ecat
Members-
Posts
301 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ecat
-
No boom today but boom tomorrow. There's always boom tomorrow. Oh, a Shadow ship mod, drool.
-
Editor Tools? No. MechJeb is the only mod I use on a regular basis. Yes I have Kethane and PartyStarter and DRRobotics but none of these have been in use when I've seen problems. I can try to make a video of the symmetry problem as I think that is easily repeatable. I may be able to make a video of the missing connectors too as it happened again just yesterday, big ship unfortunately.
-
No. Unless you count adding the MechJeb control module? And if you believe that single part can cause multiple random problems then I'm happy to do some tests without it. So, all stock parts, return to the VAB after a successful test flight to find fuel lines, struts, engines, fuel tanks have somehow disconnected. We are not talking some nice pattern here, say six struts were added with symmetry = 6, suddenly 2 or 3 are disconnected, or one out of four fuel tanks again added with symmetry, or a third of your entire ship looks fine but can no longer be selected. There are two problems I can verify. 1) The symmetry option can cause additional, as in more than symmetry = x, parts to be added, resulting in major clipping. At least I've seen a 7th, 8th and/or 9th engine magically appear and watched as another engine has been placed to occupy an already taken location. 2) Returning to VAB or loading a save of previously working craft results in connections going missing. The question now is how many times does the game rebuild a ship from a saved copy, every time you switch vessels? What about when you dock, from what I've read the game rebuilds the tree of parts that make up the new combined vessels? Or when you undock and two part trees are created?
-
It will be interesting to see how this pans out. There was a study last year which revealed the average age of gamers to be 37 and 43% (iirc) are female. The under 17 group should end up a minority, but games cover such a wide spectrum these days and I don't remember the study going into details such as genre.
-
Oh, my kind of thread. Experimental launch vehicle, the 8x Gothic. More info and video here http://forum.kerbalspaceprogram.com/showthread.php/35743-200-kerbal-tons-to-LKO-worth-it?p=463563&viewfull=1#post463563 . There a a few more of my experiments in that thread And the even more experimental Geometric/Constellation class How many intakes? I have never counted them.
-
200 kerbal-tons to LKO: worth it?
ecat replied to BrightBritches's topic in KSP1 The Spacecraft Exchange
Sounds about right, and record the flight in case something interesting happens. That said, with flight times now exceeding the 1 hour mark even orbit in absentia is fast growing old. -
You made a Roller Coaster too! Most definitely witchcraft
-
200 kerbal-tons to LKO: worth it?
ecat replied to BrightBritches's topic in KSP1 The Spacecraft Exchange
400t sounded like a fun challange but that was two days ago... If only I knew then what I know now. 11 Jumbos, my best attempt not forgetting the launch vehicle of course ...and the abridged flight video. Looks like I'm the limit of the tri-coupler @ around 00:30 - Need moar struts Craft file for anyone insane enough to want to try it (Only 1992 parts, Guarantee void if flown above 100m), only mod in use is MechJeb http://www.i2net.me.uk/files/Games/KerbalSP/Ships/8x Gothic Mk II bug c (Custer).craft Flight Instructions Set MechJeb Ascent Guidance as shown. It's a good idea to click the Stage icon in the bottom left after changing MechJeb numbers or staging (space) may appear not to work. Press space. Wait for jet thrust to reach 106kN Press space. Wait a really, really long time. About 34km press space to decouple the bottom of the payload As soon as velocity starts to decrease Press space. Wait for frame to reach a safe distance, about 350m is generally good. Press space. ... I tried to keep it simple:wink: -
[Showcase] Non Asparagus Launch Vehicles
ecat replied to AustralianFries's topic in KSP1 The Spacecraft Exchange
Rockets for the atmosphere stage? So primitive. The future is jets! http://forum.kerbalspaceprogram.com/showthread.php/35743-200-kerbal-tons-to-LKO-worth-it?p=451799&viewfull=1#post451799 http://forum.kerbalspaceprogram.com/showthread.php/35743-200-kerbal-tons-to-LKO-worth-it?p=452199&viewfull=1#post452199 -
200 kerbal-tons to LKO: worth it?
ecat replied to BrightBritches's topic in KSP1 The Spacecraft Exchange
<chuckle> Glad you like That's my '8 Down Gothic' class, here's a pic from above, quite a long way above. Notice the essential aerodynamic nose cone ... ... you may like her little sister too. Top down shot of the '7 Up Constellation' class ... Why constellation? lol. But. Anyway. Here is a flight of the much more game friendly (700 parts ish so game runs at a healthy 1/2 speed) SSTO '7 Up Nimble'. 290t all in so the launcher is only about 130t. All stock parts and Loly does an excellent job once again I need to rebuild this one from scratch, it kept exploding (imploding? Definitely some sort of 'ploding) at 5.6km and things got messy. Four jumbos is about its limit but if I ever do get around to rebuilding it I'll post the craft file. After building all of these and more, what did I learn? The most efficient launch vehicle is one built specially for the job. The first 30 tonnes are the hardest. The first 60 tonnes are the hardest too, as are the first 120. After that things start to get tricky. Jets make a great noise. Flying for 40 minutes at 1/10th speed would be impossible without MechJeb. 40 minute launches are much more life friendly if you video them -
200 kerbal-tons to LKO: worth it?
