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Everything posted by Brotoro
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He's just burping. Even kerbals burp. Especially after drinking fizzy beverages with their snacks.
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That moment you realise you're good at this game...
Brotoro replied to Drunkrobot's topic in KSP1 Discussion
The LM descent engine made two separate firings. The first to de-orbit the LM, and the second was the burn for braking/landing. -
When do Kerbals sleep if Kerbin rotates relative to Kerbol 4x a day?
Brotoro replied to Oddible's topic in KSP1 Discussion
They have two brains stacked inside those tall skulls, and one brain sleeps every six hours while the other takes over. This is why we never see them sleep in the game. And also why they are only half as smart as you'd expect from looking at their cranial capacity. -
Here is an example on Laythe:
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Why are the Capsules on the Staging List?
Brotoro replied to Brotoro's topic in KSP1 Gameplay Questions and Tutorials
The pods are not "still there"... the pods were removed quite a while ago along with the SAS units. I'm wondering why the pods have been PUT BACK on the list with version 0.22. -
How important is Mystery Goo to me? How can you even ask such a question? It's amazingly important! Mystery Goo is beautiful and terrible as the Morning and the Night! Fair as the Sea and the Sun and the Snow upon the Mountain! Dreadful as the Storm and the Lightning! Stronger than the foundations of the earth. All shall love Mystery Goo and despair! ...but I'd trade it in for a good set of heavy-duty landing legs.
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We aren't talking about the need to rescue old saves here. This is a matter of the updated landing legs not being able to do the job heavy-duty landing legs SHOULD do. Of course, our ideas about what heavy-duty landing legs should be able to do come from our experience with using them in past designs. Maybe Squad is trying to tell us that we've been doing things that are clearly unphysical and we need to wake up and smell the goo, and learn to use properly-acting landing gear. If that's the case, then that's what I'll do. I've spent a lot of time today reengineering designs to work around the deficiencies of the new legs. But in my opinion, these legs are too weak.
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Not if Squad decides this is the proper way landing legs should work. Then we just have to engineer around them. I hope this will not be the case.
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He's at KSC. He tries to sneak onto every rocket I try to fly that has a capsule, even when I don't WANT anybody there. Every. Damn. Time.
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If I wanted to play with mod parts, I'd play with mod parts.
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Can you guys show off your early career vehicles?
Brotoro replied to dpraptor's topic in KSP1 The Spacecraft Exchange
That's a fascinating rocket you have there, RocketPilot573. I like it. -
Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
Brotoro replied to Brotoro's topic in KSP1 Mission Reports
Many of my craft depend on the heavy-duty landing legs. My Reusable Rocket, the core launch vehicle of my space program, uses them to safely recover the parts of the rocket for re-use (or so I imagine). I did some test launches and found that the side boosters landed OK...although they ended up sitting on the engine bell of their Mainsails...but they did not hit hard enough to damage the engines. The sustainer seemed to land fine as well... ...but after a few seconds I noticed the slow, relentless, ponderous tipping... ...and it broke into three pieces. No explosions, surprisingly enough for KSP, so I guess the parts are mostly reusable...but not the desired result. Maybe if I had watched the Boosters long enough, they would have tipped over, too. I suppose I could use longer girders to mount the gear on, which could stop the stages from landing on their engine bells, but unless I build the girder structures wider (like permanently-open landing legs) the sustainer will tip over anyway. Oh, these "improved" landing legs make me very unhappy. -
What do you think of the new Communotron 88-88 design?
