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annallia
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Everything posted by annallia
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
annallia replied to Athlonic's topic in KSP1 Mod Releases
Just tested, works fine in 1.0.4- 751 replies
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I have crashed 3 times now, every time it was reverting to the VAB/SPH... This is on a completely stock install too so maybe it isn't the mods?
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Yes I know what he meant, I was only pointing out that their speeds relative to eachother may not have been much. As to the time warp, every time I have ever warped so fast I went into a planet/moon there was nothing left of my ship. Then again I haven't done that since 0.2X
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I just upgraded today so haven't had time to play with all the bells and whistles yet however I don't think my initial reaction will change. It fixed a lot of stuff, and there is still stuff to be done.
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I am not entirely sure. I mean I know if you go fast enough the game will just have you pass through whatever you were supposed to hit (subspace?) or just delete your ship from existance (usually when time warp and planets are involved..) but not knowing the full details for all we know their relative speeds could have been fairly slow and this was really more of a rendezvous gone horribly wrong type situation.
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I attempted to do this with 2 ships, but alas I couldn't get them close enough together (even with hyperedit) they kept missing each other. Closest I got was 70ish meters... little more fine tuning and maybe I would have gotten them to collide but I got bored and went on to crash stuff.
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Given the relative velocity I would assume said kerbal would be turned into a small puddle of green goo....
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I always thought a near miss would be rather awe-inspiring myself. However my closest (roughly 150-200m) was over before I even realized it had happened... I was rescuing a kerbal from kerbin orbit and was just getting ready to switch over to the other pod to eva the kerbal over when something whipped past me, by the time I realized something went flying past me and panned over to see what it was it was already 1.8km away from me (was my orbital science station).
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I sent Bill and Bob to set up a research lab at the pyramids.. Unfortunately on the way there something went horribly wrong with the plane (I blame part clipping) and they had to bail out. Nice to see the parachutes still work... Bob somehow went missing, Bill searched the wreckage... Not finding Bob he did find a few of the surviving cargo containers and made himself a shelter for the night... Sleep tight little buddy a rescue mission is in development.
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I would say the only way to ruin his typical monday would be for the rocket to work...
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Really? Never knew you could do that... learn something new every day...
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Love those lights Cupcake... anyone able to tell me what mod that is?
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I am flying to the temple right now and I want the exact location
annallia replied to 322997am's topic in KSP1 Discussion
This thread inspired me to make a little trip out there myself... I claim these lands in the name of the Kraken! -
I started out the day just trying to make a plane that would go as high and fast as I possibly could. I was stuck at about 15km altitude for a while, but after a little help, and some retooling I managed to push that to over 24km. After further redesigning I managed 27.5km before burnout and a top speed (while climbing no less) of 1400 m/s Next up is retooling it for a space plane variant if I can... I did attempt to circumnavigate Kebin on my first test flight. Wound up just a few km shy of the KSC, a little more efficient flight path should make it able to just squeeze in there. Also did a stress test on it, got it going as fast as I could for as long as I could, it managed 2/3 of the way around Kerbin before the engines exploded And then I moved on to my next concept... will have to do some work to figure this one out... Also paid a visit to the pyramids to claim them in the name of the Kraken.
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Avoid reentry effects on launch
annallia replied to Superluminaut's topic in KSP1 Gameplay Questions and Tutorials
Edit- Ninja'd -
Are the Kerbals you resuce from orbit ever not an engineer?
annallia replied to LordCurlyton's topic in KSP1 Discussion
I do seem to be picking up mostly engineers, doesn't really bug me though I do most of the rescue missions early on and I would rather have free scientist at that point. As to gender, it seems to be a bit streaky for me but I find it to be about 50/50, usually I will have 3-5 missions of male, then 3-5 of female, sometimes it is mixed better but usually goes in streaks. -
I pretty much leave it as is, I do turn off building destruction though as well as turn resource abundance up all the way. Other than that I leave everything where it is set (am awful tempted to make my financial rewards a little higher...)
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Can't belive it was as simple as removing all but the ram intake... Not only did it break mach4 shortly after this its new ceiling is 27,000... That I am more than happy with. Edit- Also removed the advanced canards, not sure if that helped or hurt it or did nothing, either way I am happy with the new results for this one.
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Yes I know why they are flaming out, I just want to know how to get higher Speed and ascent are not a problem, specially with my revision of the SR I usually pitch up 30 degrees right after takeoff and it maintains that pitch while accelerating till about 10,000 where it caps out on speed ( for that ascent anyway) at about mach 2.8/2.9 and maintains that speed until it flames out... usually just a few seconds later. Edit- Will try a little more retooling. While I am doing that, any suggestions on which intakes to use and which not to?
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First off let me state that I realize that Kerbin is far smaller than Earth so the 15,000 meters I am getting probably translates to far higher than the 21,000 ceiling that the real counterpart is capable of. That being said... I can't seem to get any jet above 15,000 meters, or at least not significantly higher. Every jet I have tried no matter the intakes flames out at somewhere between 15,000 and 15,100 meters. I have been trying to make a U2 and something which I am calling a next gen SR-71 which have ceilings of roughly 21,000 and 24,000 meters. Both of them I managed to get reasonably fast, my U2 cruises at just under Mach1 and the SR-X... well it goes over mach 1 before it hits the end of the runway... The problem is I always seem left with a feeling that they should be able to get higher than they are... My U2 has 4 intakes, 2x ram intakes and 2 of the structural intakes. SR-X has 5 intakes, 1x ram 4x structural. I played around with both adding and removing intakes, changing which intakes were used, changing engines (didn't care for that one) but they all seem to suffer the same problem of flaming out at just over 15,000 meters, the only difference any of it seemed to make was how quickly I reached that altitude. Is there anything I can do short of switching to LF/O fuel and using a rapier instead to get them any higher?
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Started out with a newish career (added a few mods) Realized I had 4 missions to rescue kerbals in orbit but not having any 2 seat pods yet I built this... By all rights it shouldn't have worked, yet it did... Minor mishap when de-orbiting I wasn't paying attention when I fired up the engines and clipped one of the pods I was rescuing which broke off one of the chutes, but it still landed safely. Went into sandbox to play around a bit, built this little thing... Ridiculously fun to fly, little hard to land (lack of ability to put wheels forward makes it want to tip when braking) and the second version uses the large stock wheels instead of these (prop was clipping into the ground making the plane bounce). But still as I said, ridiculously fun to fly spent the better part of an hour buzzing the tower and circling it and doing very low altitude barrel rolls and loops. Just wish I had grabbed a better picture of it. It is essentially 2 engines and 2 wings nothing much more to it, using the B9 wings since they can store fuel.
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Stupid things you noticed too late in a Mission
annallia replied to Leoworm's topic in KSP1 Discussion
My first attempt at a Mun science station. Got a lab up there, habitat module, two rovers and a dozen kerbals. Not a single piece of equipment had an antenna on it.... -
I was tempted to go with the ice cream cake joke... That said, I sent Jeb on an expedition to the artic in a rather poorly build prop driven plane... It may not take off easily (seems off balance) and may be a bit twitchy when turning but it cruises like a dream and lands quite well... Unfortunately since I drained all the fuel from 2 of the 3 tanks he ran out of fuel and had to turn back, still I hadn't turned back early enough (was already over half fuel spent when I realized I wouldn't make it) and had to put down in the ocean.
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I think you will find many who agree that Minmus is a cake walk compared to Mun.