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M5000

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Everything posted by M5000

  1. This. As soon as I decouple my second actual stage (most of my rockets consist of radial boosters, a central booster, a smaller high-altitude/orbital tug with higher ISP thrusters, and then the payload) I prepare myself for a rolling about all over the place of my craft... Even with ASAS.. I guess the sudden change in center of mass makes it go wonky...
  2. I agree very strongly with this. If you feel the game lacking, try downloading some mods. If you have enough, you'll probably have an update around the corner almost every week, as different mod developers are on different schedules. Like, MechJeb has been allowed a public release candidate of 2.0.something for a bit, that's regularly updated and it's always cool to see the new features. Or, my favorite DragonRider Capsule just got updated like, yesterday, after a LONG time with no updates. Kosmos SSPP receives small updates periodically with new parts that are absolutely cool. I just got B9 and it feels like a whole new flavor of the game. (They go very well as spaceplane components to the KW Rocketry pack, IMO) Seriously, getting some mods will take the edge off of that anxiety of waiting for the game to be finished. I'm still obsessed with building big stations using all these wonderful new parts I have to explore.
  3. I don't know.. Here's some stuff I made, you tell me what you think I do... Actually, here, let's play a game. I'll list a bunch of craft I have, as they are/were named, and you try to identify what a few of them are, are they rovers? Satellites? Launch vehicles? Stations? Planes? AIRSHIPS? You try to figure it out: Embarker I Embarker II Embarker III Calla I Scius Mapping Probe Denebola-1 Medium Denebola-2 HeavyMed Betelgeuse-1 Heavy Alphard-1 UltraLight Canopus-X UltraHeavy Pollux-5 Special Stability-9 Hab Station KerbLab One KerbLab Two Budget Systems General Purpose Lifter Usable Launch Vehicle 1 X-10 Jolly Rancher ADFX Damselfly Mk I Brightstar-1 Knievel-1 ULOP Mun Base Prodigy-II Core Archernar-II Pegasus-15 Shuttle Alphard-1 Alphard-2 Alphard-3 Alphard-4 Tortuga-II/R Arcturus-I Burnstar-I Setter-I HEV-HAB MEG-HAB BAR-MEGHAB Mk III HEV-STRUCT Kitten Mk I Kitten Mk II Pioneer-1/M Pioneer-1 Pioneer-2 Pioneer-3 Pioneer-4 Polark/A NVMSS Tuxaedo IVA_Landertest Kerbuz-1 RRV Kerbuz-1 SRV Munox-II Spacebus Fetcher Unmanned Tug Drifter A-Type Rigid Zeppelin DX4 Casper MunR Construction Rover MunR Light All Purpose Rover Don't feel bad if that looks like a lot of really cool craft. About 70% of those never left the surface of Kerbin.
  4. Whoa, just updated this mod from the old one, it's been a while. Absolutely LOVE those truss parts. Beautiful work as always CBBP. As far as requests, I really don't think there's anything else I could possibly ask for out of this entire pack, as it pretty much has all the bases covered (no pun intended). The only thing I still want is IVA's and hatches for EVA on the other modules, but I understand you can't devote every waking second to fulfilling my every desire. Though, I know you can DO IVA's, because the IVA on the VA pod is absolutely stunning, and I may actually start to use it more than the stock 3-man pod, so very good work with that. All in all, one of the (few) mods I would install in KSP 1.0. (Anything pre-1.0 I'm basically considering a "mod test" to see what I want to be in my final game. I don't plan on changing much once that happens.)
  5. Is the IVA complete for this model yet? I remember it not having any textures.. Either way, great video... I've used this in the past but it got lost on the wayside when I slimmed down my game to trim load times, about to go re-download..
  6. Got B9 Aerospace last night, did a test of a semi-reuseable shuttle, the Pegasus-15. I was aiming for a 100% reusable rocket SSTO for station rendezvous, but this is my start. Sent it up with 4 kerbals, dropped them at my Stability-9 station, did some shenaniganing, and used its ability to be automated to send it off for a return path with nobody inside. I ended up overshooting KSC by a few kilometers and had a water landing, but it (mostly) survived. Here are some pics.. Full imgur album: http://imgur.com/a/obrKI Highlights: On the pad. I think it's a good looking little vessel... Pegasus-15 docked with Stability-9 on one of its myriad docking ports. Stability-9 is not fully complete, a fuel module is to be added. Note the two other OTV's docked to the core, there is a 3-man OTV and a small, unmanned tug for the purpose of dragging in dead or stranded vessels, or delivering to them some small amount of fuel. Pegasus-15's solar panels are retracted. Jeb being Jeb. The beautiful IVA is from the B9 cockpit on Pegasus-15. Pegasus-15 performs an unmanned retroburn with the goal of landing near KSC, ultimately the burn goes as planned, but the targeting was off due to uh... Me. Pegasus-15 re-enters Kerbin's atmosphere after approximately two days in-game time. It uses Mechanical Jeb to keep the bottom docking port aligned prograde. Pegasus-15 splashes down via a parachute-assisted landing in the ocean, about 10 kilometers east of KSC. Note that the hard landing destroyed the KW Rocketry Vesta-VR-9D engine that was on the rear. The G-forces generated from the rapid deceleration upon full deployment of parachutes also ripped off the stored solar panels that were on the sides. Hm...
