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Everything posted by roosterr
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Modding KSP making 3D game models?Is it worth the trouble?
roosterr replied to Cloakedwand72's topic in KSP1 Discussion
In the 21st century, you can achieve excellence without a college degree. -
Brilliant thread. Rutan Boomerang comes to mind...
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If you dont like one dish on a broom stick, then you are gonna hate four, like on the apollo service module. Me, I think they are fine.
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Use the sub reddit page here: https://www.reddit.com/r/kos It seems more active than the KSP forum for KOS. - - - Updated - - - Well, I take some of that back. Although the sub reddit page is a great place, and the devs are very active there as well, I did not know until I saw the link posted above by ZIW that there is another KOS thread on the KSP forums for v.17.2, and it appears to be very active, which is great. Although the reddit page is broken down into a more organized system for answering questions.
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Do you like the new Aerodynamic system in the game?
roosterr replied to Dspan_000's topic in KSP1 Discussion
The COM/COL indicators in the VAB now mean something. It wasnt until I started using FAR that I had to actually use them (I always like to build clean rocket looking rockets). Now with the new aero system (or FAR) you actually have to follow those fundamental rules of rocket science. To me challenging == fun. Being able to build things that would not fly in real life is not interesting to me. -
CKAN might help ease your pain: https://github.com/KSP-CKAN/CKAN
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I just want to build, fly, and dream. Now I can program with kOS and that adds a whole nother layer to KSP, that has changed my world. Career mode hampers all of the above. I will say that I get the concept that career mode is a great way to introduce new player to all the parts. I have been playing since .15, and now there are more than double the parts. I am sure the newb would be a bit overwhelmed without career mode to break them in.
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This is the first time in a long time that I have not used FAR. I also now use KOS to script my launches to orbit. I brought my most recent .90 ship and my KOS scripts over into 1.0 an hour ago. I was expecting that that I would not get the same behavior with my launch-to-orbit and circularize script. But it was not the case. Its as if nothing happened. Kudos, squad!
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Even the simplest rockets flip over!
roosterr replied to giltirn's topic in KSP1 Gameplay Questions and Tutorials
I started using FAR about a year ago, and went through this same thing. The tanks drain from top to bottom, which lowers your center of mass. And of course you want to keep your COM high, so staging helps with this because you will then drain the bottom tanks first. You can also put a decoupler (and disable it in the VAB) directly above your booster engines, cutting them off from the fuels tanks, then run a fuel line from the engines to the high tank. I know this sounds counter-intuitive but that will pull the fuel up and drain the lower tank first, keeping your COM in check and even raise it. Then MaxQ (max aerodynamic pressure) comes into play. You gotta keep it slower in the thicker atmosphere, then hammer the throttle as you get to the higher altitudes. Sometimes an extra SAS module will help a lot too. Funny thing, after a year of FAR, haven't flipped a rocket in a long long time, and dont even think about it. it is second nature to build and fly them stable now. You will get there. - - - Updated - - - You need to bring the center of pressure lower than that. -
Its either thats it, or maybe Harvester wants to add an occasional Alien pop out of the chest of an unsuspecting kerbal from time to time. Id pay for that.
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G-Forces that will squish the kerbals in their seats, or make funny faces or something. Because currently there is a g force meter, but it really does nothing for game-play and hardly ever spikes into the red. It just seems unfinished.
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AND to answer my own question, I did finally find what I was looking for: "MISSIONTIME", round(missiontime) will do it all for me or anyone else wondering. Oh well, building my own Time+ script was fun too.
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Best COMEDY CHANNEL,
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Well, I came up with my own little function to do this. function plusTime { set tplus to time. when 0=0 then { set tplus1 to time - tplus. print tplus1 +"+Sec." at (20,20). preserve. } } run plusTime(). It only displays seconds, but I really dont need it to display the time. All i need is to keep time during the launch script so I can print some telemetry data at certain intervals.
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First off THANK YOU for keeping KOS alive. I am trying to create a T+ launch time variable that I can trigger events (like if T+ = 00:01:30, then { // do something} ). I found the TIME system variable but it holds the overall game time since I put my first ship in the air, and the timespan structure that I have not had much success in using. Is there already a T+ timer built in, as it does already show in the top-right of the KSP launch window, it would be very cool to tap that. Thanks
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Condolences to Elon Musk, we have all been there
roosterr replied to Rocket Farmer's topic in The Lounge
Also note how the ass end gets blown downwind as soon as the landing legs (sails) get deployed, and the stabilization takes over in an attempt to recover, which is almost did. -
You are very wrong about the cost: http://www.airspacemag.com/space/is-spacex-changing-the-rocket-equation-132285884/?no-ist - - - Updated - - - If you are talking about my post, that wasnt a fail, that was intentional, i do that to draw in trolls, and then clean it up within 1 minute of my supposed blundered post. Looks like my little plan worked.
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I would bet money that Elon Musk would be cool with sending Jeb up on a Dragon capsule, what could it weigh? He sent a round of cheese up for the hell of it one time, much heavier then say a stuffed Jeb doll. Plus Mr. Musk is fond of STEM education, what a better way to sell that to kids. The SpaceX price is now less than 2500 per pound ELON, you out there????!!!!!! Hello!!!! READ This!
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Condolences to Elon Musk, we have all been there
roosterr replied to Rocket Farmer's topic in The Lounge
Notice how breezy it is, as a seasoned sailor I can tell you, by the looks of those white caps it was blowing a bit above 15 knots. Then notice when it looked like it had touched down, the RCS was going hard against the wind direction. As were the vectored thrust before it touched down. If there had been no wind, this one may have landed. MORE RCS please.! -
You should buy it yesterday.
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I've been playing since 0.15. I am a middle school teacher. I remember asking students when I first started playing if they have heard it, the answer was far more than no, because my description of it to people only puzzled them and then I was written off as a kook (I am used to that ;-P ). I get a new group of students every quarter (I teach an elective), and ask them nowadays, and usually about 25% pr more of the students have heard of it, seen it and at least 10% own it. I am their coolest teacher now. It has been great to see this thing grow. BTW, on that note, I am getting heavily into Kerbal OS, its a whole nother game now.
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Excellent point and experiment. Most folks dont realize that the Apollo command module did just as you describe. Its descent path had to be altered like a roller coaster as it reentered earths atmosphere, so it would have enough space to slow down to a reasonable speed without too many G's on the astronauts. So they did "steer" the capsule with subtle rolls allowing the off-center COM to angle the heat shield in such a way to create lift, so it could rise and descend like a zig zag maneuver to bleed off speed. They will likely do the same with the Orion capsule I imagine.
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.... built in telemetry data like what you find in Kerbal Engineer and mechjeb, delta-v stats, TWR, launch phase angles, escape angles, etc. Just number data is fine, no need for fancy arcade-like tools.