

von Ziegendorf
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Everything posted by von Ziegendorf
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Q: Have you ever achieved a stable orbit around Kerbin?(2 points) A: Yes Q: Have you ever landed and returned from the Mun?(4 points) A: Yes Q: Have you ever landed and returned from Minmus?(4 points) A: Yes Q: On how many objects outside the Kerbin system(which includes Kerbin, the Mun and Minmus) have you landed on(doesn't have to be a return mission)(2 points per object, or 24 if you've landed on all) A: All of them Q: Have you ever successfully docked?(10 points) A: Yes Q: Have you ever intercepted an asteroid?(16 points) A: Once (in RSS) Optional question 1(if you use mods): How many of the following difficulty enhancing mods: TAC life support, Remote Tech, Deadly Reentry, FAR, RSS; have you used at the same time in a save?(4 points per mod) A: My favourite save contains TAC LS, FAR, DR and RSS. Q: On which of the following objects outside the Kerbin system have you done successful return missions: Duna(2.5 points), Ike(2.5 points), Dres(5 points), Moho(5 points), Gilly(5 points), Laythe(10 points), Vall(10 points), Bop(10 points), Pol(10 points), Tylo(15 points), Eeloo(15 points), Eve(30 points) A: Returned from everywhere. That is 196/20=9.8.
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Thanks! See my other RSS videos for even more awesomeness
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Land on Duna without using oxidizer
von Ziegendorf replied to Spacepetscompany's topic in KSP1 Challenges & Mission ideas
Not sure if "orbit Kerbin" is there because the challenge requires establishing stable orbit or only because it was considered a natural step. If the latter here is my entry, took me 30 minutes. It's not even optimized for low cost - 20632. -
Welcome back. If you ever tried to reach Moho in stock game you know it's the hardest target in the game. One small mistake during the flight and you can end up with some high-velocity flyby. That is why I decided to go to Mercury in Real Solar System Mods used: RSS, Deadly Reentry, TAC Life Support, Joint Reinforcement, FAR and a few others. For the first time in RSS I went without a detailed flightplan and any precalculated trajectory. Just assembled Big Bad Nuclear Booster in orbit and let it fly. Of course I knew some gravity assists would be necessary but I had to plan them spontaneously. That's the result: And short film about putting together that booster in orbit. PS: There is not much places left to visit
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[1.2] Real Solar System v12.0 Dec 8
von Ziegendorf replied to NathanKell's topic in KSP1 Mod Releases
OK, I've just swapped Ascension with Inaccessable. It's working, although the latter is also very dark on the surface but not black. I'll pretend it's because of the huge distance from the Sun -
[1.2] Real Solar System v12.0 Dec 8
von Ziegendorf replied to NathanKell's topic in KSP1 Mod Releases
RedAV8R: I know it's outdated, that's why I don't demand solution but rather politely ask for any suggestions In the KSP 0.24.2 Planet Factory doesn't work (or a least I couldn't get it to work) so there will be no Triton to cause problem. metaphor: Good hint, I have never been to Ascension in 'stock' system to be sure if it was working there. Now I came up with an idea about editing the game files to swap Triton and maybe Charon. I'll see if this is going to work. -
[1.2] Real Solar System v12.0 Dec 8
von Ziegendorf replied to NathanKell's topic in KSP1 Mod Releases
I'm still playing KSP 0.23.5 with RSS 6.2 and Planet Factory and have just discovered that Triton is plain black. I mean from map view and ship view on high enough orbit it looks correctly, but when I get lower to land it became black, like some texture was missing or what? The surface physically exists - it was possible to land and there were rocks around. In PF folder I have ascension_map and ascension_normal PNG. For example Ablate also has such two files and looks correctly. Any idea what can be wrong? -
Orbiting like a pro. That's what I call spaceflights! Great job. Some things could've been done more efficient but who cares
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I went to Mercury and back in Real Solar System.
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I've seen. Maccollo and DonLorenzo inspired me to play RSS with stock parts. But they only got themselves to Mars (so far). Here is where I've been. Modlist remained unchanged since last time. The first RSS mission conducted without calculated flightplan and extensively tested vehicles. I used experience from Inspiration Kerbal so I could spontaneously plan flybys and the whole trajectory.
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I'd like to show you my three-part mini-series about manned flight to Saturn system with landing on all 3 moons. I started planning this mission more than 3 months ago and now, despite hard drive crash and bug with disappearing ships, finally it's finished. Used mods: Deadly Reentry, FAR, Joint Reinforcement, Kethane, MechJeb2, RSS+Planet Factory, TAC Life Support and a few others which don't directly affect the gameplay. I'm using stock parts to make the game even more difficult. Here is the link to whole playlist: And here is a very quick summary of the flight: Jebs epic selfie from the surface of Enceladus Last view of Saturn. Who knows when anyone will get here again? Hope you liked it
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I thought it would be "lord of the rings" achievement Of course it's 1:1 RSS. Propably best thing that's left from my 'space program' is that square launch vehicle. I know it looks rather like a building but it has an advantage of fairly low part count and high reliability - none of them ever fell apart during launch. It can also be uprated for further increase of payload.
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Total mission time was 10 years, with about 200 days on each moon. And till now I've made: Moon landing, Venus flyby, Mars landing, landing on Callisto, Jupiter-Saturn-Uranus probe voyage, Moon base, and now I'm looking towards unmanned Triton sample return. That's right, just RSS, FAR, TAC LS, DR. I think with stock parts its actually more difficult
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[Java] Long Burn Calculator
von Ziegendorf replied to von Ziegendorf's topic in KSP1 Tools and Applications
Yeah, you need to have no normal components, because they can be easily 'faked' if you depart from properly inclined orbit. Another solution is to make a prograde burn of slighlty less than escape velocity, then at Apoapsis cheaply perform plane change and finish the burn at next Periapsis. The main problem was that only prograde direction is well displayed by KSP. It would be hard to keep the rocket pointing in another direction. I wrote this calc mostly for my Real Solar System gameplay and I use this every time and get very good results -
a better way to do long burns?
von Ziegendorf replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
Here is something that might partially solve your concerns Long Burn Calculator -
Aerobraking from 7Km/s to 5Km/s?
von Ziegendorf replied to Kulebron's topic in KSP1 Gameplay Questions and Tutorials
When coming to Eve from Hohman transfer orbit you should enter SOI with about 850m/s, that is something around 4800m/s at periapsis, and you have to slow down only a few m/s to be captured.