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Francesco

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Everything posted by Francesco

  1. now that the thread rating system is back, I'm stopping by to give 5 stars. one of the most fun challenges so far! I will probably do this again to complete the other achievments. it's written in the first post, about 450. be prepared for that
  2. the subassmbly loader vs new craft thing has bothered me for a while. but now 0.20 solved the problem.
  3. you can also find the info inside the download package itself.
  4. how much electricity do those rotors consume? on Eve, solar panels should have their energy output doubled.
  5. some men just want to watch the world burn...
  6. the opposite is true: Moho has a very small sphere of influence, while landing on it is not much harder than landing on the Mun.
  7. How to: fill your external seats with Kerbals, using only 3 (stock) parts 1. Command pod 2. Radial attachment point 3. Launchpad clamp
  8. I'd be interested in knowing why you suggest a Moho periapsis higher than 60 km.
  9. the fact is, you are not entitled to complain about the game: constructive criticism is fine, even letting out your frustration once in a while (0.20 terrain lag, anyone?), but every single one of us has accepted what is written in the disclaimer that comes with this game. fanboys and complainers are really two faces of the same coin: you can't always say "Squad is right", but at the same time, know that Squad doesn't owe you anything. anything. the mature players knows that the guys at Squad sometimes cannot present a perfect product, but is also aware of the love and dedication they are putting into this project.
  10. an ultra-simple Mun lander: the launch vehicle pushes it almost to orbital velocity, it then goes to the Mun and back all on its own.
  11. the solution is to have a command pod on your ship anyway, and either exit the Kerbal(s) inside or use the crew manifest mod, so that you can send it up "empty" but with the benefits of a command pod torque. if you read the post by stibbons in this very thread, you would see that it's not true.
  12. "Mainsail and the KSPX one" -.-' Oh my God, can't you show some respect for the Skipper?
  13. I'm curious about this, what happens when they do that, exactly? it's like they turn off the wheels and have to use RCS to prevent the ISS from spinning due to the release of energy? Also, I would like to know why Squad has listed all command pods as having max torque = 5. we know they actually don't, but this can cause confusion to a novice player.
  14. having the Mun in the way can actually help you by saving some delta-v, but if you're planning your burn using maneuver nodes, I suggest you set the conic patch limit higher than 3 in the settings file.
  15. you mean mine? I still have to seriously put some work into this, but... I was thinking about orbital assembly, and landing it in a single piece
  16. it counts as necro but hey, these challenges are evergreen, we may as well restart this. two things: 1. with mechjeb, you can enable "delta-v expended" from the "recorder" tab in custom window editor 2. you can go lower than that - aim for 4400 m/s
  17. this base is about to get upgraded with cupola modules:
  18. indeed. I've tested the 252t model, and it's true: it delivered the payload to a 75km orbit, with enough fuel left to deorbit itself. really impressive, sir. especially considering that you've used quite a number of structural elements and eight command pods in building the core booster. I can only imagine that high payload fractions become more easily achievable with heavier and heavier payloads, the higher the fuel mass becomes in respect to the total weight of the rocket.
  19. actually, SAS is fine and will help: it's ASAS which usually causes problems.
  20. infatti mi stavo chiedendo... ma quei peluche dentro la soyuz cosa c'entrano??
  21. doing squats in low-g environments.
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