Brotoro replied to SuperWeegee4000's topic in KSP1 Discussion
The new one looks nice. But it seems to open up from an amazingly small package. I have noticed that when you have a ship from a previous save game, the old dish is replaced by the new one (of course), but on the old ships the new antenna does not have the ability to retract. othing to complain about there (the old one couldn't retract at all), but it seemed odd that the retraction function did not get added when the part updated. -
Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
Brotoro replied to Brotoro's topic in KSP1 Mission Reports
C7 recommended just replacing the part cfg file for the landing leg with the old part cfg file to get back the old landing leg functionality. Other people have suggested changing the spring strength and suspension maximum values in the new cfg file to get legs that work like the old ones. But neither of these options really appeal to me, because I prefer to play stock as far as the parts used goes. The "fun" of kerbal space program engineering (for me) is seeing what I can do with the hand I'm dealt by the game designers (in real-life engineering you have to work with what's available...it doesn't help to wish for other physics or unavailable parts). I guess I'll just wait and see if they fix the landing leg "problem" -- i.e., change it so that old saves can be updated with legs extended... and hopefully give us some stiffer legs that can be extended out to full length after absorbing the landing shock. In the meantime, assuming that Squad does not feel the need to "fix" the landing legs, I have built and tested an upgraded version of the GasStation: It has support girders on the bottom that will give the GasStation a fixed height after landing (after the mushy landing legs are retracted). I didn't want to make those bottom supports TOO long because a Tug needs to be able to dock to the bottom of the GasStation to bring it to Laythe. So, I also had to add girders on top to place the refueling booms high enough. So, six extra parts and their extra weight. In the image above, you can see where I tested the design at KSC. It actually is easier to dock to this new version than the older version because of its narrower footprint, so the station can "wobble" around and the magnetic docking ports can pull things together easier. Of course, this also means the GasStation would more easily tip over on a slope. -
Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
Brotoro replied to Brotoro's topic in KSP1 Mission Reports
Now THERE was a clever thought. Have a pile of Reputation. Unfortunately it wasn't as simple to implement as one might hope because I have many ships in the same vicinity...so while I'm gravity hacking/unhacking, they are all getting affected. And, if your ship springs into the air, you can't switch to another ship until it settles back down to the ground. And if you have ships floating around while you switch to other ships, the floating ship can vanish from the game. So it took me multiple attempts, but I was finally able to get all my ships sitting on their new mushy landing legs. -
Yes, this problem with the landing legs was the first thing I ran into when I tried updating to 0.22. Ships that are only moderately heavy can no longer be supported by the heavy-duty landing legs, and will end up leaning or squished down sitting on their engines. Any designs you had that used surface docking sitting on these legs will no longer work because the ship can end up at any height or angle. PLUS, if you open up an old save file, all the landing legs on all your ships will appear in closed state, so your bases and landers will fall to the ground and possibly topple over and break when you focus on them. And the landing legs may be insufficiently strong to lift them back up. Workarounds for the lack of leg strength include putting truss or girder segments under your ships to protect your engines and get a fixed height once your retract your legs (great...we get to add even more parts to our ships). Or you can mess with the config file...but if I wanted to play with modded parts, I'd be doing that already. I like the shock absorbing feature, but I really wish the legs were stiffer (so my engines won't get crunched) AND that the hydraulics would push the legs back out to maximum extension after landing so we could know what height they'll end up at.
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They just let the dust blow away in the wind.
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Just awful! (I mean... YOU try spending 300 days is a single-kerbal capsule and se how you smell)
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Jeb has no nose...
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Kracken snot.
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I like that the new SAS responds to rover steering control inputs when changing heading lock. But it often does not realize the rover is on the ground on a low gravity world like the Mün, so it only responds intermittently there.
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I am disappointed that there is no science in Sandbox mode
Brotoro replied to johnnyhandsome's topic in KSP1 Discussion
The only thing I don't understand in this thread are the comments like, "Dude! Why do you want Science in sandbox? It doesn't unlock anything, and you can't do anything with the points." Gathering scientific data is part of the fun of playing the game, even if I have to pretend to be doing it. I've had instruments on my probes and landers all through my year of playing in the sandbox, so why would I want to stop now? And if the new science instruments have more cool new stuff to tell me, all the better. I don't need somebody to dangle a carrot in front of me to get me to do science. -
Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
Brotoro replied to Brotoro's topic in KSP1 Mission Reports
Things are on hold for a bit until I get the save properly updated. Version 0.22 opens old save files with all the landing legs CLOSED...so some stuff is falling over and breaking. Also, the upgraded heavy-duty landing legs seem to be distinctly lacking in strength. I'll let you know when I get things properly converted.