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Everything posted by RocketPilot573
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Landing on Tylo - DV?
RocketPilot573 replied to RocketBlam's topic in KSP1 Gameplay Questions and Tutorials
Your Delta-V looks fine to me (should be enough to both and and takeoff. However, you TwR is wayyyyyy to low. Tylo has a gravity of .8 G, so to liftoff you will need at least a Kerbin TwR of 0.8. But that still wont cut it (Tylo is hard), so I recommend at LEAST 1.5 (preferably more). Basically, get the TwR as high as you can manage without losing that Delta-V. Also, having a very low TwR will actually increase the required Delta-V to land/takeoff (because you'll spend more time and fuel "fighting gravity"), so that's why it seemed that your ship didn't have enough fuel. -
Who else has had this brilliant idea?
RocketPilot573 replied to DoctorCruz's topic in KSP1 Discussion
I'm gonna land one at my Minmus Base for SCIENCE! (No, not actually on the base)(<-Though, that would be an interesting experiment) -
Squadcast Q&A: Transcript request please!
RocketPilot573 replied to Whackjob's topic in KSP Fan Works
Well apparently not anymore... (I think that they're adding a few "required" things from .24 for the NASA update) -
Squadcast Q&A: Transcript request please!
RocketPilot573 replied to Whackjob's topic in KSP Fan Works
Yea! I Want to be able to put that Ike Anomaly dot on my ribbon again (I restarted my ribbons in .22). -
Squadcast Q&A: Transcript request please!
RocketPilot573 replied to Whackjob's topic in KSP Fan Works
The Asteroid Pack is no longer a "pack," instead it will be a normal game update that will come before .24 -
I land my planes my own way!
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Show off your awesome KSP pictures!
RocketPilot573 replied to NuclearWarfare's topic in KSP Fan Works
Oops... -
What style do you want the SLS parts to be?
RocketPilot573 replied to Comrade Jenkens's topic in KSP1 Discussion
I think it should be a mix, it's doesn't need to have a NASA logo on it, but I think it should be painted like the SLS (white and grey). The current 2.5 meter parts are just ugly, as if they aren't painted at all (and they probably aren't). -
Any news on when 0.24 is coming out?
RocketPilot573 replied to thereaverofdarkness's topic in KSP1 Discussion
Interestingly, they've been saying things such as "soon" or "very soon" or even "very, very soon." I guess it's not "Soonâ„¢" this time. -
Kurtjmac! He's in the credits for a reason...
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I am in an escape trajectory out of KSP...
RocketPilot573 replied to Commissioner Tadpole's topic in KSP1 Discussion
Yep, that mission pack and .24 should fix this. -
The key to making a stable shuttle is having the center of thrust point through the center of mass, and that's really all I can say... There's a link in my sig to a shuttle that I made, all stock. It's cargo bay should be able to fit station sized parts.
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So... What's the "cave-like underground formation on Tylo"?
RocketPilot573 replied to Cesrate's topic in KSP1 Discussion
I last checked it in .22. So no, changing the terrain setting wont do anything, as it's several hundred meters underground now... -
[WEB APP] Ribbon Generator [1.1.2] [ABANDONED]
RocketPilot573 replied to Moustachauve's topic in KSP1 Tools and Applications
lol, I was just wondering why my ribbons aren't showing... I'll try putting it on imgur. -
My SAS gave up! Bug or not?
RocketPilot573 replied to RocketPilot573's topic in KSP1 Gameplay Questions and Tutorials
Hey look, my thread is back from the dead! Um, this has kinda improved in .23, spacecraft and rockets are fine, but planes, especially SSTOs, are still hard to fly. Also, there are still numerous phantom rotation bugs, and the SAS no longer holds other axis when turning the ship on one axis (it did that in .21). But whatever, these things will probably take many updates to be resolved... -
Thanks for the replies and rep! You guys are awesome. Also, is anyone else having issues with the booster separation? It was working fine yesterday, but now the SRB's just smash into the wings... I've tried countless new Sepratron positions, but it's a no-go. Now I'm to the point where the sheer amount of separators instantly overheats the orbiter... But don't worry, I'll update the download once I find a fix.
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Huh, I thought the NASA pack needed "core game modifications" and would thus require .24... So, before then?
