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Everything posted by Valley
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How could we spark public interest in space exploration?
Valley replied to notfruit's topic in The Lounge
Bake sale? -
People care, but they care about their jobs, their kid's educations, their nation's future. They don't see space as helping them within the next few years, or even in the next few decades, and those who do understand how we may profit from space don't see it profiting THEM but see it profiting businesses run by the 1% (I hate that term). In other words, they don't see it helping mankind just certain rich men who like to play with big toys. In other words it takes a person with long term vision to understand the importance of space and most people can't see beyond their children's next meal. Which is important to them (and IS important). I love space myself but can't really get mad at those folks who are trying their best to live for their family and kids.
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Great anime and wonderful opening credits. That song is great. Based on a very good manga.
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Yes. 1. I think China is serious about their space program and about going to the Moon. I would prefer NASA joined them in going back to the Moon. 2. By joining up with China we may be able to help it with those issues they have with human rights and such. 3. NASA can't give them any secrets as much of those secrets are held by the military or private companies. 4. As China has landed a rover on the Moon they are, kind, already equal to NASA in some levels of technology. In fact we can't even get people into space right now. Maybe China should worry about us stealing stuff from them? 6_6
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Question: What sort of video tutorials would you like to see?
Valley replied to NecroBones's topic in KSP1 Tutorials
A lot of videos deal with docking and space flight but I think a few more need to be done on ship design. For example, what is needed to go into orbit vs. going to the Mun and back. What are the best designs, for example, in lifting heavy loads. Or how to design a refueling rocket (the idea being that you are trying to get the fuel into orbit and not just burn it up to get there). -
After spending many hours getting MechJeb 2 to fly into a Space Carrier - and failing half the time, I started to realize two things. One, I now know why so many people prefer attaching probes, shuttles, and droids on the hull of larger ships. Trying to dock in an enclosed space is hard - even when I took over from MechJeb 2 and tried to dock right next to the docking ports. Second, I also realized that while the armor plating and small entry point made it hard to pilot craft into the carrier, it really would do nothing to stop a missile. I started to think on designs for future space carriers. Two came to mind. Both would have armored bows. I know that capital designs among the military ships have advanced in the past year, as players fight battles, learn from them, redesign their battleships, and go back into battle. One of the first ideas of all those players seems to be to reinforce the bow of their ships. I know, last year I used a few as target practice for my own warships. One idea is that the armored bow would have entry points behind it, on the flanks of the ship. While not subject to direct enemy fire, I can still see this being a problem when it comes to easy access and smart weapons. On the other hand, a dumb weapon may enter one side and go out the other. A more interesting idea was to have a rear entry, between the main engines. The more I thought about this, the more I thought it could be a interesting idea. Many supply ships, cargo ships, and shuttles, be they controlled by MechJeb 2 or a live player, much of the time end up approaching their 'target' ship from behind because of the way ships change orbits when 'catching up' with another. I was wondering what you folks felt? Was there any future for space carriers (military ones) or have they already been phased out (outside of future KSP science fiction/adventure Youtube series)?
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Well, I did two things. One, I used the Klaws on rovers to see if I could transfer fuel from one craft to another (planet side). No good, at least I could not do it. Two, I finally got MechJeb 2 to work and had a unmanned carrier fighter, guided by MechJeb 2, enter a space carrier bay and dock. The carrier used was the Vulture class, so it had to navigate past an armor 'beak', but being so small allowed it to slip right in. I am wondering if I could make it even smaller. ' Now I just have to design a MechJeb 2 controlled droid and some way to get missiles to the carrier and a easy way for the fighters to load (I gave the fighter only one Jr. Dock, so it can't stay docked and load up at the same time). I was amazed on how easily it could move and twirl when approaching the carrier. I may have to start thinking about smaller designs for spacecraft in the future.
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Manned missions are totally unnecessary. In fact, we don't need a space program at all.
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Budgets, Reusability and Mass Production
Valley replied to CaptRobau's topic in KSP1 Suggestions & Development Discussion
Reusable Vehicles & Mass Produced Vehicles I am a fan of both of this - kind of - as I like making craft that can be used to do many different types of jobs once in orbit (kind of like making a space truck that can be used to move cargo, crew, and fuel AS well as sometimes land back on Kerbal to delivery crew back to their home planet). But I also use simple rockets to refuel stations and ships in orbit - in fact I found out the same designs could refuel craft and stations in orbit around Kerbal and the moons - so mass produced vehicles is also a good idea. If using the same rocket design again and again for refueling missions becomes cheaper it makes the fuel cheaper to delivery. -
I like Sandbox. I like making my own goals. I just wish they allowed the science units to work without telling me they were useless.
