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Everything posted by mythic_fci
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Terribly awesome. Great job with the plane! Me2, my frnd. Me2.
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What about the old Build Fly Dream? Might not qualify due to the ending, but the first part's pretty mellow, especially the scene where the Kerbal floats in deep space between Kerbin and the Mun.
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Very nice! However, next time I'd recommend changing the game speed to 1/2 when filming to increase FPS, then speeding it back up when editing for an overall increase in framerate. Anyway, keep on making these!
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- mellow space program
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Realism vs. Kerbalism?
mythic_fci replied to GagaX's topic in KSP1 Suggestions & Development Discussion
Definitely option 3 (75% real). The way parts and therefore spacecraft work in KSP is just perfect - too realistic, and the game becomes more of a scientific bore and less of a game as you keep trying to balance your rockets perfectly and do calculations to make sure everything works. However, 0% realism would detract from the way the game's meant to be - a mostly-realistic rocket simulator with fairly good physics. Also, the way parts are used in the game is also a limitation - for instance, the Apollo SM had its hypergolic fuel tanks, oxygen and hydrogen tanks, RCS fuel and other electrical equipment all crammed together in one metal can; in KSP, the closest we can get to that is to stack service modules to store things on top of each other. -
STS Challenge v2 (Closed)
mythic_fci replied to mythic_fci's topic in KSP1 Challenges & Mission ideas
I think what you're referring to is the "spinoff craft" part of Inigma's STS thread in the Spacecraft Exchange, which is seperate from this challenge. Just like the original STS challenge, this version will also be stock-only. Since you've made a modded shuttle, you can take the 'new' STS Mission Specialist qualification (changed the definition drastically); however, if you want to earn more badges, please use a stock shuttle. About the different meanings of the Engineer, Architect, Mission Control, and Flight Director Badges - I changed their meanings to make the scoring system a little bit more flexible and to make it make sense in piloting terms. About launching directly to GSO - unfortunately, to keep this challenge fair and realistic, I have to mandate that you stay in LKO when deploying the Shuttle. I recommend you use the power of your shuttle to launch the STS Fuel Pod instead -
Very nice! I'd just recommend hiding the UI in the first few pics.
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Interesting, but this is fairly easy in KSP. Just put a capsule with a chute or two on top of a few orange tanks and a Mainsail, and you can get above 70km.
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- commercial space flight
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Sorry if this has been discussed before, but I don't see why there's a need to wait until SLS is done when we already have a perfecty good launcher for putting Orion into LEO - the Delta IV? A Delta IV with 1 CBC and 4 GEM-90 strap-on boosters should be able to lift Orion to LEO or to the ISS for flight testing; plus, it could launch commercial vehicles like the Dream Chaser. Finally, it's not like it would take a lot to put everything together - some common Atlas V and Delta IV hardware and software are already undergoing changes for possible human-rating, and the Centaur-Shuttle's technology could be reused to human-rate the Centaur used on the Delta-IV. At most, I'd guess conservatively that we could put someone into space on Orion by 2017-2020 on a Delta IV instead of waiting for SLS to be completed. -FCI
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I'd have to say I like the Delta IV series of rockets the most. It just feels like it should be launching humans into space (and it should! A D-IV Heavy sent a boilerplate Orion around the moon; why can't a D-IV with 4 GEM-90s send Orion ot the ISS?).
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Annnd hello IPS4!
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I don't know what's with all the complaining. IPS4 seems to be working well. My only gripe is the bland color scheme; why not have a rocket-esque background with screenshots much like the KSP website?
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<britishAccent> Oh dear, I seem to have misplaced my reading glasses, Baivd Domwan. Would you please be so kind as to lend me a few pounds to buy some new ones? </britishAccent>
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The reason the forum upgrade took so long is...
mythic_fci replied to problemecium's topic in Forum Games!
