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Everything posted by mockingking
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1,5 weight might actually be too much for it to be entirely stable, but shouldn\'t cause problems so violent as to break the craft.
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Might be you\'re just putting too much weight on them.
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HOW TO be accurate
mockingking replied to mockingking's topic in KSP1 Gameplay Questions and Tutorials
Sorcery! Burn the witch! -
Use MechJeb, and then use some more MechJeb. Use Time Launch to Rendezvous; that will get you within 3 kilometers of Laika. Then use the Rendezvous module, +TGT, +TGT, +TGT (and be fast about it, I suppose), then grab the dog, and get back into the Atmosphere to pop some parachutes. Or that\'d be my theory. I might test it tomorrow.
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HOW TO be accurate
mockingking replied to mockingking's topic in KSP1 Gameplay Questions and Tutorials
God damn everything to hell. So now I have a rocket that will get a wonderful orbit going, but only if launched at a heading of 270°. Launched at 90°, it confuses 'circularise' with 'ooops, forgot to close the windows, better head home'. Wat the feces? > -
This is probably the most interesting challenge I\'ve ever seen here
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Doing that already, but it still gives me around 1,5° off the equatorial. Not good enough!
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Sorry to necro this one. How does one get an inclination as close to 0 as possible, from the launch on? Without any orbital operations, that is.
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Target-Seeking Missile Challenge
mockingking replied to mockingking's topic in KSP1 Challenges & Mission ideas
Tried that. Accurate to 300-1600 meters. Useless. (And it\'s already mentioned in the OP. Gimme new stuff!) My latest attempt was the MechJeb rendezvous module, using the +TGT command. Surprisingly accurate from a high angle (20 meters with an unarmed craft, at a target 2 km away from the pad), but does not compensate for gravity and therefore falls short. -
Target-Seeking Missile Challenge
mockingking replied to mockingking's topic in KSP1 Challenges & Mission ideas
Wouldn\'t 'targeted', strictly speaking, imply that the missile is being targeted by something else? I mean you give the missile some coordinates, a vehicle, or a particular piece of debris, and it does the rest. (Apart from staging / settings). Ultimately, it comes down to not touching WASDQE or a Joystick. -
Now here\'s a challenge by me, because I\'m too stupid to make it work and I need someone to do it for me. Build a target-seeking missile. I don\'t care if it\'s a cruise missile, an ICBM, a short-range KSC-local debris cleaner, a cluster bomb, MIRV, a kinetic kill vehicle, guided by MechJeb, by Lazor or by any other means, if the rocket is the missile or if the missiles detach from the rocket... The rules 1. Needs to be able to hit a target without the player steering the rocket. 1.1. The player may trigger staging, and the player may alter MechJeb/Lazor/What-Have-You Settings. 2. If it cannot hit accurately, then it needs to be explosive / full of clusters enough to take out the target anyways. 3. The target needs to be called prior to the launch, and may only be an active vessel or debris. 4. The target needs to be destroyed. 5. If the rocket flies straight from launch to target without changing its direction, it is not considered target-seeking. 6. May not contain members of the Kerman Family. Contest Categories 1. Local Area Direct: Hit a target around the KSC by sending a missile in an angle below 45° 2. Local Area Indirect: Hit a target around the KSC by sending a missile above an angle of 45° 3. Medium Range: Hit a target not visible from the KSC 4. Long Range: Hit a Target at least 1/4th of Kerbin\'s circumference away from the KSC 5. ICBM: Hit a target on another continent 6. Orbit-to-ground: Take a rocket from a stable orbit and make it hit a called target Suggestions 1. Try Romfarer\'s Lazor 'Fly by Lazor' feature. 2. Launch to a very high altitude and use the MechJeb 'Land at Target' feature. 3. Don\'t hurt the Kerbs. Either manage to send rockets separated from the main stage containing the crew, or use an unmanned pod. Good luck, gentlekerbs.
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So far, all my attempts at making an MLRS ended in lag. Laaaag. Also, all my rockets failed to fly straight (they went down in ballistic curves). Have you solved that one? And on warships...my only function ship worked because I air-dropped it into the sea with parachutes. Is there another way? Making the ship fly before it can swim is...silly-looking. What parts are suitable for naval use, anyways?
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HOW TO be accurate
mockingking replied to mockingking's topic in KSP1 Gameplay Questions and Tutorials
But actually doing real precision work takes a lot of time and effort and trial and error. Also, it feels like 'work' Seriously. Setting up Sattelite Networks, that I can do. But getting cargo shipped to an orbital shipyard? Timing launch to rendezvous with an orbiting craft, minimum accuracy of 10km? Repeatedly? That\'s not just work, but hard work! ??? PS: I do have a policy of 'don\'t let MJ do it unless you did it yourself at least once'; but Rendezvousing (what a word!) is something that was just too frustrating. -
That...won\'t work. Not really, anyways. IMHO, we lack sufficiently strong moving parts for heavy turrets, and non-exploding parts to make armour out of. As things stand, adding anything to act as armour will in fact only increase the 'tank'\'s profile and make it easier to hit, not to mention slower, more fragile, and more explosive. In other words, the best Tank-Like vessel we can make is both hard-hitting AND fast. Blitzkrieg. Actually taking hits like a real tank? Not in this version, I\'m afraid. All weapons are highly destructive anti-tank weapons at the moment - being small and avoiding gettig hit in the first place is the only available defence. (Unless you count dodging, or preemtive strikes...or Point Defence!).
