Orbiter
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Everything posted by Orbiter
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[0.25] The Maximum Destruction Challenge!
Orbiter replied to Yakky's topic in KSP1 Challenges & Mission ideas
It sounds like this challenge is intended for 0.25 when it comes out, so for now we just have to wait . All aboard the hype train! -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
Orbiter replied to Stevie_D's topic in KSP1 Mod Development
I think someone accidentally found a new reactor failure animation. Hopefully the fix isn't too difficult. -
Thanks! I will do that now. I can finally get to building my ships for orange team .
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Has anybody fixed the pack download yet?
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The Black Market (Military Craft for Kerbal War Game)
Orbiter replied to horndgmium's topic in KSP1 The Spacecraft Exchange
One thing that I have noticed about missiles like that is that they are best suited for a shotgun style approach. Stock missiles just do not have enough accuracy in atmosphere to be useful one at a time. -
Same here. I don't suppose hosting it somewhere else would fix that?
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The Black Market (Military Craft for Kerbal War Game)
Orbiter replied to horndgmium's topic in KSP1 The Spacecraft Exchange
Now that just looks completely insane . How do the missiles compare to skillful missiles? -
The download for the mods is still flagging as malware on Google Chrome, I am assuming that it is a false alarm?
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I've been watching this for a while, and I was wondering if I could join in the near future. I just finished cobbling together my new PC and should have it up and running in a couple of days, so I wouldn't actually be able to participate for a few days.
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Orbiter replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Would it be possible to do this in order to merge multiple packs for EVE? I was hoping to merge your pack and another pack, but I have no idea how the mods store their information in the folder. -
My SAS gave up! Bug or not?
Orbiter replied to RocketPilot573's topic in KSP1 Gameplay Questions and Tutorials
Were you using the joystick before this flight? I recently left my ksp on while playing a flight simulator with my joystick, and when I came back to ksp an unplugged my joystick, it had the exact same problem. I was able to fix it by plugging in the joystick and moving it around, then re-centering it, making sure to have all 3 indicators at neutral. I then unplugged it, and the problem went away. It could be that when you unplugged your joystick it goofed with the sas. -
In general, Ion engines are only useful for the smallest of probes. However, the amount of DV you get is insanely high. Basically, if you want to do a transfer you are better off with chemical engines, unless you have a lot of time on your hands. Ion engines are good for things like changing the inclination of a probe. If you have a lunar satellite powered by an ion engine, you can set it up at almost any inclination you want, which is quite useful for things like satellite constellations. In short, ion engines are great for DV hungry maneuvers, but terrible for long burns
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What takes more Delta V?
Orbiter replied to CrazedGunman502's topic in KSP1 Gameplay Questions and Tutorials
An Eve round trip and a Laythe round trip both take around 20000 meters per second in delta-v, depending on which chart you use (assuming parachutes are used and landings are free). However, much more of your delta-v on Eve will not be in a vacuum, so you will most likely need more fuel to take the same payload there and back. With the chart I am using (http://wiki.kerbalspaceprogram.com/w/images/7/73/KerbinDeltaVMap.png) it takes about as much delta-v to circularize around Jool, land on Laythe, and escape Jool as it does to take off from Eve. Using nuclear engines, a Laythe lander would be much cheaper on delta-v. Note that I am not an expert on these things though and I accept that these figures may be grossly wrong, use them at your own risk. Edit: Ninja'd Also, a one way trip to Laythe is around 4km/s from LKO if you do not get lucky on aerobraking around Jool. In other words, if you went from LKO to Jool, did an aerobrake to about 200x200, then transferred to Laythe and landed with chutes, your delta-v would be about 4km/s (somewhat optimistic). -
This is an interesting topic, and I am sure that every player has their own specific methods for doing this task. An orange tank with four nukes should do it, though that may be a bit overkill. You can aerocapture, though the burn is a bit different than a trans-munar injection. In order to burn Rad+, I believe that you point directly up (blue side). The engines for lander depends on what twr you get, though chutes always help. I hope this was helpful!
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Hello and welcome to the forums!! Yes, until you have five posts your posts will not appear until a moderator approves them. I believe that this also affects avatars and signatures. As far as I know, you must have five or more posts in order to change your avatar, signature, etc. Because of that, keep posting and have fun!
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We do it because it is hard... the Eeloo Challenge
Orbiter replied to alacrity's topic in KSP1 Challenges & Mission ideas
This seems like an interesting challenge. I will probably try this once I get my new exploration save started. -
In a very simplified version of this, balloons exist in the form of Hooligan Labs airship parts. They include multiple envelopes that can fill with a variable amount of lighter than air gas. Your concept of limited helium is interesting, however, may not be necessary. While helium balloons do leak over time, you would not need a large amount of spare helium for an average flight (the player's attention span). As for this becoming part of stock, that would be an interesting touch for Eve ascents and other planetary bodies with atmospheres. A modified Hooligan Labs airship envelope would be quite entertaining though.
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In a way, stacking air intakes behind one another is realistic of an axial flow jet engine. In such an engine, multiple blades are stacked behind one another to compress air for the jet to use. If only the front intake was an intake and all others behind it were compressors that boosted engine efficiency, than the problem would be solved. Of course, the optimal solution is to just abstain from air hogging if you believe that it is OP. After all, there is no rule that high performance jets have to air hog, they can also be extremely light or very well piloted. It is still easy enough to get a jet to mach 4 with just two intakes and one engine, which is common in the real world.
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I am surprised that nobody came up with any fun uses for the space station. After all, wouldn't it be great for target practice?
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That is a good point about being modular. It does allow for the replacement of parts. I did not use asparagus to lift my ship, I used 20 large fuel tanks and medium fuel tanks with 16 skippers and 4 mainsails. It works pretty well, the only flaw is that I messed up fuel flow, making it spin badly. Don't be afraid to just strap a ton of boosters on it and see if it explodes.
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I don't know if anyone mentioned orbital weapons platform, but that can always be fun
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Ah, docking. Docking is just wonderful isn't it. I find it interesting that you did this by docking each module individually. Right now I am creating a ship almost exactly like this, but I am going to send it up all in one go. Trust me, it makes life a lot less painful if you can get it up in one piece.
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Renderings of my favourite planets/muns in banner form
Orbiter replied to Lunniy Korabl's topic in KSP Fan Works
These banners look AWESOME!! Definitely getting one.