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KSP2 Release Notes
Everything posted by Tw1
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Totally random: Anyone done the math for...
Tw1 replied to troyn123's topic in KSP1 Gameplay Questions and Tutorials
Remember, Delta V just means change in velocity. It's not the same as energy. -
The main thing I want to save from my save, are my favourite kerbals. I hope there's a way.
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Most attractive celestial body from low orbit?
Tw1 replied to Jack the Kerbonaut's topic in KSP1 Discussion
Previously, I'd've said the Mun, because I've spent a fair amount of time orbiting that really close. But Lathe is also a great one, it has a great balance between strangeness and familiar. Pics, cause I am a visual thinker. -
...And liquid Mercury isn't purple. But that doesn't mean it may not contain levels of mercury. I like the iodine theory. That stuff stains, so if that's going 'round in the atmosphere and rain, most things would end up purple. Nova said on some thread that the chart was out of date, so we can't rely on that any more.
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If Squad stopped KSP development tomorrow would you be happy with the game?
Tw1 replied to dazhat's topic in KSP1 Discussion
I picked no, only because I'd always know that there were more planets to be made, more systems to be optimised, etc. But only sightly unhappy, it's a very good game. But the game would keep it's place in the "I'll always come back" pile, like Simcity, or Age of Empires. -
It's working for me was well. Sincerely, Someone other than me because I really should be asleep. P.S don't mind us, we're just being silly. Hope your problem gets sorted out.
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EVA Kerbal Planetscraping Challenge
Tw1 replied to Dweeb of Kerbin's topic in KSP1 Challenges & Mission ideas
Shadow. Damn. I knew I'd forgot something. -
There have been a few like this challenge. Does it matter if we use separate vehicles to get there and back? If not, I can do it very fast.
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You Will Not Go To Space Today - Post your fails here!
Tw1 replied to Mastodon's topic in KSP1 Discussion
Not quite Apollo style... And then my orbit didn't show up... -
[1.0]Vanguard Technologies | EVA parachutes | still works
Tw1 replied to Kreuzung's topic in KSP1 Mod Releases
I had a problem like this earlier, that was fixed my making sure the mod was installed with exactly the file structure it came with. Maybe that could be what's happened here. Doesn't make for happy kerbals... -
It takes a little practise. I'll describe my technique. I use protractor and Kerbal alarm clock, which makes timing a little easier. I launch the whole thing, and complete any docking several days before the window. This gives a good margin for error. Then, I do a burn at the ideal point, stating about 5 degrees before, and ending about 5 degrees after, give or take. Before long, that point becomes the periapsis. The trick is to use the time until periapsis to time when you do the final burn. Watch that, and the time to the ideal alignment carefully. Normally, the perfect transfer time and the time you arrive at the burn point are of by a bit, but it's still close enough to be accurate. I didn't do any KSP today. But a while back, I mentioned that IRL, I did a "grand tour" of the world's largest scale model of the solar system. So here is a pic of that. The Siding Springs observatory is 38 million times smaller than the sun, and set the scale for the rest of the model, which is centred on it. Some of the planets are a little burnt, from the last bushfire.
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It's very ambitious. Some places, like Eve and Tylo, require very specialised landers You may not be able to land and mine there very easy. Pack a heap of delta V, but you can always use gravity slingshots if you're clever, and very patient. My other tip is cut any components that aren't benefiting you much. Don't overburden your computer, and turn your trip into a big laggy slide show. Good luck, and welcome to the forums!
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This would explain how apart from in some mod parts, the never seem to touch the controls. I "fixed" it.
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So, as you may have read in the weekly, there is a chance Harvester may pull of a save file converter, that may save some craft from peoples' saves. But there is still a new space centre that needs a story, so this will continue as planned. When 0.21 comes out.
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[1.0]Vanguard Technologies | EVA parachutes | still works
Tw1 replied to Kreuzung's topic in KSP1 Mod Releases
That sounds like an idea! And that could save Kreuzung from needing to create a mechanism that saves parachutes with non-eva'd kerbals. Maybe it'd be good to have it work for kerbals on external sets, they get a parachute whenever they leave, and give it up when they sit. -
Periapsis kicks. Break your burn up into several done in the same spot over several orbits. More efficient too.
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One thing I find is it tends to be too obsessed with precision. I'd rather be a few mm/s of the target speed than have it drain the batteries on my solar powered rover. I love the new landing guidance though. I wish that panel was the one that kept its functions on. It's very useful for landing things manually, but accurately. The new ascent guidance, which often seems of but still auto-stages, etc, is many accidents waiting to happen.
