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vidboi

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Everything posted by vidboi

  1. MEV Cassiopeia (top) and MEV Cepheus (bottom) rendezvous in low Kerbin orbit before heading to Duna. After the 3-kerbal crew of commander Macley, pilot Jenbrett and specialist Patkin boarded the Cassiopeia, their light orbiter was docked on the Cepheus' cargo hold for transport.
  2. MEV Cassiopeia prepares for its maiden voyage.
  3. Yet another really nice replica. I could spend ages looking for all the little details, it's great!
  4. The trusty old cubic octagonal strut for me. Still the best solution for attaching anything anywhere!
  5. You could try 8 mk1 lander cans like so: The pods are separated by clipped octagonal struts to make them flush. It even has spaces for assisted landing rockets now that I look at it. I might use this design myself actually, not that I have anything that requires landing 8 crew... EDIT: works too to boot
  6. It's probably a problem with engineer (which broke with the newest version). If it was game wide there'd be a lot more wrong than just the numbers...
  7. From what I've heard the landing legs have been tweaked so that they no longer crumple like that. Only way to be sure though is to test them out!
  8. The solid colour is what you will get for the return/transmission of that data. The darker colour represents the maximum limit you can get from returning/transmitting that data multiple times. The grey part of the bar is what you can't get/have previously got. You can increase the amount that you can get using the lab module (reducing the amount of grey). Note that after transmitting the maximum amount of data possible you can still collect all the science remaining from returning the data.
  9. And we have lift-off of the MSO-IV, first and foremost of the new version. It's new hybrid boosters pack quite a punch! Awesome!
  10. Testing the assembly of a new space station on the launchpad: After some slight tweaks (docking ports being blocked by solar panels etc) everything looks good. In all it comes in at under 300 parts which isn't too bad, and the first module is already in orbit.
  11. If you put intakes on your craft before the engines then due to the order in which the craft game updates the amount of a resource then you'll run out at 0 instead of 0.07 (for stock jets). It has no actual effect on gameplay, but is quite handy for seeing how much intakeair you have left more accurately.
  12. This isn't true at all, repetition of experiments under the same conditions is one of the key requirements of the scientific method. It's what reliability depends upon.
  13. This is the main reason against using nuclear engines. The proposed nuclear replacement for the S-IVB would require the power output of a large nuclear power station. Imagine what would happen if there was a launch failure: we're talking about a nuclear disaster that makes Chernobyl look small time. Also, in terms of the game, it's all just a matter of balance. LV-Ns are powerful enough as they are.
  14. Not at all - from this week's Daily Kerbal: "Mike (Mu): Finished off the SpeedRefactor (performance boost) branch and got it ready to merge into the main branch. Since then I’ve been designing the new user interface for parts and modules to use in the VAB, SPH and flight scenes. This will give us and mod makers more options to create more interesting interfaces and enables the fabled ‘tweekables’ in the editor scenes." Tweakables should be in v0.23!
  15. You could have a go at doing something awesome with planes for a change from rockets
  16. Probably the old ASAS (as iirc those videos are quite old). Luckily that's now built in to all the capsules and probes so it's no longer needed.
  17. With aircraft on the runway changing to chase cam mode without moving the camera angle before should put the camera behind the aircraft (the view moves round when you engage chase cam)
  18. My only guess would be that you're landing gear are very closer together giving you basically no roll stability which will cause veering. I've built similar planes in v0.22 that work perfectly.
  19. Just look at the thrust vector. When you're running the jet engine you'll get a massive pitching moment forwards, making it pretty much impossible to pull up, if stay in level flight at that! The engine on a pylon system really doesn't work. KSP jet engines have very high thrust compared to real engines (those german designs had engines capable of about 6kN...) so you're never going to be able to get the control authority to counteract that.
  20. Well I just discovered that the polar ice cap on Kerbin is 32m high ...whilst trying to do a science probe air-drop from 20m ASL. That ended badly for poor Donton...
  21. That made very little sense, but I guess you mean "would a physicist be appalled by the unrealistic modelling used in this game?" In fact, KSP is a really good model. Of course it doesn't use n-body approximations, but that's not actually that important and for the purpose of the KSP model using such approximations would likely make it less accurate. For it's purpose, it's a very good model. Currently sat in a thermodynamics lecture discussing adiabatic systems
  22. Congratulations, you managed to fail at failing the challenge... p.s. Are you even using the current version of the game? (v0.21.1)
  23. I would advise against using 4 GB tuning, as it may disable hardware acceleration and make everything slower. Your CPU is pretty good and doesn't really need replacing, and integrated graphics doesn't cause KSP any real problems. Essentially you'd be better off reinstalling Windows 7 as the 64-bit version (backing up everything so it can all be reinstalled).
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