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Well, because MechJeb2 was having problems installing I decided to play with the new NASA parts myself. The SAS seemed to be very stable and for the first time EVER I was able to launch, make a stable orbit, and adjust it a couple of time, without MechJeb2 helping me. I feel kind of good. I doubt I could dock right now, but it still feels nice to be able to put a rocket into orbit without the mod (and one that was a brand new design too - those NASA parts are powerful even if they do overheat). There is still enough fuel to bring it down. I plan to try launching ships and docking with either of my two manned stations. I figure docking is kind of like EVA (which I am semi-okay at), so I just need to learn how to use the maneuver nodes. The colors truly mean nothing to me so I will have play with them a tad. I would still prefer MechJeb2 on landing on airless bodies - I have horrible reaction time.
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First real station.. WHAT should I put up next?
Valley replied to Tidus Klein's topic in KSP1 The Spacecraft Exchange
Have you thought about a military craft - a small fighter - for defense? -
I've pretty much run out of science fiction movies
Valley replied to mushroomman's topic in The Lounge
I love Moon Zero Two and Outland. Course, those are both action flicks. Or space westerns....but they are also kind of gritty and hard sci-fi. -
In career mode I did two things. One, I finally landed in the dessert to the west of KSC, across that small section of ocean. For some reason it was more of a problem than landing on the north polar area. The same ship should have easily made it but kept missing. I think it was changing the first stage that messed it up a tad - SAS had problems with that first stage trying to go off in strange directions. After a fatal landing in the mountains I decided I needed to either make a aircraft of some kind to land on the gentle slopes of the mountain or make a rocket car to take samples from the airfield and the shoreline near KSC. Which I did. Sad to say the shoreline near KSC counts as KSC. But I did get some more science points. Now I have two projects. Try to land on or near the mountains, again, without exploding. I think that will require some kind of flying machine and me developing new don't-crash-into-mountains skills. OR try to, without MechJeb, put a craft into stable orbit (which funny enough may be easier to do than landing on the slopes of a mountain). You know, no slopes to slam into. Of course, that would allow me to bring the ship down in a totally different part of the planet, so I may wish to bring two science labs and double on the other science stuff. Which of course would add mass and so on...decisions, decisions. Funny enough I have no yet transmitted anything yet. I have always planned to recover everything. Maybe the put-thingie-into-stable-orbit project should start using unmanned probes first?
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Docking is a problem on the Mun. What works on Kerbin will not work on the Mun or other planets. A few people have been able to solve it - sadly not me. I used KAS mod, but that would require you to redesign almost everything in your fleet and rovers to use that system. People have solved it, without mods, by using landing gear and legs on their rovers, folding and unfolding, trying to get the two parts to wiggle together. Which is what you just did, to my understanding. You may have to test different designs - which means redesigning everything anyway. You may wish to wait for a few more replies before doing anything. Some people may be more helpful. Sorry.
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1. I first decide WHAT is my goal. 2. Than what I NEED to reach my goal. 3. Than I figure out HOW to get it done. 4. Than I start designing and testing. IF I can do it without a pilot I will try that first - keeps Kerbals from croaking and also sometimes helps with weight. 4a. I may go through a few designs. Sometimes I may use an older design, adjust it here and there, and use it. My designs are very rarely normal looking. One of my Space Trucks. One of my military craft. Testing a design to bring fuel tanks to the Mun. It failed. Epic fail. Part of the reason is I understand the basics of space travel. Part of that is I don't know, sometimes, what is thought of as impossible. Also I prefer my ships to look like working, functional, spacecraft. Shiny, pretty ships bore me. Ships that can be used for more than one function is a plus. One issue is I use MechJeb 2, so what works for a human player as a pilot may not work with it - everything has to be balanced properly. Also, if docking is somehow involved, I need to place the RS just RIGHT and give it at least 200 units of mono. Otherwise it just can't seem to dock. This means most space stations also carry extra fuel for normal engines, RS, and Ion engines (just in case) for future spacecraft. I like to make sure ships are refueled at all stops.
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I preferred SimLife. SimEarth was good but I liked the idea of genetic engineering!
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Mun, Minmus, and Ike (using a RamJet) - My problem is trying to transfer all that fuel into orbit. Even using MechJeb, docking with and refueling just the Kerbin-Moon transport ships takes forever. I have never tried to make a Stock-only interplanetary craft.
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What do you want to see in .23
Valley replied to jmosher65's topic in KSP1 Suggestions & Development Discussion
Animals in space and some kind of money system sounds nice. I prefer plants to monkeys. Less problems in zero gravity science stations. Spending money on space stuff and gaining it from doing project for companies, governments, and the Mob would be cool. Industry and resources in space is what I am wishing for.