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Everything posted by diegzumillo
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Possible to dock multiple ports at once?
diegzumillo replied to inigma's topic in KSP1 Gameplay Questions and Tutorials
I can't picture what you're trying to do -
SSTOs! Post your pictures here~
diegzumillo replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
That is insane D: -
Good Orbit for a space station?
diegzumillo replied to Veshpa's topic in KSP1 Gameplay Questions and Tutorials
I would also recommend something slightly higher than 100km. To make it easier to rendezvous later from a low orbit, I never managed to make an ascension that "lands" near the target. -
Pinpoint Landings!
diegzumillo replied to ChrisDaBox's topic in KSP1 Gameplay Questions and Tutorials
Or you could do what mechjeb does behind the curtains, the math isn't that complicated... depending on your math skills. -
Dang it, I searched for this kind of challenge and found nothing. Thanks for pointing it out, I'll remove this thread.
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NOTE: this is an untested challenge, I haven't beaten it yet. So you may want to wait until I confirm that it is possible. But I can't see why this would be that difficult. NEWS FLASH: scientists have announced today that the meteorite, named after its discoverer Frederico Kerman Silveira, is headed towards kerbin. Really, we just call it doomsday meteorite. They say the impact should happen within 200 days, unless something is done to prevent it. They say it's very small but made from a material that will explode like several nuclear bombs! There you go. I made a challenge! I used hyperedit to create this scenario, the meteorite is a bunch of fuel tanks glued together, so it's heavy, but not too big. Making it on collision trajectory with kerbin was hell... harder than beating the challenge, I would bet. If anyone wants to give it a try, go ahead! anything that prevents Frederico from colliding with kerbin counts as winning. Extra winnings goes to anyone who captures it and leaves it orbiting some planet, the mun or kerbin. Mods are ok, if they are not too cheaty. Record your mission with screenshots or video Here's the link for the persistent file: https://dl.dropboxusercontent.com/u/8011761/persistent_doomsday.sfs My suggestion is to create a new game (we don't want to mangle your own game!) and replace the persistent.sfs of this new game with the one above.
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Assisted glider lift from a jet plane.
diegzumillo replied to MR4Y's topic in KSP1 Gameplay Questions and Tutorials
Have you tried all wings? Some look like smaller than that even, like the swept wing. -
Assisted glider lift from a jet plane.
diegzumillo replied to MR4Y's topic in KSP1 Gameplay Questions and Tutorials
I see. Those controllers provide a 0.5 lift each, and it's all concentrated on the rear side of the glider. Even if it's enough lift to support flight it won't be stable because they're too far from the center of mass. -
Assisted glider lift from a jet plane.
diegzumillo replied to MR4Y's topic in KSP1 Gameplay Questions and Tutorials
Ah! I see now what you're trying to do. Thanks for clarifying, hedzupnumber. The problem, as someone said already is that your glider has no lift. Those things look like wings but ksp doesn't see it like wings, that's why it falls like a potato sack. You can keep those if you like the way it looks, but you need to add something that ksp actually sees as wings. Go to the aerodynamics tab, in SPH, and add a couple of wings and then some controllers. It should work -
I have done nothing today but yesterday I rescued a couple of astronauts from a 3km mun orbit. Very fun! You keep expecting a mountain to hit the ship any time, the rescue was straight forward though, no docking ports on the ships, but the two ships were very close and remained like that throughout the whole EVA movements. Then I landed at the mun base and the abandoned ship became a dangerous satellite above the base
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Assisted glider lift from a jet plane.
diegzumillo replied to MR4Y's topic in KSP1 Gameplay Questions and Tutorials
Sorry, I don't understand exactly what do you want to do. -
A quick note on usage. If you use the mechjeb, after you land the main thing start decoupling the lights one by one and positioning them to equal distances to the lander (I used 72m) making the lander the center of the landing area. Then, with mechjeb, take note of the lander's position and use that for your future missions, so they all land there Then get rid of this lander, of course
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I tried to make a landing pad but the thing was too small to be useful, thus I was frustrated. So I made a ship that carries 8 signal lights (tiny rovers) making it easy to deploy and... anyway. It's useful. OK, it's pretty. Here's a sequence of shots of a perfect landing on the center of the circle of lights, too bad it wasn't night... This is where the lights are starting to become visible. Approaching... Landed This is what it looks at night This is what each rover/light looks like up close If anyone wants the launcher with 8 signal lights, let me know and I'll upload it.
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That was sort of what I had in mind, I didn't think it could work! care to share some pics? I get that a lot. It gets better in high resolution, we can see all the veins, skin spots, wrinkles... it's all there, at the very bottom of the uncanny valley. lol
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More information on the bug: If I abort the operation and hit 'land at target' again (without altering the coordinates) it will orient itself again and then it does nothing until crashing. The status says "off". I also have full control over the throttle, which is unusual, given mechjeb usually steals the controls to himself when it's doing something.
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There seems to be a problem with land at target when giving the coordinates manually. From a circular 200km mun orbit, if I tell it to land on a target chosen on the map it does so without complications, if I manually inform the coordinates it starts spinning around after a couple of seconds deorbiting.
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wow, kerbal space program should have its own scientific periodic. Your paper would definitely be accepted
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Definitely FAST! The positioning of the lift and mass center are different and way behind, making it unstable, but the high speed keeps the flight more or less stable. But landing is tough, the low speed makes the nose of the plane fall.
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I thought about it, that would make the thing useful. With only stock parts I think it's unlikely to make anything practical, you could experiment with landing struts or landing gears, as you retract each one it gives room to some degree of levelling. Have you checked that robotics mod? I haven't, but it might have something useful.
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Sorry. I'm using stupid minus.com to upload the image, and when I edited the image to use it as my avatar instead of creating a copy it replaced the original. But yes, it's my avatar
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I thought a landing pad would look nice on my mun base, with pretty lights and what not, so I made one. I'm testing it next to the ksc, it holds up weight well, it's very visible from up high etc, but landing on it is HELL. Even if I double its size, this kind of precision landing demands a lot of fuel. If it were equally easy landing on the pad and on land I would use the pad because it's pretty, thus making this one of those rare cases where the lack of sense outweights the fun of doing it. Here are some pretty pictures though: Next project will be a set of small "lantern rovers", they'll form a circle indicating where to land