The reason why the upgrade took so long was because the Database Gods weren't pleased and required extra Kerbal sacrifices to allow the upgrade to pass. -
TBH, I'd vote yes; however, due to sensitivity issues, I'd suggest not directly portraying an STS-107 rescue, but instead portraying a rescue for another space mission - for instance, STS-125 (the last Hubble repair mission). Due to its inclination, in the case of an emergency it couldn't have docked to the ISS due to its inclination; therefore, it might be a good movie if it had to be rescued by its LON mission (flown by Endeavour) and things went wrong (ex. RSLS pad abort due to SSME malfunction, Canadarm not deploying so manual stationkeeping required, etc.).
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*This challenge is closed and will be locked soon. Look for a new challenge administered by @Speeding Mullet soon!* Space Transportation System Challenge This challenge is a revised and updated version of Inigma's older STS Challenge, which you can find here. So, can you build a space shuttle, fly it, and land it? If so, this challenge is for you! This challenge is split up into several sections (missions), each with increasing difficulty from fairly easy to very hard. All the required subassemblies for each mission will be made avaliable below the mission description. Some challenges will have a leaderboard where you can compete with others to stay in the top few for that category. More missions will be made avaliable as new subassemblies are made and suggestions come in - feel free to suggest a mission you think is suitable! To avoid nitpicking, this is the official definition of a space shuttle for this challenge: A reusable winged Orbiter which carries kerbals and cargo to orbit and back and is capable of a horizontal landing. It should have at least 2 OMS engines for trajectory changes as well as an RCS system for maneuvering. It must be lifted into space by a Carrier Vehicle which either supplies fuel during to several main engines mounted on the Orbiter or lifts the Orbiter into space with its own engines. If necessary, boosters may be attached radially on the Carrier Vehicle (no other attachment location is permitted) for additional thrust. RULES Please read these before attempting this challenge. 1. You may not use any mod parts on the shuttle. 2. You may not use autopilot mods (ex. MechJeb) when flying the shuttle 3. All atmosphere-altering mods (ex. FAR) are not permitted. 4. You may not cheat in any way, whether it be by using plugins like HyperEdit or by using the Debug Menu for infinite fuel/RCS (you may, however, use the Debug Menu for part clipping). 5. You are required to use your own shuttle when completing any of the missions below. NOTE: If you have participated in the previous STS challenge created by Inigma, feel free to look at the list of the missions avaliable and self-certify yourself accordingly. MISSIONS Once you have completed a mission, please PM me and post your proof in this thread. If I don't respond within 72 hours, assume you have earned your badge and wear it proudly! All missions require either an Imgur album showing each stage of the flight, or a continuous (1 take only) video showing all stages of the flight. STS-1 This is the simplest mission - all you need to do is build a space shuttle, fly it, and land it. Badges Available STS PIlot - Rank 1 Build a shuttle complying to the above space shuttle definiton and fly it to orbit, then deorbit and land. Land anywhere you want. STS Commander - Rank 1 Build a shuttle complying to the above space shuttle definiton and fly it to orbit, then deorbit and land. Land either at the KSC, the island airfield just off of the KSC, or at any Kerbal Konstructs airport. Bonus Mission Inigma Industries has contracted you to take their 42t fuel pod up to Kerbin orbit. Since it requires special on-orbit activation procedures, unmanned expendable launch vehicles are out of the question; it's up to you to take this behemoth to orbit and back. Not only that, but they require a very precise orbit: there must be less than 100m difference between your apoapsis and periapsis. Can you do it? STS Fuel Pod Available HERE LEADERBOARD (Top 6 ONLY) 1. Speeding Mullet with 'Buran 11F35 Kerbal Prototype' - 1000km 2. Nefrums with 'STS1' - 750km 3. FCISuperGuy with 'KTS-3 Discovery' - 700km 4. Fraus with (unnamed shuttle) - 117km If you have successfully taken the Fuel Pod to orbit (70+km), you get the special Flight Director badge, the ultimate display of piloting and engineering prowess and skill. STS-2 This mission is slightly harder - your goal is to deploy 