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kamilDrakari

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Everything posted by kamilDrakari

  1. Temstar wins the "dramatic storytelling" portion of this challenge with impressive flair!
  2. You're only allowed to use the Cockpit view, if I understand the challenge correctly. Sounds very difficult and requiring a great deal of math, most of which would be before launch. During flight would mostly be incredibly boring waiting.
  3. If at first you don't succeed, you need to be better at erasing records.
  4. It's not the middle of the night, but in US Central time that's around noon. As long as it's on a weekend that's not such a problem, but not ideal either.
  5. It may be because you have a lot of mods all at once; the more different things (textures, models, code) your computer must load the longer and more severe the visual lag will become. I don't know if mods specifically make that much more significant, or if KSP pre-loads ALL the textures and models to prevent that sort of thing, but based on the specs you gave your computer shouldn't be having THAT much trouble. It's not great, but unless you have some of the sliders way up (I don't remember what they do, but I know there are some that default to single-digits and go all the way to 64) it should be able to play, especially considering your landers have fewer parts altogether than a single large ship. Calculating a dozen light sources without optimization could do it, but you said it kept going even while the lights are off. It might still have an impact so if you can I would try actually removing them from those landers. EDIT: I went and checked the sliders I mentioned earlier, and when changing your settings I recommend reducing "pixel light counts" and "shadow cascades" first, especially if they are anywhere but very close to the left side. They go up very high but maxing them will make the game unplayable even on much more powerful computers than yours.
  6. Hmm... I did the math and assuming Wikipedia has the right numbers our sun's average density is about 1.4 times that of water, so not as much of a difference as I thought. It turns out that only the CORE of a star is extremely dense, with some very light outer portions taking up a lot of the space classified as part of the star. Well, the more you know and all that. I'm still suspicious about Eve's average density being over 80,000 times that of water. I think that was a typo in the wiki actually, it's gravity is less than twice that of Kerbin's.
  7. Frech... I recommend putting all of those in one post, at least next time you have a bunch to say. I'm not sure if it's against the rules, but most people frown on posting several times in a row when it could easily have been put into a single post.
  8. Press F1 to take a screenshot, that will help a lot more than your little ASCII art especially since you didn't tell us what the helicopter part is made of or how you plan to spin it.
  9. He already has controlable fins and ASAS destroys the rocket. If all else fails you can just ignore the spinning during ascent. By the time you get out of the atmosphere you will probably have disconnected the outer staging, and it should be more manageable then. Maybe add some extra RCS thrusters somewhere since I doubt the pod's internal SAS will do that quickly.
  10. I recommend what DarkStar said, rather than using rungs on the outside get one of the mods that allows you to have extra internal space on your rocket (crew tank is fine, or there's also one that just lets you add empty versions of the command modules) or launch a 3-man capsule but remove two of the pilots before launch. Kerbals can't hold onto ladders very well during acceleration and you won't be able to time warp any of the journey back to Kerbin even if they stay on. Personally I would leave them there unless one is Jeb. Try a new rescue plan later when you have more experience and can do so more reliably rather than just getting more and more Kerbals stuck and/or dead. If Jeb is on the Mun, get him back immediately at any cost. You can't do crazy awesome missions without him.
  11. It's fine to leave off the ASAS as long as you can go straight easily, but if you replace the fins with controllable winglets or canards then you can just stop the roll manually. As long as you keep it to a manageable amount then you will probably be fine once the first stage separates. Also, what's the purpose of the wings on the middle stage up there? Given the quantity of thrust and fuel you have in the first few stages I'd imagine you'd be beyond the atmosphere by then, and they may be applying their lift rotationally during the first stages.
  12. I'm not sure what they're made of, but I think the Kerbol isn't actually a star. According to the wiki, it's less dense than water while a small rock from Eve should have more mass than the average human.
  13. I don't think everybody gets what the OP is asking... It seems to me that he doesn't understand what to do to get from Kerbin's SoI to some other planet's SoI. I recommend checking out Scott Manley's videos on YouTube, he knows all the math involved and I'm pretty sure at least one of his videos explains what equations to use. If you don't think you can handle the pure math, or don't want to spend the time learning a whole bunch of physics before having fun in the game, you can just get a ship to escape the Kerbin system so it's in an orbit around Kerbol, then use the same techniques to get an orbit that intersects the orbit of the desired planet. From there you can use warp until an encounter with the target appears, or you can adjust your orbit out more and hope you have enough fuel. I could explain it better with images, but not enough time or motivation to get those right now. If you really were looking for ways to get into orbit from being already inside the SoI, gonna need even more luck, fuel, or math to get the moon in exactly the right spot during your approach, or rely on air braking. Really, unless you want to do a lot of math I recommend just overbuilding your spacecraft a little so you have enough fuel that you don't need to get the exact least quantity of fuel possible. It is impossible to actually enter orbit with just air braking though, no matter how you try it your periapsis will always be in the atmosphere at the end, causing your orbit to degrade over time.
  14. Since I attached images just fine to my 5th post, I recommend just trying again since you have 4 now.
  15. B.L.I.M.P. 42 (Bomber: Large, Intercontinental, Multi-Purpose. 4 engines, 2 payloads) Statistics (Individual craft, capable of all simultaneously): Payload: 2x2.9T Range: Straight East across the ocean to the next continent and all the way back. The B.L.I.M.P 42 is admittedly the first released bomber design from Guywithnohats inc., however this long-range behemoth may and/or may not revolutionize the way all of Kerbin thinks about bombers! The most notable feature is a very large payload area, which combines with its enormous wingspan to lift and transport any number of desireable or undesireable ordinances to targets at considerable range. Note: Guywithnohats inc. warns all consumers away from attaching dozens of decouplers over the entire bottom surface of the payload area and activating them all simultaneously. Guywithnohats inc. insists that doing so will result in detaching all wings and engines from the craft, and that no employees were harmed during any testing procedure. Get it here! S.T.RIKE (Strange, Tiny, Rapid I.K.E. [insert, Kill, Escape]) platform v1: Top statistics (platform is capable of all, but not simultaneously): Time on Target: 9'20" Weight: 5.545T Payload: 2x2.5T (2 bombs, each with 2 mk1 Fuselage w/ fuel (1.2T) and 2 RCS thruster block (0.05T). Decouplers not included in test flight.) Guywithnohats inc. has also added its first, best, and smallest Strike-class vehicles to available orders! The S.T.RIKE platform, rather than being considered a single vehicle, is a widely and easily customizable base for suiting your specific needs. The base model weighs in at a mere 5.5 tons, light enough to be transported anywhere without great effort, and modifications can be done by either the manufacturer or the customer without worry! The system has been tested for up to 5 tons of weaponry, though full capacity flight is very difficult to achieve by any but the most experienced, determined, and near-suicidal pilots. Credit for our successful test flights goes to outside contractor Jebediah Kerman. Proof of cited statistics: Get it here! If you wish to attempt liftoff with the max-payload test version, Get it here!
  16. I'll post details later, but I currently have designs for a bomber, and a strike aircraft that is light enough to be delivered by that bomber (specifically, less than 6 tons and only 11 parts unarmed).
  17. Easy solution, allow use of RCS packs while on a ladder. And fix the bug where Kerbals are entirely unable to remain in one spot on a ladder attached to an accelerating object.
  18. Does the plane need to be capable of multiple take-offs, or even landing at all? Basically I want to know if I can use detatchable boosters during initial take-off, which seems likely due to your mention of detatchable fuel tanks but should be clarified before I attempt to make anything specifically for this challenge.
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