Ditchbuster
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Everything posted by Ditchbuster
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Good! Im glad i havent screwed anything up yet.. I was hoping for an awesome challenge but sleep deprivation set in and I just wanted to finish up the mission so i could get home Also things took way longer then they probably should have. I am about to pass out so ill catch all yall on the flip side! Good Luck Psuedo! Cant wait to see what progresses.
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COMPLETED: #72 In his hasty launch Kemrin didn't give the engineers back on kerbin time to plot a quick course and Kemrin ended up heading the wrong way! There is no way he was going to allow Act corp to get there first. So the engineers "under the whip" found a path to get him there first! The engineers finally got Kemrin to agree that a mun flyby was unnecessary and even though he burned more then needed for their preferred trajectory the course correction would still be less then the plan he had sent them on originally. To the frustration of the engineers Kemrin was enjoying the views and missed thier planned burn. It looks like now he will get a small flyby of the Mun (to the excitement of some of his sponsors) and then make minimus contact before the Act corp. Clearly Kemrin doesn't think ahead and the engineers are hard at work getting a refueler ready to head out and "supplement" his fuel supply. But whatever, Kemrin will do whatever it takes to get there before Act Corp! Swapping all the fuel from the lander to the main ship was recommended to ensure enough fuel for orbit.. otherwise he would eject out of the kerbin system! Kemrin was optimistic but figured it couldn't hurt. Once orbit was established a landing site was chosen. This required a small inclination change. Now time to transfer all the fuel to the lander. We had some left to leave in the main ship! Kemrin then EVAed to the lander. On the far side of Minimus he undocked the lander and make a burn to just skim the surface! With great skill he piloted his craft to a top of a plateau. slowly slowy coming in for a touch down. little to much acceleration but then a nice soft landing!! Sir Kemrin has beaten the Act corp to minimus! Now he must look to his next conquest!! My Challenge to next (#73): Get Kemrin more fuel! The engineers have re-purposed the landing launcher into a make shift refueler. Kemrin has no time to land and relaunch he must prepare for his next planet/moon of conquest! He knows the Act Corp must have something up their sleeve. I have a craft built that should be wonderful as a refueler around Kerbin. (Sir Kemrin Kerman's Refueler). Objectives:Attempt to get Kemrin back to his main ship and then refuel. Or Get Act Corp to plant their flag and fulfill their mission or figure out the next move for them. Hints: Kemrin should have enough fuel to get back to kerbin orbit if you put fuel back into the nuke engine but remember Kemrin should NOT land at kerbin. If he needs a different ship (instead of refueling) an engineer should launch and meet him and they should EVA to swap ships. Engineer can then de-orbit Act Corp may just leave their attempt to try and beat Kemrin to the next target! you can see the video of me screwing burns and being stupid with the orbit direction of minimus here and a highlight of the landing! Save File: If i did everything correctly this should work: https://www.dropbox.com/s/w2u73yxquqcwv5n/Almost%20Multiplayer.rar I dont think the alarm clock file is in there though. I am at 27 hours awake so sorry if this is jumbled or doesnt make sense. Ill be up a bit longer if things need to be changed. Thanks guys! this was fun!
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Now that I am off my 18 hour shift where I have been reading every page of this thread I understand wanting the next challenge to be posted!! though if I would take it it would have to be pretty easy.. esp because I have been up for almost 24 hours at this point.. do Kerbals suffer from caffeine jitters?
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I seem to be having trouble... when i plug in a connector to another ship it makes them both go spinning really crazy! I had the winch on release EVAed over to the other ship. and told it to plug in docking style so i could transfer fuel. and then everything went bat crap crazy! What am i doing wrong?