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Here, we have a nice hot Christmas. Snow and stuff really have nothing to do with what's actually being celebrated. It just happened to be that northern hemisphere people chose the date, and wanted something to cheer them up in the cold of winter. I did have a white Christmas once though, and it was.... very cool.
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Mods + stock. Dalek. All the rest seem simple in comparison to Giggleplex777's crazy stuff. But I'll offer my good old starfighter. Flies like a sci-fi ship with a bit of practise. Maybe... the lucky infiniglider? Infiniglides infinitely if everything is exactly right. I left it, and it did 35000 km. Space Opera House! Performing arts and science fiction! Just 4 hours away! *we provide transport, as long as you pay upfront. Edit: Remembered that this wouldn't count, as I save file edited the sails section into orbit. Woops. Oh well, I'm still going to leave it here. And a post like this would not be compete without the 52 mainsail monster cannon. Throws a willing kerbal 17 km into the atmosphere. EVA parachutes mod recommended. As for my vote, I go with the humanoid walking thingy.
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The hemispheres are windows from lack lustre labs, and the dome is Thor's heat shield from the Thor probe. The weapon is a sunbeam laser, the neck section is a procedural fairings base. Black lines are novapunch struts, there are some mechjeb packs on there, and infernal/damned robotics makes the head swivel. There are some larger RTGs from the hybrid ion pack inside, and last, but very essential, lots of little dummy weight parts to prevent the whole thing from tipping over. So quite a few. It's good fun. But you don't want to hit space accidentally. Unless you've already crashed.
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Ker-Bull Air Race (New Update to Better Gates)
Tw1 replied to Darren9's topic in KSP1 Challenges & Mission ideas
This challenge looks awesome! Tempted to try this in my mainsail plane, but it's probably not manoeuvrable enough. And it only flies for about 60 seconds. -
Seeing as this was technically a challenge, this is what I did with it: 1: Launch it from KSC. Jeb, Bob and Bill, the most famous kerbalnaughts ever, were tasked with testing a rocket from another space program, which had been having a few problems with their launch site. Jeb: "Is this thing even moving? I can hardly feel it. Where's my acceleration?" Bob: "This is how spaceflight should be." I had added two parts- kerbal engineer for some delta V stats, and an RTG for power, I use a life support mod that needs it. 2. Go to the Mun. Got it into a nice low orbit for landing. Then detached a lander which had Jeb in it. 3. Land on the Mun and return to orbit. As Scarecrow88 said, the landers are hard to keep steady. But Jeb likes a challenge. Wreasling the controls to keep the lander pointing the right way, Jeb slowly decreased the horizontal velocity, then the vertical velocity.. And landed. ...In a rock. Yeah. Jeb hoped out to confirm that he had in fact landed. 16 hours later, a Minmus transfer window would open. At that time, Jeb returned to space, rendezvoused with the ship, then Eva'd across. That lander would be left in Mun orbit. 4. Land on Minmus. Despite looking very lopsided, the vessel had enough torque to hold its course during its transfer, correction, and capture burns. They ended up in a low orbit around Minmus. This would be Bill's turn. As it requires very little thrust to land on Minmus, controlling the lander was easier. Bill set it down in a place he later named Synapse Saddle, after the ship. 18 hours of science and skiing (mostly skiing) later, it was time to return. 5. Return to Kerbin!? Seeing as all the parachutes were on the landers, which had been left behind, and there definitely wasn't the TWR to attempt a powered landing, the three had a slight problem. But this problem had a solution. A day or so later, they rendezvoused with a shuttle KSC had put in orbit remotely. After EVAing across with the ship's memory banks and the rock samples, it was time to make the deorbit burn. The Synapse-Eden 1 was to be left in Kerbin orbit indefinitely. Jeb: "Wasn't too bad a ship" Said Jeb, as they set up the burn with the shuttle's advanced telemetry. 20 minutes later, they would be back at KSC. The landing overshot the space centre slightly, but there was enough fuel to turn around and head back. Bumping over the runway at 12m/s, they parked next to the launch pad. There, they posed next to the launch clamps that had held the rocket that took them into the sky 5 days, 1 hour, and 45 minutes earlier. As I said earlier, it's a pretty capable craft, and should get you to Jool, and if you areobrake right, getting to Laythe should go fine. Accurate landing may be tricky, but kerbals can swim, right? That's your delta V carrying both landers. Should be plenty.
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Here it is, in a 70 x 71 Kerbin parking orbit: https://www.dropbox.com/s/5scoxujaktojud5/persistent.sfs I made one small change before launch, to make better use of the aerospike boosters. No idea how long it is until a Jool window though.