Troberg
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Rocketry Enthusiast
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reaching jool's moons in one go
Troberg replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
Done it. The beast was just above 8000 tons on the launchpad... Six landers, seven orbiting science satellites. Just remember to put the mothership in a very high orbit around Jool, say halfway out among the moons. I didn't, and wasted lots of fuel getting to the moons. Won't do it again. The ascent was a nice slideshow... -
Making a single launch mission that managed to deploy six satellites and six landers to the Jool system. I deployed one satellite around each moon and one around Jool, then landed on each of the moons, and used the sixth lander to crash into Jool, gathering science on the way down. All satellites and landers had a full set of science equipment a and everything needed to power it. The beast was over 7000 tons on the launch pad...
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An integrated mod manager, making adding and removing mods simpler. Sure, it's not that hard, but the mod manager could do additional stuff, such as checking for compatibility with other mods and the current KSP version. Just specify a mod format (say, a zip with the files, as well as a manifest file (which tells which file goes where, compatibility info, author info, link to forum thread, link to latest version (heck, perhaps the mod manager could do the download/update as well) and so on). Then, the mod manager handles everything. That would make it so much less a pain in the exhaust nozzle to upgrade to a new version of KSP. Now, if you have a bunch of mods, digging around to check for compatibility with the new version is a lot of work.
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How to launch from a moving plane?
Troberg replied to Mmmmyum's topic in KSP1 Gameplay Questions and Tutorials
I don't think so. I have my base as well, which I've deployed on Eve. That base is based on Hooligan Labs balloons. Basically, it's an airship base, which can drop off a smaller ground base, a bunch of rovers and a bunch of small airship rovers. These have been way out of 2.5 km of each other. -
How to launch from a moving plane?
Troberg replied to Mmmmyum's topic in KSP1 Gameplay Questions and Tutorials
Just put a control pod or cockpit on the plane, and that won't happen. I often launch multi-part missions like that. My current mission is a mission to Jool, with 6 unmanned probes which are intended to land on the five moons, with the sixth probe plunging into Jool, collecting data as it goes down. The drive stage is left as a science satellite in Jool orbit. Nothing docked in space, it was all launched in one launch. Works nicely, done two landings so far. -
I agree, MechJeb is not cheating. People play the game differently, I, for example, like the engineering aspects of the game, but don't care much for the actual manual flying. MechJeb allows me to play like that. I build great projects, huge bases, amazing interplanetary missions and so on, but I'm perfectly fine with MechJeb doing the flying for me.
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Um.......I'm Stuck (tech tree)
Troberg replied to RedKosmos's topic in KSP1 Gameplay Questions and Tutorials
Ah, then I'll scrap that plan for the moment (or do it anyway, because it's cool to shotgun a planet with probes). Or, maybe wait. I suspect biomes will appear in future versions. -
The best new lines from science you have found so far?
Troberg replied to michaelphoenix22's topic in KSP1 Discussion
Strange, when I had just landed on Ike, I saw a small shadow, about the size of a Kerbal head, zip past on the ground. At first, I thought it was the de-orbit stage, but it was nowhere near the right place for that. Possible easter egg or graphics bug? -
Um.......I'm Stuck (tech tree)
Troberg replied to RedKosmos's topic in KSP1 Gameplay Questions and Tutorials
One additional note: If you are doing an Eve mission, consider the possibility of making really minimal landing probes. I suspect you could do them at around 1.5 tons, science and all. They really just need chutes and enough engine/fuel to push them out of a low orbit. Then, just attach a bunch of them to your interplanetary drive stage, and when you arrive, make sure you get an inclined orbit (preferably polar). Then, it's just a matter of dropping off the probes on various places. You could easily get 6 or 8 such probes on your ship. -
Um.......I'm Stuck (tech tree)
Troberg replied to RedKosmos's topic in KSP1 Gameplay Questions and Tutorials
With that much of the tree unlocked, Duna and Eve should be a walk in the park if you make an unmanned mission. What I did was to make a rocket carrying two small unmanned probes on radial decouplers. Got into Duna orbit. Decoupled one probe and landed it on Duna (go in shallow for optimum aerobrake, use chutes, land on low terrain and you'll not need to spend much fuel). Decoupled the other and went to Ike, where I landed. Now, I had a satellite around Duna, a probe on the surface of Duna and a probe on the surface of Ike, all with a full set of science instruments. Make sure you remember to do science as you travel as well, then do science where they landed. I think my total payload for that mission was around 20 tons, lifter and interplanetary drive stage excluded. Not that much to launch. I think I'll tweak the probes a bit before Eve, making them rovers instead. That'll give me even more science. -
What did you name your first rocket?
Troberg replied to Spacewalking on Sunshine's topic in KSP1 Discussion
Firecracker. The next rocket was Lawndart. Then came Auger, and after that I started naming them Rocket 1, Lifter 1, Skybase 1 and so on, with number increments for new versions. -
I did a Mun landing (with return), a Minmus landing (with return) then sent an unmanned one way mission to Duna with three parts (one orbiting satellite, two small landing probes, for Duna and Ike). Not quite maxed out yet, but I plan to repeat the Duna mission on Eve and Gilly, and it will more than max out. Should be easier than Duna. The Duna mission alone brought me about 4000 science (just make sure you have all sensors and plenty of power).
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Tried both. Also, tried to not limit to terminal velocity (that's the reason for the 2000 ton lifter...), the idea being that more engine thrust would provide more powerful steering to gimbaling engines. The thing is, as long as it's vertical, it's fine. But, as soon as it tips over, even if just a little, it will continue to tip over into a tumble. (I've actually almost made orbit once, despite doing two full tumbles on the way up, but I didn't manage to get it into a stable heading for the circulization burn before the orbit declined...) For really heavy vessel, it would be really nice if it was possible to use ordinary engines for steering, instead of RCS. Just put a bunch of sideways poodles on the ship (or, if you are Whackjob level insane, mainsails ), and have the RCS system control them. Perhaps some talanted modder out there who feels inspired?
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My rocket is very tail-heavy, and has plenty of gimbaled engine power, all at the bottom. Also have plenty of RCS and a few fins. Depending on lifter configuration, it's a 1000-2000 ton vessel, with a 150 ton payload. Does it matter where the "control from" part is located (direction is forwards, but it's a bit off center).