2 comsats weighing from your Shuttle and to return to Kerbin. Additional goals are required for higher-ranking badges. Note: This mission requires the use of an Mk3 Fuselage-based shuttle. Subassemblies Required STS Comsats - by inigma Badges Available STS Pilot - Rank 2 Reach an orbit of 200+km and deploy your two comsats without spin stabilization to geostationary orbits. Deorbit and land anywhere you want. STS Commander - Rank 2 Reach an orbit of 350+km and deploy your two comsats with spin stabilization (using the provided Sepratrons) to geostationary orbits. Deorbit and land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-3 Your mission here involves some orbital construction - you are to launch the Hubble Space Telescope into orbit and deploy it. This will require assembly with the 2 MMUs provided, as the solar panels need to be attached on-orbit with Kerbals. Note: This mission requires the use of a shuttle with at least a CRG-100 cargo bay. Subassemblies Required Hubble Space Telescope - by xoknight Badges Available STS Pilot - Rank 3 Requires at least STS Pilot Rank 2. Launch the HST to an orbit of your choice and deploy and assemble it; afterwards, deorbit and land. Land anywhere you want. STS Commander - Rank 3 Requires STS Commander Rank 2. Launch the HST to a 550+km circular orbit inclined at 25-30 degrees and assemble it. After deployment, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-4/4R (Temporary photo only - final photo will be selected from first entries) This'll be the most daring mission so far - first, you must launch a single shuttle to orbit, then send another shuttle to rescue it. See this article for technical details of the IRL proposed STS-107 rescue. Note: It is recommended to use an Mk3 Fuselage-based shuttle for this mission. Subassemblies Required (OPTIONAL - Requires CRG-100 Cargo Bay) STS-107 SpaceHab Module - by inigma (Used on the first shuttle) (Recommended - Requires at least a CRG-50 Cargo Bay) STS Operations Module - by inigma (Provides 4 extra seats) Badges Available STS PIlot - Rank 4 Launch your first space shuttle into a 200+km orbit with a minimum of 4 crew, then send up your second shuttle to rendezvous with it and rescue its crew before coming in to land anywhere you wish. STS Commander - Rank 4 Launch your first space shuttle into an 350+km orbit with 6 crew at an inclination of 25-30 degrees, then send your second shuttle to rendezvous with it and rescue its crew. Land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-5-7 Your mission here is to build a 4 module space station with your space shuttle. Your space station must have: A service module with RCS, engines, and reaction wheels A habitation module 2 scientific modules Badges Avaliable STS Pilot - Rank 5 Assemble your space station above 150km. After each mission, you may land anywhere you want. STS Commander - Rank 4 Assemble your space station above 300km. After each mission, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. Special Badges Sometimes, people deserve recognition in ways that the normal badges can't reflect. Here are the special badges. Astronaut Badge This badge is given to anyone who has completed any of the above missions with a shuttle built by another person. Mission Specialist Badge This badge is given to anyone who has completed any of the above missions with a shuttle which uses modded parts (No badge yet; pending finalization of badge design) Skunkworks Badge This badge is given to people who have submitted especially unique and outstanding designs which abide by the given definition of a space shuttle. Skunkworks badge holders are still eligible for the above mission badges. The full list of Skunkworks badge holders is as follows: @Foxster - What sets this entry apart is the way it's built. It's the first inline shuttle in this challenge and can lift either a small amount of cargo or (possibly) 4 Kerbals to orbit. Architect Badge (Temporary badge; new one being designed) This badge is only given to those who have contributed a lot of quality content to the challenge in invaluable ways. The full list of Architect badge holders is as follows: FCISuperGuy - Challenge Creator @inigma - Original Challenge Creator/Manager, Builder of highly-capable STS Space Shuttle and numerous STS-related subassemblies @Speeding Mullet - Temporary challenge admin for a period of 4 months, helped significantly during a period of time (still ongoing) where FCISuperGuy was unable to administer challenge If you feel that someone has contributed much to this challenge, feel free to nominate them for consideration to receive the Architect Badge.
