kerman, your efforts in Munar research will not soon be forgotten. Especially your faulty construction on two consecutive crafts. We're REALLY not forgetting that.
-
Ok... I noticed that after an extended EVA, or time in the DEMV, when I get into the return ship, MechJeb just simply is not there anymore. Whichever MechJeb component I used is still on the craft, it just isn't functional. The only time I've noticed this is when I'm using a crew tank, but I'm thinking it'd do the same with any other craft. Is there a workaround, or am I the only one this has happened to?
-
I need something to get me a little more immersed into this game as trying to land a DEMV has driven me mad. It gave me the idea for issuing this challenge after Alt+Shift+Ctrl+D'ing a 200 ton DEMV lander to Mun only to watch it unceremoniously fall over upon landing because it came down crooked. Challenge: Build the largest lander you can manage. Land said lander on either Mun, Minmus, Duna or all three. Rules: Mods allowed for the lander: MechJeb, Cart Plugin, DEMV. Otherwise, should be stock. You can use whatever mod you desire for the launch vehicle as long as that mod isn't a persistence/config. edit. Provide a screenshot of the lander on the surface of either or all three of the target bodies. Include some way of figuring the weight of your lander(MechJeb's Vessel Information, figuring your mass from the part list, whatever, I just personally ask that you give the weight in tons.) Whoever has the heaviest lander wins. Bonus if you have an all stock vehicle top to bottom. Double bonus if you power land 200 tons or more on Duna. If landing 200 tons is impossible and my cheaty way of landing 200 tons on Mun only happened because it was cheaty, then so be it, just make the largest lander possible and set that puppy down. Make Jeb proud and GO!
-
Pretty good at landing wherever I want to, getting back to Kerbin is the problem. I can never quite get it... Getting to Mun and back or Minmus and back is easy, I have no problems. Everywhere else is a major headache. In about 100 tries, I have yet to get a rover mission to Mun and return the crew. I landed a rover, and sent the second crew that would bring Jeb back. Get to Mun and Jeb+ the rover are GONE. The lander is fine, Jeb and the DEMV vanished. Go, out start new game to try again... both craft files are gone. I saved them, and they're gone. Every lander that even looked like it would work just vanishes when I start a new game. I got so frustrated I finally just quit and am going back to getting a crew to Duna and back since I find it easier to get there than any of the other planets.
-
Which C7 pack did you use? Navigating that thread you linked to made me go, "WTF?"
-
Downloading this ASAP. Zappy, you win the internet for your location, avatar, title and sig.
-
I second this. Mainly because flying the TARDIS around the system is a pretty entertaining way for me to kill a couple hours.
-
Well... I have used 3 larger tanks and the regular AM engine... I'm on escape trajectory from the sun... on my altimeter a G came up, no signs of ever slowing down until I hit whatever comes after that... Now, I just have to find the practicality of this add-on other than making a rocket that gets to orbit mind bogglingly fast. haha
-
Pretty sure I can't. Played around with the .cfg files with absolutely no success. If we could find the person that made this to begin with and ask REALLY nicely...and offer some jelly babies...
-
Duna and Ike. However, I haven't figured out my transfers to get back... I never seem to able to catch Kerbin's orbit right and end up perpetually behind or ahead of it, never able to get into its SoI. I even screwed it up with MechJeb. haha
-
There is an art, or rather, a knack to flying. The knack lies in learning how to throw yourself at the ground and miss. To be on topic, I tried this last night and went kablooey on the launchpad... I guess I forgot to miss the ground so bad that the ship asploded in shame... I'll try it again later when I have more time. As idiot-proof as it it looks, I still managed to screw it up.
-
It does. Or, at least it does now.
-
I'll definitely use this for a Duna mission. Love BFR designs...
-
Downloaded, applied it, and I still see no Kerbals? Or was that even the purpose?
-
Getting to Minmus with MechJeb.
Fredonia replied to Fredonia's topic in KSP1 Gameplay Questions and Tutorials
Thanks, Ziff. My problem was really two-fold. My engine was too weak and what I was using as my transfer burner would always burn out about 1/4 the way through my injection burn, thus using the fuel in my lander. While it ended up not being THAT big of a deal, it caused minor frustration. Either way, I just need to perfect my ship building seeing as .17 is out now, and I'm jonse-ing to get a manned mission to Duna. -
Getting to Minmus with MechJeb.
Fredonia replied to Fredonia's topic in KSP1 Gameplay Questions and Tutorials
Ok, I was able to just manually fly myself there after a couple of modifications(a totally new craft, as my transfer engine somehow ended up being my landing/return engine...not the best design.) However, I'm bent on making the first one work with MechJeb, would setting the inclination on the auto ascent to either 84 or 96 degrees help any? As I understand, that inclination would place me on the same plane as Minmus, thus ridding myself of the need for mid course adjustment. Thanks for the suggestions. -
Ok, So after a few MechJeb and manual flights to Mun and back in the past couple days I've decided to get to Minmus. I decided I'd try to use MechJeb to get there at first, so I can see what it does about having to adjust itself because of Minmus' orbital plane(is that the right term?) not being level with Kerbin's or Mun's. I've got a ship that I'm pretty sure will get there and back...with a couple problems: 1.) In transferring to Minmus, my final booster stage runs out of fuel and I have to stage out to my lander stage, using fuel. Now, I had to do this with my Mun lander and it was no problem. However, being that the burn takes longer and that my landing engine doesn't exactly have the "oomph" that the others have, this takes a while. 2.) When MechJeb gets to the "Mid course adjustment" stage, the whole thing just goes to heck and I have to end it. It never makes the proper adjustment. I highly suspect that it isn't a problem with MechJeb, because I used the MechJeb pod on top of someone's anti-matter engine add-on to land on Minmus and come back, and did it with no problems whatsoever, same orbit height, ascent paths, aps, peris and everything. So, I'm thinking that it's my ship that I have built...well...wrong. I'll attach the .craft file for someone to look at and see if they can tell me what I did to make MechJeb not send this thing to Minmus. Cheers to you all, and thanks in advance to anyone that can help me. [ATTACH]32964[/ATTACH]