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Everything posted by Lazro
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Features you are not looking forward to/dreading.
Lazro replied to PwnedDuck's topic in KSP1 Discussion
Re-entry heat in reality means that you have to descend at a controlled rate and angle in the atmosphere, or else you get too hot and the G-forces are too much and your spacecraft disintegrates. Of course, it's easier to control your falling rate with proper aerodynamics, but it'll break everyone's Eve landers. Oh well. Well, at least I can try to make my Joolileio mission 100% accurate when it happens. -
Anyone Find The Mouse Wheel Is Zooming In Too Fast Now?
Lazro replied to NeoMorph's topic in KSP1 Discussion
Reboot your computer, it happens to me and it works for me. Or you can get a new mouse, that works too. -
Prototype food that was deemed unsafe for kerbal consumption, but they packed anyway if they ran out of the marginally more edible stuff in the adjacent cabinet.
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Restart project Orion, NERVA, and Project daedalus.
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Explosive Propulsion Laboratories Mission Log Repository [Pic Heavy]
Lazro replied to Lazro's topic in KSP1 Mission Reports
Mission Goals: Fly faster than Mach 2 in a rocket-powered aircraft FAILED Land aircraft intact FAILED Staging outlay: Stage 2: X-2 Experimental Airplane, Pilot Herlorf Kerman (Reliability 60%) FAILED Stage 1: B-90 "Ultrafortress" (Reliability 90%) Mission Statistics: Pilot killed Horizontal stabilizers broke off of X-2 aircraft, Ejection seat failed Photographs: Craft on the runway. "Craft is flying fine, all gauges read normal." "The ejection seat motors have failed, tell my wife that I love he--*CZzHHHHHhhhH* -
Duna InSitu - a mission architecture for permanent Duna settlement
Lazro replied to NeilC's topic in KSP1 Mission Reports
Very cool. I've only sent a 3-crew to Duna. But I did get them back! Without atomics! -
Explosive Propulsion Laboratories Mission Log Repository [Pic Heavy]
Lazro replied to Lazro's topic in KSP1 Mission Reports
Ixploror I Mission Goals: Space Go there and stay there for a while Staging outlay: Stage 5: Ixploror B payload (Reliability: 87.5%) Stage 4: 8 "Firecracker" SFRMs (Reliability: 85%) Stage 3: 8 "Firecracker" SFRMs (") Stage 2: 24 "Firecracker" SFRMs (") Stage 1: Stretched "Orangerock" stage. (Reliability: 80%) Hereby to be known as "Junco I" Mission Statistics: Final orbit is stable and does not re-enter atmosphere. Apoapsis pegged at 629,100m, margin of error +-100m. Periapsis pegged at 76,000m, margin of error +-100m. Inclination is roughly 88 degrees. Photographs and Artist's impressions The Ixploror-Junco on the pad. Rising under the power of the LV-T20 rocket engine. Ixploror silhouetted against the Sun whilst in orbit. Artist's impression. -
Explosive Propulsion Laboratories Mission Log Repository [Pic Heavy]
Lazro replied to Lazro's topic in KSP1 Mission Reports
Orangerock I Mission goals: Test "PMG-13 Orangerock" missile for viability as a launch vehicle Continue observations of upper atmosphere and space Failed Staging outlay: Stage 2: 1 Ixploror Payload (Reliability 85%) Stage 1: 1 LV-T20 Liquid-fueled rocket motor (Reliability 75%) Hereby to be referred to as the "Orangerock I" launch vehicle. Mission statistics: Payload failed to separate from launch vehicle, all 4 antenna collided with launch vehicle upon deployment and broke off. Entire rocket destroyed upon re-entry. Apoapsis pegged at 249,700m, +-100m. Additional Conclusions: Orangerock I requires a change of decoupling equipment before the next flight. Orangerock I has been approved as a standard launch vehicle and first stage. Photographs: Ixploror-Orangerock on the pad. A photograph taken about 30 seconds after launch. The photographer was asleep until he was woken up by the noise, don't knock the picture quality. -
Explosive Propulsion Laboratories Mission Log Repository [Pic Heavy]
Lazro replied to Lazro's topic in KSP1 Mission Reports
Skyelurk I Mission Goals: Test Ixploror payload capacities Test the Rockodyne prototype B0-A solid-fueled rocket Collect information on upper atmosphere and space via on-board instruments Staging outlay: Stage 3: 1 Ixploror payload (Reliability: 80%) Stage 2: 8 "Firecracker" solid-fueled rocket motors (Reliability: 80%) Stage 1: 1 B0-A Solid-fueled rocket motor (Reliability: 60%) Hereby to be referred to as the "Skyelurk 0" launch vehicle. Mission Statistics: All goals completed. Ixploror payload destroyed upon re-entry into atmosphere. All "Firecracker" SFRMs destroyed. B0-A shell recovered for later use. Apoapsis of suborbit pegged at approximately 97000 meters, margin of error 100 meters. Pictures and Artist's depictions: Skyelurk I on the launchpad. The EPL's flag can be seen in the background. A photograph taken as the spacecraft lifts off. Ixploror in flight. Artist's Depiction. -
