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Quantum Jim

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Everything posted by Quantum Jim

  1. The person used his/her toes! I feel useless..... But that was a great video! Thanks for sharing, it clears up a lot of questions I've had. Goodbye Low Kerbal Orbit!!!
  2. It also needs to be balance a little bit better. Look at the Mk1 stats: Crew: 1 Torque: 5 Current Required: 14.4/min Charge Stored: 50 Mass: 0.8 Impact tolerance: 14 For 3 Mk1s (for 3 Kerbals), you have effectively the following: Crew: 3 Torque: 15 Current Required: 0.72/sec Charge Stored: 150 Mass: 2.4 Impact tolerance: 14 Here are the stats for the Mk1-2, though: Crew: 3 Torque: 15 Current Required: 1.2/sec Charge Stored: 150 Mass: 4 Impact tolerance: 45 Now the nearly 2x heavier pod makes some sense for the impact tolerance, but not the current required. I think the mass should be reduced a little bit and the charge reduced significantly.
  3. The placement of the EVA Hatch and Ladder is confusing. It isn't at a symmetrical position, which makes it cumbersome to use with the Hitchhiker Storage Container, Cupola, Lander-Cans, or Mk1 Command Pod. The ladder also doesn't go all the way down, which means it's cumbersome to go from the command pod to another module even if you align them in the VAB. The fix for the first issue would be to simply move the Hatch and Ladder to the "middle." A fix for the second issue would be to extend the ladder all the way down.
  4. I wonder whether manned research stations like ISS will make sense in 0.22. Solar Arrays already produce so much power that you hardly need more than one small array. If you need to return most experiments for maximum value, and if unmanned craft have the same utility as manned craft, then a bunch of reusable drones might be the most cost effective solution. Of course I still would like to make my Skylab version.
  5. I think there should be a standard button to toggle gimbal. I've found that locking the gimbal often stabilizes the flight of a powerful rocket, especially with the new SAS. Very often, people lock the gimbal of the outer stages of rockets, and they leave the innermost engine free. I feel a standard button for this effect would be warranted.
  6. Thank you, your tips worked great! I still didn't figure out how to land on the runway yet, but at least it survives in one piece now!
  7. So.... I made an experimental spaceplane. It launched ok. It docked ok. It didn't have enough fuel to reach KSC's latitude, but it was able to start decent ok. Then while decelerating in the atmosphere, the "emergency" parachutes deployed: So when it got down, we had this: FAIL. How do I design the ship so the parachutes don't deploy except in an emergency?
  8. Use the PartGen mod. Here's one I did, others are possible too. http://forum.kerbalspaceprogram.com/showthread.php/25061-Part-generator-Version-2-X-release-open-beta?p=577476#post577476 A sloped tank or nose cone is useful for more than just for Russian boosters (see Ariane 5 or SLS advanced boosters). Also the Soyuz is the most flown human carrying rocket in the world. Surely it's history deserves some love from ksp.
  9. How'd you get those clouds? That's cool!
  10. I'm making a space station. The station itself is all stock parts (with MechJeb added to command pods); although, most of my boosters used procedural fairings and occasionally one custom fuel tank from PartGen (but made to fit within the game). The station is at 20.66 degree inclination at 250 km. This means it can have more sunlight and go over more land, and can gt flight from KSC 2 (if there's ever a way to launch from there...). But it makes rendezvous hard (parking orbit, inclination change, Hoffman transfer, etc...). It took 17 (Successful) Launches and 19 Dockings maneuvers to build. Although I used MechJeb for the initial dockings, I found I had to perform most manually. I still have 4-5 more modules to add before it's complete (and probably a few reconfigs since the real ISS will get new modules and a reconfig soon). After it's done, I think I'll prob add some non-stock parts that more closely mimic the real ISS. Then I'll prepare to leave LKO.
  11. I'm creating a rather large stock space station in KSP. I really love it, I did it in the previous version, but this time I'm focusing on keeping part count down and learning from my previous mistakes. As a consequence, I got pretty good and building boosters and upper stages. After delivering a module, I usually deorbit the upper stage, but I saved a few of them in lower orbits for later. They have enough fuel and RCS to be used for some other mission. What have use used your upper stages for, besides their original purpose? I wonder what some good creative ideas are for using them.
  12. I love this little application! I put two of the default textures together to make a nice Soyuz-booster-looking fuel tank. Here's the Soyuz showing the extra part (no other parts were added, except for MechJeb modded into the command module): (Here's the rest of the album http://imgur.com/a/BJB6Z ) Here's the Texture: https://www.dropbox.com/s/arb7l0qojdrwate/Stock%20Gray%20Orange%20Clean.png Here's the part. Just put it into the gamedata folder. It has the same fuel as 3/4ths of a double tank, hence the name. It fits pretty well with the theme of the rest of KSP's parts, IMO. https://www.dropbox.com/s/ic8eve1jpqoe7ou/Jimmy.zip Feel free to use without any restrictions at all, just use at your own risk (of course).
  13. I really really want 2 things: 1. The ability to copy sections from one rocket to another rocket. 2. The ability to have multiple shrouded engines for a stage (without radical engines).
  14. I'm recreating an ISS replica (who hasn't?) and decided for a 28° inclination (so eventually I can cost effectively launch from KSC 2.... someday). How do I launch into a precise heading without mods like MechJeb? Alas my hand is not so steady. I neglected MechJeb on the final stage, but it's kinda required for the initial stages.
  15. Obviously there should be radiation belts around Kerbin, but the game doesn't simulate them. Where would they be around the planet if they were simulated? If one's striving for realism, they should plan short trips thru them. They should cause malfunctions. Where would they be around other planets in the Kerbol system?
  16. What happens if you just add more ASAS (or more SAS) modules to a craft? Just wondering if it would help? (Moar boosters, moar struts, moar sas!)
  17. I think that part of the problem is not the SAS or ASAS, but the engine gimbal. Locking the gimbal seems to help when I have trouble controlling a rocket.
  18. Works for me. I think people just got used to the old ASAS.
  19. I really like the new ASAS! Finally, I can get a ship to orbit relatively accurately without MechJeb (yes, I can do it by hand, but I'm inaccurate). And it doesn't use nearly as much mono-propellent as the old ASAS.
  20. How to you put those large docking ports on the sides of those orange tanks??? I haven't figured that out yet.
  21. I recently finished constructing a stock ISS. It was really hard to put together.... there are so many parts that it grinds my poor laptop to a halt! I had trouble recreating some parts, notable most of the Pressurized Mating Adapters. The only semi-accurate PMA is on Unity. Here's my version of ISS: http://imgur.com/a/WfcNS Here are some images from the album. Click it to view some more. It was really hard to assemble! I put it on a 400 km orbit with a 51.6 degree inclination. That makes rendezvous a little harder. I also made some mistakes, and assembled some things 2 at a time. It took more than 22 launches, and about 4-5 more docking maneuvers to get everything in the right place. Not including the general explosions of rockets on the ground... lol.
  22. I'm going to stick with .20 for a little bit. Last time there was an update, a new version was released shortly thereafter. This way a really bad bug doesn't sneak in. Also, I am finishing up a detailed ISS assembly with stock parts. It's taken me over 13 launches to assemble so far (which is frustrating, since the 51.6 degree inclination and 400 km orbit makes it harder to get to than a normal space station). I hope there's a way I can save it, but at least I'll have the rockets to launch it.
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