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entaran

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Everything posted by entaran

  1. as far as I've been able to tell it does this too. I've noticed it enough that I stopped using LV-N's lol. Also I kinda think LV-N's are cheating a bit so I do everything (including interplanetary transfers) with less efficient engines.
  2. If you think about it, spheres are strongest object as they have no inherent specific weakpoints. It stands to reason that they will bounce clear off the surface at 200ms. The half spheres however are way too strong especially when you land on corners.
  3. I would really love a radial "control arm" part that is ~20cm long or whatnot, kind of like a short strut to help mount wheels EXACTLY at the same height/location. Especially useful for large vehicles that have to dock together (munbases etc). ATM you have to get creative with 2-3 girders or such which increases your part count. Also they don't mount together very well and parts always clip together and don't look particularly smooth. So like, an L shaped control arm or a 45 degree inclination control arm with a flat surface at the bottom for the wheel connection. Literally a girder with a flat plate on the end for aesthetic purposes. It'd have to be _strong_ too, so it doesn't snap off all the time/require a lot of struts (PART COUNT!)
  4. As in, you set it up to say beep once every 5 seconds on 50% volume on "Beep 2". you can currently choose beep 1 through beep 10 from memory (and more if you add more), how about if you click left from Beep 1 it says "Random beep" and simply chooses one from beep 1 to beep n kinda like it does for sound clips on manned ships atm. On a manned ship when the chatter goes off it is always different, picking something from the entire selection, the beep on a probe however is always the same beep. It would just be nice if you could make it pick a random beep so it's less monotonous.
  5. TT, I understand your PoV but the guy writing tekkit isn't making any money off it. So realistically he's distributing your work to thousands of other people who otherwise wouldn't have SEEN your work in the first place because as we both know, maintaining each individual mod you download for minecraft (and all the server maintenance and logging that goes with it) is a complete nightmare.
  6. protip 0.20.2 is far better than 0.19.1 Unless your pc is still a 686p100 from 1995.
  7. If you do the old docking ports route, launch them all on kerbin and dock them together on flat land to make sure you get the heights right. You _CANNOT_ dock if the z axis is not perfect. And you can't alter the z axis on the ground.
  8. fwiw any video like this is likely to garner easily 500k+ hits on youtube. Maybe even 1m+ with some extended viewtime (people going back and watching it again). People like pixar might notice something like that.
  9. Who cares if tekkit asked permission. Mod makers have no ownership over their code anyway legally given the EULA of Minecraft itself (seriously, Read it). Dev's who write mods for minecraft are basically just attention seeking retards who are good at Java. If you are concerned about it use Feed the Beast. But tekkit is where it started. That said I haven't touched minecraft since I found KSP. There were a number of mod makers who during that "controversy" deliberately wrote kill lines into their mods if they detected tekkit running as well. This is pretty much just a child throwing their toys. If I was a mod author I'd have been happy people were using my mods not having to install the 80+ mods each individually and worrying about interlocking updates and all sorts of other conflicts. Tekkit did it all for you but apparently that was "too good" cause some people got their panties in a knot. Did I mention I hate minecraft devs by and large?
  10. I don't know if it's possible within the engine, but can you make like 3 variants of the beat up look texture and have the game pick one at random for each tank?
  11. Basically what was said above. for the last kilometer of the drive, keep your speed under 10ms until you pass about 300 metres or so. It won't explode after that.