Explosive Propulsion Laboratory The EPL was the brainchild of a few chemistry students at Sfaldtech who followed in the footsteps of Robba Zoddard, who was known for "glorious" experiments (explosions) in early rocketry. Their initial experiments in rocket technology ended up accidentaly destroying the "Fire and Other Warm Stuff" wing of Sfaldtech and were consequently expelled. However, the "Explosion Kids" kept working on their designs, and built the world's first effective liquid-fuelled rocket engine, the "Mad Dragon." The government hired the inventors, and the EPL was founded officially. Year: 1956 Current Goals: Broadcast a message from orbit (SCOPE sattelite) Past Missions: Experimental Plane- X-2-Failure Orbital rocket- Ixploror-Junco I-Success Suborbital Rocket- Orangerock I-Partial Success Experimental Plane- EATO (Explosive Assisted Take-Off)-Success Suborbital Rocket- Skyelurk I-Success
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I guess you could say the new SAS logic... *sunglasses donned* ...Flopped.
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Apparently, while the old ASAS said "LOCK HEADING AT ALL COSTS! BLAAAARG" the new one just burps rudely on the couch and asks for another soda. Darn.
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It happens when I use stack separators instead of normal decouplers between my 1st-2nd stages. High-powered engine thrusts the stack separator back into the previous stage...previous stage gets annihilated
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The whole point of this game is asking yourself "can I do this?" And when you can finally say "I can!", the feeling you get is the entire point of Kerbal Space Program.
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How about this: Rescue of your astronauts takes time and money. As you progress in-game (better atmospheric engines as a pro, higher fuel costs as a con) these values increase and decrease as you are able to rescue them more quickly, and aircraft maintenance costs and fuel costs go up. The time it takes could be equal to D/S+3600 Where D is equal to the distance from the nearest city (or before cities are implemented, the KSC) in meters S is top recorded speed of an aircraft, in m/s And +3600 (one hour) for aircraft preparation. note: You do not have to actually design an aircraft, if no data was recorded for a top speed then the game would use presets, but slower than what you could achieve yourself. Rockets are not counted, due to high power and low endurance. Costs would be related to the amount of fuel you need to make a round trip from your point of origin, added to the cost of the aircraft if you don't have it in a hangar somewhere already. I need to think about what that equation would be precisely, maybe the rocket equation would do for figuring out how much d/v and therefore fuel you would need. Costs within a certain distance from a city or the KSC would be free. Also note that you would never have to actually fly the aircraft more than once. The rescue would be fully automatic on Kerbin unless you really wanted to fly it yourself.
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Whackjob would rage if he saw you got this thing into orbit...
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A short list of new stuff in 0.18.xx: Docking! Electricity! The Lander-can Fuel differentiation Probes! Science parts Eeloo! New part textures! Air intakes Useful part tabs And more! So yeah, you can guess what I picked.
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what version of the game did you download first?
Lazro replied to duncan1297's topic in KSP1 Discussion
0.17. The last thing I did before 0.18 was released was to try making an SSTO during the 2-year devstream, it's a good thing it didn't work -
They would attempt to keep the spirit until about half the people were left, then sell the entire game as DLC. You buy the game for $50, and get the Sun floating in empty space and a menu prompting you to buy everything in the game. Moho? $10. Eve? $20. Jool and its moons? It would probably be released later as a sequel. Gorp forbid such a thing.
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Which one?
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Clicking on a part of your rocket and adjusting values for it. Say you wanted a more powerful engine-done, at the cost of weight, efficiency, and/or heat production. If you wanted to bring along an empty fuel tank, then you would be able to type in a number or slide a bar to set the amount of fuel in the tank.
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https://www.dropbox.com/s/h8wl25cuzedzuar/persistent.sfs Added a full, 3-plane GSO satellite network. Beware, some orbits have not been finalized but most should be stable. Also, left some presents on the launchpad and runway! Enjoy flying them