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How Does One Land The Stock Rover On Mun
Ditchbuster replied to irichey25's topic in KSP1 Gameplay Questions and Tutorials
here is the craft file that i have for it https://www.dropbox.com/s/ttsy29yam95nzew/Rover%20%2B%20Skycrane.craft -
How Does One Land The Stock Rover On Mun
Ditchbuster replied to irichey25's topic in KSP1 Gameplay Questions and Tutorials
All I did to get that stock one to the mun was to spin it upside down and attach it to a rocket that can get to Mun orbit. Then I jettison it and bring it down just like a lander. Once on the ground I hit full throttle and stage at the same time and the top part goes flying away! -
I think it is generally best to put 4. To keep the craft from rotating when you translate it needs to fire 2 (if around the center of mass) opposite of each other otherwise it needs 2 partials to cancel one at full. and if you put them aligned with your command pod it will work better as they will be more or less linked to the keys when doing translation movements Edit: i am assuming the quad block thrusters
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If this is the thread for bugs I might have found one. I went EVA on the launch pad and grabbed the connector. walked around a bit then went back inside without letting it go. the connector then fell to the ground and the cable stayed where it would have been if the connector was when the kerbal popped inside. the GUI then seemed to let me retract and extend but visually it didnt do anything and I couldnt retract all the way. Ill see if I can make it happen again.
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I really like how you have the teams have different perks and you can tell you know them with the descriptions of the companies. I saw a lot of teams had the problem with premature staging. Might let them know about Alt-L locking the stage. just remember to turn it back off!
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Im having a little trouble with your forums. Does each company/team have a different thread or are they breaking up the missions too. Coming in late here I am trying to read the reports and can't always tell if they just havent launched or didn't report yet or if it might be somewhere else on the forum. Is the class once a week or everyday? that would explain things not being updated yet. Ill continue reading
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Unwanted sepratron firing
Ditchbuster replied to tjhowse's topic in KSP1 Gameplay Questions and Tutorials
I just started playing around with mechjeb and thought that since i wasnt in autopilot it wouldnt auto stage for me. But it does When I read your title that was the first thought I had. -
FAR and Mechjeb terminal velocity
Ditchbuster replied to Ditchbuster's topic in KSP1 Gameplay Questions and Tutorials
Well actually I was reading a post by the creator of FAR and I think he said start earlier but way more gentle. That if you crank hard all of a sudden you will get that flip cause your angle of attack goes nuts. Also because you normally end up with most your weight in the back on rockets and that part wants to be forward (like a dart) they tend to want to flip around. So i think it was a combination of mechjeb not being designed for FAR assent and that I am not used to designing rockets with FAR. -
FAR and Mechjeb terminal velocity
Ditchbuster replied to Ditchbuster's topic in KSP1 Gameplay Questions and Tutorials
Well Ill keep playing around with it. I know it makes it harder with the gravity turn. Mechjeb seems to crank over too hard and flips the rocket sometimes. It is probably just my rocket design. I do like that FAR allows you to assign the axis the control surfaces are on. -
FAR and Mechjeb terminal velocity
Ditchbuster replied to Ditchbuster's topic in KSP1 Gameplay Questions and Tutorials
Hmm I will check it a little later. right now mechjeb is letting the rocket go to 300m/s at 2500m. well thats is what i am hitting with the current rocket. and it is limiting the thrust based on overheating not terminal velocity at that point. Also getting reentry effects at around 5k or 6k altitude so i assume i am going too fast... if it is doing this based on the normal game wouldnt this be the same speed as normal even if FAR and now changed it? Edit: Removed FAR and mechjeb does go back to limiting the rockets at the normal terminal velocity. -
Hi, while waiting for some of the mods i like to update i have been playing with mods I dont normally use that have been updated. And I have come across a question which I am sure has been answered but I havent found yet. I am sure there is a thread on this somewhere so a link to it will be fine. I am really not trying to waste anyones time. Anyways my question: Does Far change the terminal velocity and if so does mechjeb then recognize this? I have been playing around with some rockets and I was surprised at how fast mechjeb was taking my rocket to with the terminal velocity limiter turned on. it was defiantly way higher then the wiki recommends for velocity at the various altitudes. Thanks!