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Apparently, the Kerbs have learned that Service in the Mobile Artillery is not the most humane of tasks. So we took their brains and turned them into computers. BEHOLD! The Kerbal Mechanised Artillery Forces! Gone are pilots that make mistakes! Gone is the punitice self-destruction apparatus! Instead, we now have MULTI-TURRET WEAPON SYSTEMS! LASER-AND-LAZOR-ASSISTED TARGETING! FIRST PERSON AIMING! BLOODY BIG TRUCKS! LOOK! It\'s the failed HORIZONTAL TURRET TANK! Its turrets may tilt the wrong way and be useless, but it makes for a good target! The VTOL-Assisted six-gun TILT TANK! The overly fragile ANTI-TANK TRUCK! The top-heavy but effective TANK DESTROYER! The experimental MOBILE MULTI-GUN PLATFORM! And finally! The proud mainstay of the mobile Artillery! The LIGHT ARTILLERY TRUCK! I had a lot more designs, some scarily big yet effective, some carrying as many as twenty-for guns. But I had to cull the part folder a bit, and those are no longer usable. Anyways, let\'s look into the ways of the Mobile Artillery, using the near-perfect LIGHT ARTILLERY TRUCK as our example. The LIGHT ARTILLERY TRUCK is armed with only a single Devastator Railgun and four live shells, but its light yet solid construction gives it excellent accuracy. The gun turret can rotate 360° and tilt from 0° to 90°. This means that the LAT cannot engage low-profile targets in its immediate vicinity; but if something is that close, then you can always just ram it. Or use the SUNBEAM LASERs, but that\'s cheating. The eight CLAWs around its truck chassis prevent it from toppling over when driving, and can be thrust into the ground for stability and to elevate the whole structure, allowing the operator to aim above obstacles (Like a runway). It can do 30 m/s with relative safety, provided that one is careful on rough terrain, in curves, and when braking. The CLAWs can be used to bring the vehicle to an immediate standstill. In front of the Gun Turret is the Target Acquisition Systems Turret. It too can rotate 360°, although aiming at 6 o\'clock does not work on account of the gun turret being in the way. Its double SUMBEAM lasers work to indicate the direction in which the shell will fly, serving as crosshairs when viewed through the Camera attachment. The LAZOR unit works the same way, with the added bonus of identifying targets and giving on-target camera view options. Using the SUNBEAM\'s auto-targeting function and aligning the LAZOR with them furthermore adds the option of highly accurate horizontal aiming even at longer ranges. Compensating for vertical drop requires manual input, though. To demonstrate: Pictures. The LAT with both SUNBEAMs and LAZOR activated. First person camera view, taking manual aim at an MGP. Note the On-Target Camera display confirming the aim\'s accuracy. Using the SUNBEAM auto-targeting feature on a nearby ATT. Note how the SUNBEAM aims lower than the turrets\' minimum elevation. From the last picture\'s position, firing a shell. You can see it explode behind the ATT, as well as how the LAZOR indicates that, due to recoil, our aim is now off and requires readjustment. Switching the Auto-Targeting to the MGP, and trying to aim the LAZOR (and, with it, the Devastator) at it. Missing the first shot because it went too high. Having retracted the CLAWs, missing the last shot because it was too low. Not how the explosion is visible in the On-Target Camera, proving that it was quite close. This also demonstrates the LAT\'s primary weakness: While multi-gun setups only need to hit the approximate location of the target thanks to their large are of effect, a single-gun LAT needs to hit the target dead on, or at least the ground right below it. And to round it off, here is the Gemini Multi-Gun Tilting Artillery Platform. It\'s still under development, since it requires more top-mounted firepower to give it a less horizontal and more triangular firing pattern, but it works quite nicely. The dual-truck setup on VTOL hinges gives it twice the stability of Tilt Platform types carried by a single vehicle, and its wide shot pattern compensates for the lack of horizontal rotation options. The heavy recoil makes CLAW-based recoil absorption impossible, so instead you simply need to drive around to readjust the horizontal aim.
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HOW TO be accurate
mockingking replied to mockingking's topic in KSP1 Gameplay Questions and Tutorials
Tried it extensively, didn\'t really work. Well, it worked as long as I was happy with putting things in orbits that ended up looking like an unravelled ball of string! But apparently I\'m better off designing rockets and letting the MECHANICAL JEBEDIAH KERMAN take care of the piloting. I\'m just not very good at precision ??? Unless we\'re talking planes. With planes, I only ever automate when I need to let the thing fly straight across an ocean for a long time. -
[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
mockingking replied to l00's topic in KSP1 Mod Releases
Yah. Solar panels need to actually be out in the sun. -
HOW TO be accurate
mockingking replied to mockingking's topic in KSP1 Gameplay Questions and Tutorials
Alright, this is the weirdest thing. The same 160 ton rocket that managed to get a good orbit going (although rather slowly so) went completely apeshit on me once I added Fuel Ducts. I had previously observed that, for some reason unknown to me, the six outside colums retained their fuel reserves despite the seven internal ones being empty around the time the atmosphere was left. So, not wanting to waste seven thrusters, I attached the Fuel Ducts. The rocket then proceeded to nose-dive into the KSC. Explanations, please