doggie015
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Everything posted by doggie015
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Why not have the outer tanks on radial decouplers staged so that they are used during landing and jettisoned to save weight thus giving more Delta-V for the ascent?
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and another unrelated one
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For launching heavy (Interplanetry) rockets I have found that the lifting capacity of the mainsail off the pad is really quite staggering! If you want to get a really heavy rocket off the pad then mainsails are your best bet... But after the first stage is jettisoned you will want to use something a bit more efficient like a T-30 cluster (For maneuverability just add a large RCS tank and thrusters (preferably 4 symmetry) as close to the bottom of the stage as you can get in order to increase the leverage around the centre of mass). If you need a 3rd stage to deliver the final push to orbit (A good interplanetary rocket has 2 stages to orbit and also uses the second stage to perform the injection burn or at least most of it!) then just use aerospikes or poodles or T-45's (Depending on your stage width, weight and delta-V requirements)
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Just get a debit card. That way you don't have any payments to make because there is no Credit for the card, it is tied directly to your bank account. Debit cards will NOT approve any transactions which try to take more money than what you already have in your bank account plus they can be used everywhere that a credit card can! EDIT: Did you have a good yell at your friend for taking your money and giving you an *ahem* "Less-than-legal" copy of the game?
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And that, kerbinauts; is why we NEVER decouple stages while in parking orbit!
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Local system: http://i.imgur.com/7WBa5.png Solar system (Curse you Deep Space Cthulhu!): http://i.imgur.com/qNuri.png
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As Martin looked up from Minmus he realized that it was a long way back home...
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Does it work in 0.17?
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Wow... I never thought of using wing boards to clean up the rocket's exterior! GREAT job (Especially considering the limitations of the game itself!)
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Even MechJeb struggles with landing on Minmus! You really need to land on a flat surface at 0.5 m/s or less otherwise the whole thing goes bollocks-up rather quickly (You have no idea how many times I have had to use the "PANIC!!" button on the MechJeb translatron module after a botched landing!). Another thing you have to remember is KILL HORIZONTAL VELOCITY! This has caught me out more times than uneven terrain.
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[Spoiler, Anomaly] The heck is this thing I found on Duna?
doggie015 replied to Spades_Neil's topic in KSP1 Discussion
Where are the coords to that? -
MechJeb has automated rendezvous functionality within it's "Orbital Operations" pane... Have yet to test if it works for ships but it does work for natural satellites (As long as you are orbiting their parent planet!) EDIT: it only works for natural satellites and it's called the transfer module (Quite useful for getting to the mun and minmus from kerbin! Once the deep space disassembly bug is patched it will be equally useful in solar orbit to transfer to another planet)
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When rockets go bad: Ep1 Booster Failure [PREVIEW]
doggie015 replied to The Destroyer's topic in KSP1 Discussion
Nice slideshow... NEVER use that "old film" effect again! -
Brilliant work! The modders are probably already on getting this into the game...
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[Short Clip] Novapunch - The Minimus Abort
doggie015 replied to The Destroyer's topic in KSP1 Discussion
Good luck avoiding the deep space seperation bug! It's gotten me on all my interplanetry trips so far... -
It kinda reminds me of this: http://www.etni.org.il/farside/euroenglish.htm
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I cannot conduct ANY interplanetry travel ATM due to this stupid bug which always causes structural failures even in HEAVILY STRUTTED rockets after long periods of high time accelleration which are REQUIRED in order to travel between planets. I HATE BEING STUCK TO THE AREA AROUND KERBIN! FIX. THIS. BUG!
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Uhh, that's not right. You are referring to the difference between aerobraking and lithobraking!
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I did a test... got struck by the Deep Space Cthulhu... 3 kerbinauts are now praying that they have an encounter with Kerbal close enough to aerobrake back home!
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At least your capsule isn't still bouncing and spinning uncontrollably down a hill on Minmus... It's hard to rescue people from that situation...
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So far just Mun and Minmus. The vehicle I built for those 2 may have enough delta-v to get into orbit around another planet and home again... will have to test (MechJeb first!)
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Wait... an infinate fuel tank? Isn't that cheating?
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How much testing do you do on interplanetary/munar craft?
doggie015 replied to hubbazoot's topic in KSP1 Discussion
The central stack is going to be the Nerva engine to go far places. The outside engines are for landing, but I might want to use a mechjeb capsule, when it is .17 ready, to save Kerbals as I practice powered landings in high grav environments. MechJeb is already in 0.17 and it also comes with a Radial edition so you can retrofit a MechJeb pod onto your existing manned capsules. The landing autopilot is a godsend! (Especially for helping to decide what areas to evacuate in the event of unexpected parachute failure and subsequent lithobraking) -
Yeah; that sounds like structual failure... Launch stability enhansers and stuts usually fix that. Be careful about what I call the "Arrow" effect during ascent (If you have 3 or more stages your rocket can sometimes end up flexing like an arrow in flight.). Here is a .craft file which can demonstrate this (Be advised it does make use of MechJeb Radial edition, but if you don't have MechJeb, get it, you will NOT regret it!) http://jumpshare.com/b/h7ri1W