ecat replied to BrightBritches's topic in KSP1 The Spacecraft Exchange
You may like this one, first true test flight today. SSTO I guess, all stock parts apart from MechJeb control and should be good for 200t payload in fact I'm hoping for 300t. There is space enough for 6 more engines and possibly 12 more on top of that which would bring the total to 108 ! Oh my. And keep the acceleration around the magic 40m/s2. Here's the video of that first test with a 4 jumbo payload. Will it make orbit, in which case I'm getting good at these, or will it crash and burn? Is there even enough fuel? And will Loly, the best test pilot in the game survive? Some close ups: The down side, the down 2 sides in fact. At 1789 parts the game is reduced to 1/10th normal speed so 40 minutes for a 4 minute test flight. You only get one test flight per payload as the save file corrupts http://forum.kerbalspaceprogram.com/showthread.php/35685-1700-part-Ship-File-Corrupted-by-Save The up sides. It is very easy to manage the jet fuel and change out payloads... at least it would be if the save file worked! Sure was fun making it. I did have a 30MN thrust design, I think it was a little unstable so I may have deleted it. I do have a much lower part count and much lighter jet SSTO design that's good for 4 jumbos if you're interested? -
Should/could Kerbals return from the dead in career mode?
ecat replied to Custard Donut (In Space)'s topic in KSP1 Discussion
Maybe something like resurrecting a favourite minion in Overlord II. It works on a sacrifice principle, if you want someone back then several others must be sacrificed. The more important and longer serving the dead one, the more lives required to resurrect. This feels like a good time for a Muhahahahaha. -
Poll: Kerbal Space Program's Mun Landers
ecat replied to AncientAstronaut's topic in KSP1 The Spacecraft Exchange
Mun, Kethane extraction buggy, four pod habitat and the Munful Tower -
Ducks don't need satalites but Kerbals need space themed playlist.
ecat replied to bonyetty's topic in The Lounge
Solaris Yello - Distant solution Now I'm really going to shut up -
Ducks don't need satalites but Kerbals need space themed playlist.
ecat replied to bonyetty's topic in The Lounge
<chuckle> they certainly knew how to do extra cheese in those days. A late runner, just in from a time when they knew how to make videos: I'll shut up now. -
Ducks don't need satalites but Kerbals need space themed playlist.
ecat replied to bonyetty's topic in The Lounge
Oh dear, I just don't... Oh well... Sarah Brightman & Hot Gossip - I lost my heart to a starship trooper Not about space or sci-fi but space certainly launched his rise to stardom... ... he is also The_Man_Who_Fell_to_Earth which is a must watch movie if you like sci-fi. -
What is the one thing that you have learned while playing KSP?
ecat replied to michaelphoenix22's topic in KSP1 Discussion
Landing in the dark is easier and safer than trying to keep your eyes shut. Precision landings are hard to get right. If you try to land near an existing structure it's all to likely that you will crash into it by mistake, much safer to aim directly at any existing structure as the chance of scoring a direct hit nears the impossible. Symmetry is an essential feature. Having two, three or more copies of essential parts avoids the disaster that could result when a hard landing snaps one of them off. -
Not enough posts to vote Casual Sandbox Player I guess, though a more serious side is the simulation of low Earth Ion and Laser Cannon to aid my ultimate plans for world domination (should this be a poll option?). I would like to see the Career mode in action, having the option to make more of a game out of the game would be an interesting change of pace. Even when sandboxing I'm aware of progression paths in discovery and technology so no sudden jumps, but this is the beauty of sandboxes: Your game, your way.
-
Picked up the game a little less than week ago when it was mentioned over at RPS. After a trip to Mun and some other messing around I decided it was time to design some way to put the heavy stuff in orbit before starting on a station or base. It's hard to get a close up but this is the result of quite a few days work... http://www.i2net.me.uk/files/Games/KerbalSP/Ships/7-Up-Gated-above.jpg ... not bad, so far it gets the two red tanks to orbit totally full of fuel and 200 to 400 litres (?) remaining in previous stage's Rockomax X200-32. Disclaimer: I did play the KSP demo way back in time - I did not have a fun time with the designer back then - so, this is not perhaps my 'first ship' ever but, hay, just got it working nicely today and really happy to find a place to share it.