  7. Basically what Vanamonde said. I've been playing for a month or so now, there's still some places I haven't been, and there's others that are just like second nature to me, but honestly, about 90% of my in-game time is spent designing stuff and in the VAB/SPH trying to make something that works and isn't completely ugly. I'm CONSTANTLY trying to find a better lifter, trying to go that extra mile. Am I the most efficient space launcher? CERTAINLY not. Am I improving? Most definitely. Try out every part and don't discount anything. There is always more than one way to do anything. Find the game lacking in content or parts? Try some mods or parts packs, do what makes you happy. Do it at YOUR pace.
  8. Parachutes do not make a craft one-use-only, if it's a manned craft, the Kerbal on board can re-pack the chutes for later use...
  9. Damn. I almost had a good entry for this one, as the impactor on the badge in my signature hit the planet at something like 7500m/s...
  10. It's simple: You don't. Struts out the ass or you're out of luck..
  11. This. Also, OP I don't know what kind of fiddlefarting you're doing, but I've gotten a probe to Gilly and slowed down enough on ion engines alone... Also, you probably didn't have enough Delta-V because you didn't put many Xenon containers on there. My Jool system mapping probe had something like 8000m/s of delta-V...
  12. This, except for some reason my craft in a 100% stable 80Km orbit around Kerbin started re-entering. I rushed to see my craft in flames.
  13. I seriously read the title as "A fire is put on your desk." I start mining on Mun, Minmus, Gilly, and Pol. Mun: Close as hell to Kerbin. High deposits of Kethane, so I imagine the other resources would be abundant there as well, and if not, whatever I COULD get from the Mun is, you know, right on my doorstep, no multi-month mining missions. Minmus: Basically the same reasons as the Mun, except the color is much more annoying. Gilly: Pretty much the lowest delta-V cost to get to interplanetary. Easy to take off and land on, though rendezvous with the huge captured asteroid is a bit tricky. Easy to map, I'm guessing. Pol: Similar reasons to Gilly, as it's the SECOND lowest gravity planet currently in the game. However, preliminary mapping shows that Kethane deposits are scarce (yet present), and if resource density is assumed to be the same for other resources, it may be limiting in the places we can mine. Duna is another viable option, as the atmosphere allows for parachute landing (shut up, it does, I've had a design fail because the skycrane touched down safely with parachutes and had to be thrown away so the rover can be deployed.) So, a parachute landing would rid a lot of delta-V, and it just seems like a friendly place to set up a base. Like, it just feels /right/.
  14. Large spacecraft will hover in the atmosphere using a high concentration of refined Handwavium-66 and a hyperconflagurator propulsordrive that will effectively provide artificial lift.
  15. That is absolutely false. They get physics just like any other part. They have some mass, they have some drag (albeit small) and they most certainly can fall to the ground or be launched out into space just like any other debris. Stick some struts on to a stack separator, then some other part. Go out into orbit and detach that stack separator, the struts will fly away with some velocity. Yup, definitely no physics calculations here.
  16. What do you mean they're too high? Speed is good... If you mean they're taking too long to get off the ground and you end up running out of runway or something, then just add more wings, your lift isn't high enough..That's the only thing that could really cause it to take too long to take off... Else if you've already spammed wings all over and it's still not acting right, add more control surfaces, or add some if you don't have any.
  17. Are you sure that you installed it correctly? It's not like just any other mod to install it... It's a bit weird.. And for the love of god, will people stop posting help/how to things in General Discussion? It's getting REALLY annoying. There is a forum specifically designed to handle this type of stuff, so please, use it.
  18. Lozon Kerman, lost after the first successful SSTO spaceplane re-entered and overshot the KSC by a few (50 or so) Kilometers, with only very minimal fuel remaining... Hit the ocean at 120m/s
  19. I think so.. There's a lot of Soyuz models that progressed over the years, starting with the 7K, of course.
  20. Told me she wanted to go stargazing some time. I need a spot to do it, though, more than anything. Also very pretty. Are there even any girls who play this besides the "famous" ones that everyone knows?
  21. Nowhere. Generally if a mod comes with a "Source" folder, that's for if you want to edit the mod for any reason, it's the source code. Don't install the source.. As for modular multi-wheels.. I don't know.. Does it depend on other mods to operate? I've never experienced many issues with it. Some mods it may require (because other mods I've used sometimes require these) -CleverBobCat.dll (Bobcat's cart addon for rovers before .19 when they were implemented. -MuMechLib.dll (MechJeb, some use this for..reasons I don't know. The release candidates of MechJeb (like, 2.0.whatever) or later are called MechJeb2.dll and will not fulfill this need.) Uhh.. Check the readme file.. Else, maybe it's something to do with setting up action groups? Do the wheels need to be "enabled" or something? Do they require more electricity than you're able to supply? You say "Turning Wheels" and "Trailer Wheels" like they're specific types of wheels... Is there by any chance a "Drive Wheel" or something like that? (Assuming steering wheels can roll and steer, trailer wheels can only roll, and the power wheels can roll but also provide power, but cannot steer...?) I don't know, I've never used the mod very in depth... All I can say is consult the readme and if that fails, try getting ahold of the mod owner. I'm just kinda giving a general troubleshooting overview, someone else might have more specific info.. Also, request mod to move this to How To.
  22. Really? Because I found a girlfriend who gets excited for me when I tell her I just finished my last rendezvous with my Mun station.
  23. If you're building a spaceplane, a single one of those fuselages should contain plenty of jet fuel to get you to orbit, the vast majority of your fuel should be rocket fuel, as the rockets chew through fuel so quickly it's unreal. (No, really, it's unreal, real-life engines are something like 40% more efficient, likely more.)
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