  12. Turn off mechjeb's auto staging. Hit Alt-L to lock stages. Rightclick your decouplers.
  13. Way overcomplicating things. 1. Start with something small and light for testing. Use like a pod on a FLT400 with a 90 under it and some legs. Put a light facing down or only train on the day side. 2. Pick a target, put a flag down, do whatever you want really. 3. Align your orbit (I'm assuming you're on the mun here) so it passes MORE OR LESS directly over the target. You want to be at 10km or slightly less if you can manage it, ie very very close to the surface. I usually come in at 6km but you need to be wary of mountains and when you come down that low. 4. Using a manoevre node purely for TIMING (1 minute 6 seconds from now!) etc, burn DIRECTLY retrograde approx 90 seconds or so from your target so it breaks your orbit and is " a little bit " to the side of your target, you want (by eye) to be about 900 metres above the target and the rest of the vector beside it. Any of the flight computer mods can really help maintain retrograde, otehrwise ASAS it. 5. Time accelerate to the point where you're about a kilometre or two to the side of your target, maintaining retrograde (you will stay retrograde the whole time btw), burn full power until your "surface" speed drops to almost zero. At this point your horiz speed is also nearly zero. Your retrograde marker should be near the very top by this stage. 6. Fall. at about 200 metres fire your motors and slow yourself down (at this point you ignore the retrograde marker and just try to stay dead vertical), when you drop to about 10-15 metres you can then adjust in small increments by tiltin gin the opposite direction you are "skidding" along the ground. Heavier ships are MUCH harder to land (exponentially usually). PRACTICE with something really light. And work your way up. Quicksave BEFORE you start your descent (after you fix your orbit) and don't quicksave again until you land. Otherwise you'll become reliant on quicksaves instead of getting it into a fluid operation.
  14. I tend to burn prograde as kerbin is "setting" (as i zoom around the side of the moon), seems to use less dv to get back. You only need to break the orbit, you can fix your trajectory 6 hours later when you're at REALLY extreme kerbin orbit distance. Also from the mun to minmus it's better to go direct, from minmus to the mun, you use kerbin for oberth effect. It's nearly impossible to miss the mun if you leave minmus (at pretty much any point).
  15. Build a spider lifter. I use one to drop anything big (if you do it right you can drop upto 3.5 metre wide sections with it which is a 2.5 metre bit with stuff hanging off it) You need to get pretty creative with angles and it'll take you 2-3 goes to get one that has enough dv to actually drop something heavy in one piece (or you'll be debug menu infinite fuel!) Sorry if the pics aren't that great but they'll give you an idea I guess.
  16. it's not a bug. It's him not firing the centre motor at the same time, so the mainsails on the outside apply excessive force outside of the COM so the thrust doesn't apply in a parallel vector to launch. Putting the radials at the top will stop the top of the stages "coming together" and causing the fuel tanks to snap the struts/touch/explode. You can get around this SLIGHTLY by leaving gimballing active, but then you get other issues. Basically your problem is the low power motor in the middle not firing so you have to heavily reinforce the outer stages. Also learn to strut in the direction of the force applied. In this case, apply the strut from a lower section of the outer booster to around the middle of the central stack.
  17. I tend to put my asparagus fuel lines on the bottom stage just above the engine. I find that it distributes better that way. (plus it makes no sense to pull fuel from the top of a gravity fed tank)
  18. Been waiting for a longer version of the hitchhiker for a while. Thanks mate
  19. I decided to actually build the crane crawler that recovers my reusable launch stages. This is from the first stage that had to be recovered (landed 2.2km from KSP), holds 10-15ms over flat terrain no issues at all, can carry upto 75-85 tonnes (empty launch stages rarely weigh more than 25). Uses very very few mods and could be rebuilt entirely stock except for KAS which it relies on obviously. However I like B9 Aerospace and the more RTG's mod There's some damage cause I'm awful at winching... well I'm getting better but that was my first go!
  20. Hi, would it be possible to change the probe side of chatterer to pick a random beep instead of always using the same one of the ten you can choose? Like cycle and just use a random one?
  21. This game made me read into orbital mechanics. KSP is a simplified version but it certainly "works". Orbiter is just way too hardcore, it's not a game, it's a sim. Also, I absolutely love to pull into a non-atmospheric body, skimming the surface (ie: 3-4km up on the mun) between ridges and try to pull a lander at the HEIGHT of the oberth effect into a perfect landing right on where my periapsis was.
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