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Poseidon STS Basically, it's a fully stock, fully functional space shuttle, with a 2.5 meter capable cargo bay with working doors. DOWNLOAD (CurseForge) Place in VAB Stats: Cargo Size: 2.5 Meter Cargo Capacity: 10 tons Crew Capacity: 3 Boosters: Solid/Liquid Fuel Hybrid Rocket OMS: 2 909 Engines Information: Explaining everything about this craft is rather difficult, so I will just tell you the basics on how to fly it: First the engines, each booster includes 6 Rockomax SRBs and 1 Skipper engine. The external fuel tank has 1 Skipper and 2 Aerospikes. The external fuel tank engines will need to be manually controlled during the flight. The Poseidon Orbiter has 4 LV-T45 engines, the upper 2 have a tweaked thrust of 77%, this thrust setting is meant for an empty cargo bay, so I highly recommend increasing this when lifting a heavy payload. During launch, let the SAS do the flying, it is very important to watch the pitch indicator. As the rocket becomes unbalanced (as it drains fuel), the SAS will compensate with pitch input. Basically, when the pitch indicator nears full pitch, the SAS is basically saying: "I can't hold it much longer, do something!" This is when you need to do something with the engines (throttle down, toggle off/on, etc), the action groups will be covered in the launch instructions. Now some info on the cargo bay: The doors work by undocking from the shuttle, but they are held in place by some structural things, so hey shouldn't float away (hopefully). Once undocked, you can switch focus to them ([/]), and then open/close them with the yaw controls. Since they are now separate crafts, DO NOT timewarp, exit to the KSC Menu, focus on a craft over 2.5 Km away, etc. Close them first. When closing the doors, simply rotate them back to the docking ports. Note that there are docking ports in BOTH the front and back of each door. Sometimes the back ports may not dock, if this happens, try opening and closing them again. Leaving the door's SAS off seems to help with this. Action Groups: 1: Toggle OMS thrusters 2: Toggle orbiter main engines 3: Undock cargo bay doors (needs to be pressed twice to fully undock) 4: Toggle external fuel tank aerospikes 5: Toggle upper 2 orbiter main engines (not usually used, only for emergencies) Abort: What abort? Launch Instructions: 1) Set upper 2 LV-T45s to appropriate thrust setting. 2) Make sure payload is secure. 3) Throttle up, when throttle reaches 50%, press "space" to active main engines. 4) At 100% throttle, press "space" again to launch! 5) At 200 m, do a roll program (roll shuttle so "up" is east/whatever direction you're launching in). 6) When the shuttle starts to pitch up too much, tweak the ET's (external fuel tank) Skipper to a lower thrust. 7) When the SRB's cut out, QUICKLY throttle the skipper to full, and press "4" to active the aerospikes. 8) At 10Km, begin gravity turn, reach 45 degrees by 15Km. 9) Note that when the SRB's liquid fuel is drained, the booster skippers will NOT cut out, instead, drop the boosters when the uppermost fuel tank of the ET begins to drain. 10) As the ET drain it's fuel, throttle down the skipper to compensate, yes, this will eventually reach 0% thrust. 11) When the apoapsis is 30 Km, pitch to 50 degrees (from vertical). 12) When the apoapsis is 40 Km, pitch to 60 degrees. 13) When the apoapsis is 55 Km, pitch to 85 degrees. 14) When the periapsis is about to become 20 Km, jettison the external fuel tank (if you haven't already). 15) Press "1"to toggle OMS, now powered by liquid fuel and oxidizer. 16) Orbit! Do whatever you want now. Landing: 1) Deorbit on the opposite of Kerbin from KSC. 2) During re-entry, maneuver the shuttle to land at KSC 3) Once the flames stop, pitch down to 45 degrees (A VERRRRY steep descent path) (Blame KSP's terrible aerodynamic model for that). Basically, dive toward the runway. 4) If night, turn on the landing lights. 5) About 100 meters above ground, PULL UP! If this is done correctly, you should touch down at about 55 m/s, and not crash. If done incorrectly, expect lots of explosions. New OMS:
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I have done a few things to my setting file: Patched Conic Mode = 2 Patched Conic Limit = 5 Water Lag = Removed on Laythe and Kerbin
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Wait, does Kethane seriously have this? I haven't used that mod in a while, maybe I should get it again. *also evil laughs*