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Krizzen

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Everything posted by Krizzen

  1. Yes, the Atlas... *ahem* Skipper, is awesome because it has better ISP than the Mainsail and a respectable TWR. I get the most out of it when replacing a few mainsails my first stages where mainsails just put out way too much thrust and must be throttled back.
  2. I have a station in Kerbostationary orbit, AP/PE of 2,868.75 km. It's not the most interesting view since the station is so far away and can only see one part of Kerbin forever, but it's really cool! I'd recommend an altitude of no less than 80k because doing a few docking maneuvers at about 70k or 75k might end up being enough force to push part of the orbit in the atmosphere, then your whole station will come crashing down. Around 100k is usually a great spot, though you might want to push to 150k so you'll be able to time warp faster if you'd like.
  3. If you are playing 0.20, you are playing the latest experimental public release. Personally, I don't see this is much of an issue. Squad is usually quick to rectify game breaking release bugs they didn't catch before pushing the build to the public. I don't use the Steam version, but I can imagine that *might* be a problem if it auto updates. I think the best way to manage KSP versions right now is to make a new folder for each new build and copy over what you want to keep and what is compatible. This allows you to go back to older, potentially more stable builds. Anyway, bugs are inevitable. The game is still heavily under development. No one releases bug free alphas/betas ever.
  4. This brings up an important question: Is it possible to convert ships/saves with KSPX parts to new stock parts that are compatible?
  5. You can place all your custom flags in your own folder instead of KSP\GameData\Squad\Flags Just make your own folder and drop your flags in it, like KSP\GameData\Krizzen\Flags\Jool Mission.png Also, if you download some flags, you could make a separate folder and call it "DownloadedFlags" The new directory structure and loading system rocks! Keeps everything neat and tidy!
  6. It has some form of n-body physics, yes. We'll never get n-body physics for KSP because: - It would be way to CPU intensive - The math required is ridiculously complex. - Implementing (and deriving) n-body equations would take away a lot of time from more pressing issues - Modifying the maneuver node system to account for n-body physics would be mind-bogglingly complex - All of this would result in crappy n-body orbits (unintuitive, but realistic orbits; play Orbiter if you want to be totally annoyed about orbits that always change, space stations that require maintenance burns, and generally crappy orbits) - Mod makers may have a very hard time dealing with the physics (i.e. no more MechJeb autopilot) Probably the only actual benefit would be Lagrange points and a fancy "Realistic N-body physics simulation!" slapped on marketing material. In the name of fun, I'll take the current orbital physics any day!
  7. SSTO: A single-stage-to-orbit (or SSTO) vehicle reaches orbit from the surface of a body without jettisoning hardware, expending only propellants and fluids. The term usually, but not exclusively, refers to reusable vehicles. I build these all the time. SSTO spaceplanes are a different story.
  8. I'd love to photoshop up a Delta-V map, but I'm not sure how to determine the values without actually flying to each body. If anyone would be willing to provide the Delta-Vs, I'll make a nice intuitive map!
  9. Try docking an L-shaped craft. The shifted CoM makes literally every input send the craft rotating and translating in a very unintuitive direction. I did this, and I recommend no one attempt it. You will pull out all your hair, guaranteed. Oh, and when you have a docking port misaligned, I think you can right-click and click "Control from Here" and it will re-orient your nav ball. Alternatively, you can place a pod of some sort aligned with the docking port in question.
  10. I think I overdid myself: A three part ISA MapSat mapper! I just want to say, ISA MapSat has breathed new life into the game. Using the mapping satellites to discover anomalies gives a real meaning to landers and rovers. Awesome stuff. (Launched with my first KW Rocketry rocket. Here it is with half the fairing removed.. The KW parts are nice to reduce part count, but feel a bit too different from stock parts. However, the fairings are really, really awesome!)
  11. This isn't the most ideal solution, but you could try lowering (or muting) the in-game sound and listening to some good music. It makes higher part count ships much more tolerable since you won't hear the sound skip, and... MUSIC!
  12. I agree with Vanamonde. The engines gimbaling add a lot of unnecessary force. In fact, I had a design similar to the original you posted. I had the same issues -- a few random rogue rockets. I don't think the orange tanks connect well to girders. I wish I could remember how I solved my issues exactly, but I think it involved a combination of different girder/decoupler configurations and fewer struts connected further to the extremes of the fuel tanks.
  13. Wow, wouldn't that be great? NASA + KSP = 1001% win. I could totally see KSP used as a fun educational tool, while still being the ridiculously fun game it is. I think such a partnership could actually propel KSP to Minecraft's level (comparatively).
  14. I really wish the dev blogs were easier to find. I know they're just a click away, but I've been visiting the forums for months and just now found them (Hint: Goto development forum, it's a stickied thread). They're so easy to miss, yet they're the heartbeat of KSP. I think a little more visibility would go a long way and totally prevent "KSP Dead?" style threads. Anyway, the dev blogs are great and deserve more visibility.
  15. Wow, this is really cool. I could *totally* see something like this further down the development pipeline as an alternative "Epic" career mode where you build ships to meet the requirements, and then use them in practice to achieve an ultimate goal. The whole idea would be to do exactly like Project BABYLON: Give players a general direction with some nice stepping stones along the way to achieve some "simple", difficult goals! Really awesome!
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