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The OP has been reformatted for IPS4. Yay for the new forums! Anyway, I'm still recruiting test pilots! There are 2 openings. If you want the job, send me this information: Time you will be free (in both your own time zone and GMT+8) Experience as a test pilot/engineer (on the forums - please send links if possible) Other reasons why you should get the job The deadline is Sunday, the 13th of December. I may release KTS-4 within that time period. Once the deadline arrives, the candidates chosen will get a PM with more information and instructions, as well as (most likely) the latest prototype version of the KTS.
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Good news everyone - KTS-4 is almost ready for release! All the major changes are done, and all I need to do is test it to determine the optimal reentry profile - which brings me to the point of this post. I'm recruiting test pilots to test prototypes of the newest KTS releases! If you're interested, send me a PM and include reasons why you think you should get the job, as well as experience (stuff on the forums that you helped with).
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How long have you kept a vehicle design?
mythic_fci replied to DunaRocketeer's topic in KSP1 Discussion
I almost never keep a design; however, since 0.18 I've used an orange tank and a Mainsail with SRBs strapped on as my 1st stage and a 2nd stage with either a Poodle or a Skipper for light to medium payloads. Nowadays, I use my KTS (a space shuttle analogue - avaliable for DL at the spacecraft exchange!) for most payloads though, mainly because I'm constructing a station and an interplanetary ship (to Duna). -
Now that is one way to make a space station. Nice job!
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[quote name='SchweinAero']This is a good idea. If memory serves, there is a mod called "Trajectories" which does something similar. I don't think it draws orbits, though, as drawing in space is troublesome. What body should the completed path be drawn relative to? If it's relative to Kerbin, it won't hit the Mün most of the time. If it's relative to Mün, it won't hit Kerbin most of the time. If it's relative to the Sun, it will be left behind pretty fast. If it's anchored to Kerbin but rotates to track the Mün, it will work with Mün, but not Minmus or any planet.[/QUOTE] Not really. Trajectories plots the course of an aerobraking or reentering spacecraft while taking into account the rotation of the planet and atmospheric drag. Anyway, back to the point - this would actually be a good idea to implement; however, it would be pretty hard, considering how you'd have to record the orbital position of every ship, moon, and planet for it to work right. Perhaps a good method would be to use a 2D video which would be exported to mp4 format.
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I prefer non-MechJeb so as to keep my hand-flying skills fresh. However, I respect MechJeb as a learning tool. Hell, I used it to get my skill level to where it is now, starting off with full autopilot, then progressing to MechJeb making the nodes and me executing them by hand, then to me doing everything. It felt really gratifying to finally be able to dock with a station or head to the Mun on my own ;) Nowadays I still have MJ installed, but I usually use KER for Delta-V info and KAC to time my burns. I'll occasionally break out MechJeb for interplanetary spacecraft so I don't need to plot and/or sit through a 10-minute burn to Jool or Eeloo.
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How 'environmentally conscious' are you?
mythic_fci replied to mangekyou-sama's topic in KSP1 Discussion
I usually don't care a lot. Hell, my KTS just drops three huge empty tubes of metal onto Kerbin with no regard to the environment whatsoever. However, I usually try to ditch my stuff into the ocean when possible; if not (ex. a Munar transfer stage), I try to either crash it somewhere (the Mun) or let it fly out into a distant solar orbit. -
[quote name='metl']You are having better luck than me then. I run with roughly 35 mods (mostly plugins like KER, KAS and KIS.) I can't run many visual enhancements or I hit the memory limit within one or two flights and crash out, EVE is out of the question. With OpenGL I can use EVE and a few others also, but then I have a weird bug in the tracking station where nothing is in the right place and scrolling causes everything to move, but otherwise OpenGL runs smooth. If anyone knows a fix for that, I would be grateful. So memory improvements? Not really unless running stock.[/QUOTE] I run Active Texture Management. Really helps when running several memory-intensive mods. I don't use OpenGL and I don't plan to.