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esinohio

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Everything posted by esinohio

  1. Not really had any issue with steam running in the background here but that might not be everyone's experience. Personally I am a bit biased to the Steam version because it is how I found this digital crack... err game. It hadn't even occurred to me to search out a game like this so when I happened across a Steam early access note I jumped. Having transparent updates is very nice and in addition you can roll back (read somewhere you can do this) your game version to a prior "stable" or "stable for you" state. Sure you could do this with some simple file copies with the store version but who doesn't like some automation now and again? In the end I enjoy the extended community surrounding this game that exists here as well as in the Steam forums.
  2. My mapping probes are eagerly awaiting the new munar surface. Oh! And just think of all the new mun rover fun we get to have ramping up and down all those craters. It will be one big off road (Off world off road?) extravaganza!
  3. http://forum.kerbalspaceprogram.com/showthread.php/39944-Apollo-11-Tribute-KSP-Edition-Video Part one of my Apollo 11 Tribute. Part two is here. Hope you like them
  4. And I've found a video that says some little green guy piloted the Mercury 6 capsule yet that doesn't make it true. http://youtu.be/WZgfACst8z0 Sorry for my English, I went to public schools (haha, I mean that is kind of funny huh?). Well that and I think my head was going to explode trying to think up the green guy line, or maybe it was the thought I would even take one solitary second to give an ounce of my mental energy trying to digest some whack jobs hoax video on YouTube. Sorry to everyone else for I should know better than to feed the Trolls.
  5. Thanks a ton! I managed to get part 2 up on YouTube. Posted in another thread in this forum here.
  6. TAC Fuel Balancer !!! Where have you been all my life! Thanks NoMrBond and stupid_chris!
  7. Part 2 of my Apollo 11 Tribute using Kerbal Space Program. Mods used Apollo Mission Pack (Beta) by Aphazael and Kerbcam by Huin. Hope you enjoy it!
  8. Well it might not be the best possible solution but..... You could try the Lazor System v28 by Romfarer. If I remember right in the Engineering subsection where you do the fuel, electricity, etc. transfers there is an option to setup somewhat of a persistent link. So you could add the lazor system part to each section of your craft along with the yellow lazors. The yellow lazors allow you to transfer things between craft. Then setup that link and let it go. That would let you constantly pull fuel from the orange section into the drive section (freaking cool looking by the way!). Not sure what happens if you change control to another craft and come back to this type of setup going. You might have to play with it some. Hope this helps!
  9. Hmm, I seem to remember a link on the spaceport to a whole mod filled with stock NASA and Soviet launchers. A Stock Apollo 11 and another Apollo launcher with the rover attached (Apollo 17 I think). What those people did with the stock parts is nothing short of artwork! The time they spent putting together all those craft is readily apparent when you peek at what they have done. Some of the crafts also have very well put together launch towers as well. Check it out! http://kerbalspaceprogram.com/0-19-ancient-launchers-stock/ Or course if you want something more realistic another search through the forums/spaceport will bring you to http://kerbalspaceprogram.com/saturn-v-replica/ That is a work in progress mod but it is just very well done. And a shameless plug of my YouTube Apollo 11 Tribute (part 1) can't hurt either.....
  10. Ahh another glass half empty. Don't look at it as breaking your save or loosing your progress. Think of it as an opportunity! Think of how much quicker you can get that station built this time around.
  11. I just see opportunities abounding for me. Those space station modules not lined up just so, time to rebuild! Sure I have Satellites in orbit around everything, but do I have a functioning gps system around each body?? Rebuild! Try this time around going 100% reusable/recoverable equipment? Rebuild! I guess I'm just a "glass half full" kind of person.
  12. First card was ol' Jeb for me. Is that good? (edit: ok now make that two Jebediah Kerman Cards. If someone wants to trade me for it I currently have two Jeb's and two Kerbal Recruit cards so one extra of each.
  13. Thanks all for the great input. I went ahead and made a few tweaks. Hope you like it! With luck I'll have pt 2 all done soon.
  14. I've been having a blast learning to aerobrake while using deadly reentry. Good times.... I've lead some Kerbals to a fiery death for sure.
  15. Well even though you are not using the Remotetech mod the wiki page describing the mod is full of great information on setting up satellite networks. While maybe not directly answering your question the wiki even has some pictures of basic satellites and a great picture of how you would go about positioning those basic communication satellites around Kerbin to setup a bare bones relay network. Remotetech assumes the dish style antenna are long range directional antenna, meaning point to point. The other antenna are much shorter range and are omnidirectional meaning they don't have to be pointed at anything to function. If you mimic Remotetech using stock parts you could just keep those two assumptions in mind and build your own satellite network that functions like the real ones. Remotetech Wiki (located within the Kerbal Space Program Wiki) : http://wiki.kerbalspaceprogram.com/wiki/Tutorial:RemoteTech#Basic_Relay_Sat_config Another great source for some satellite positioning would be here : http://forum.kerbalspaceprogram.com/showthread.php/24646-0-20-Figaro-Global-Navigation-Satellite-System-Launch-a-Working-Kerbal-GPS-System Again, even though you are not wanting to use mods this mod has great information for positioning your satellites. The YouTube video in that forum post has some great shots of satellite networks above Kerbin as well. Every time I see those perfect orbits setup just right I drool! It looks spectacular.
  16. Your right about those transitions. The more I looked at it the more I didn't like them. Editing this one again without the twists to give it a more faster paced feel. Thanks for the suggestion!
  17. Part one of my Apollo 11 tribute in honor of the upcoming July 16th anniversary of the historic launch. Tell me what you think!
  18. I'm really game for just about anything here. After reading through JM419's post I think I would lean more toward options 2 or 3. Of course that is assuming we split into two or more teams for the build as JM419 suggested. If we went with #2, one station could maybe be a large fuel depot in low Kerbin orbit while the other could be a proper station up in a much higher orbit. Getting a fuel depot built can be challenging itself so it might not make it too easy on less experience people. JM419's points about the part counts seem right on the mark to me. The idea of splitting up into 2 or more teams would work best with option number 3 that he suggested. Teams could be broken out to tackle the station in Kerbin orbit, Munar Orbit, and maybe a team for the crew tug and a general purpose cargo tug. That would allow a bit more flexibility into the part counts like JM419 suggested. Of course if we just made one big station I'm sure we could get some awesome video of some epic lag related crashes. Who doesn't like a good explosion and debris cloud now and again ? hehe Now where did I put that Sunbeam laser.....
  19. This was what happened with me as well. I managed to get fairly close after some playing around with the maneuver nodes but was so excited about doing so well I neglected to even use the IJKL keys when bringing them together with RCS. No idea how my two capsules I was trying to dock didn't just explode with all the bumping around I was doing to them.
  20. No worries Spyritdragon, if you managed Kethane and KAS then you are well on your way. Using Engineer is a breeze. Its as simple as throwing the part on to your rocket in the VAB and you will be presented with some great info right away. With a little playing around you can even see how your designs will work within other planets/moons spheres of influence. If I remember correctly the parts are in the science section and weigh almost nothing. Now as far as gravity turns I would suggest peeking at the many very well done YouTube videos out there when you get a chance. Has done a great series of instructional videos as well as ones that are meant to be more FYI/fun type of videos. The one I linked there specifically mentions gravity turns. There are many many other instructional videos out there from other people as well. One could spend days looking at all the content this community has put up there on YouTube. In a nutshell though a gravity turn is a launch technique that allows you to use Kerbins rotational forces to help sling you into your final orbit (Extremely overly simplified and I'm sure our resident rocket engineers just winced). When your rocket gets to an predetermined altitude (Not sure how this is determined so I copy Mechjeb and start at 5000m) you will begin to nudge your rocket toward the horizon in a nice gradual fashion. Where you point your rocket will determine your inclination. Aimed right at the equator will give you an equatorial orbit where aiming toward a pole will put you an a polar orbit. Hope this helps!
  21. If you are not adverse to using Mods you could grab one such as the Kerbal Engineer to help get your delta-v all worked out for your orbital tug and your Minmus lander. It makes it so much easier to build your rocket if you can see the impact each part has on the total delta-v for each stage and the total delta-v for the rocket. I'm sure there is a way to calculate all that information by hand if your so inclined. Armed with that info and maybe one of the great delta-v maps floating around in the forums there is not a single celestial body you can't visit! Also, the KW rocketry mod has a great fuel tug/whatever you want to stick on top of it lifter type thing. Even if you don't want to use the mod just peeking at the rocket design might help you get your rockets sorted out and those creative juices flowing. I mean, why reinvent the wheel? Shamelessly copy the designs and give those creators a friendly shout out.
  22. If your not opposed to using mods the KW Rocketry mod comes with simple straight forward refueling design that carries a decent amount of fuel and RCS to a station/ship. In addition they include one setup with an "NTR stage" that is something like a bolt on long distance engine/fuel setup. If you just take off some engines in the payload and maybe slap on some larger docking rings you'll have one decently large fuel tug. Or you could just peek at how they put it all together and mimic it using stock parts (This is always fun!).
  23. Shew, I guess I don't feel so bad about slinging past Moho on numerous occasions. I can't count how many times I was looking at that exact DeltaV map above wondering just what I was doing wrong. Although now armed with alexmun's nice window planner I think I'll give Moho some more attention with my minimalist rockets/probes. Love trying to get the fuel planned down to the last drop to keep those costs down.
  24. purpletarget's posted link above is great for explaining changing your orbital inclination. For me I've found that launching directly into your target inclination is much easier. Unless your making that inclination change when you are very far away, the fuel cost just becomes a bit prohibitive.
  25. Once you get used to using your navball like the quote above you will have that docking down in no time at all. When you practice it a few times you will be shocked on how quickly you pick it up. You'll be putting together a massive space station in no time! We want pictures!
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