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steuben

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Everything posted by steuben

  1. yep. usually for the little local surveys and science probes.
  2. Close KSP and reopen. Since it starts at the KSC you'll be able to recover the core there.
  3. and yet I look at the picture and wonder if I could rebuild the booster to actualy get it to orbit.. with it at that angle.
  4. The other option I've found is to not worry about making it very draggy. That usually gives you trouble on the launch, especially in early game. You've got add more thrust and dv to get up. But if you add a lot of control to it either with control surfaces or gyros you can execute a series of controlled maneuvers (or tumble wildly) between 20 and 2 km up to scrub off speed down to 250 m/s.
  5. how are we defining "land"? I've got duna for very broad definitions of land.
  6. about 2.5 tons more. I'd guess. If you're up for mods KER will help you with that. Just keep slapping on fuel tanks till your m/s is down around 3.8 k/s or so.
  7. I'm going to amend my design. the boosters are stacks are 5 ft400s with a reliant
  8. sounds pretty easy... with experience... core stack: 2 mk1 crew cabins, mk1 command pod, 2 sets of tail fins (one top and one bottom), 3 ftl-400 fuel tanks, a relient on the bottom, and 4 or 6 mk2 radial mount parachutes. boosters: a couple of back should so you nicely. decent profile, tail first until about 1600 m/s and then a series of controlled maneuvers to shed speed (or wild tumbling) down to 250 m/s and pop the chutes. though that is a back of the envelope design. it should get you close.
  9. and pics of what you're building so far will help as well.
  10. One example that I can think of off hand. Planeshift, http://planeshift.it, predates steam by several years. Coded for win, lin, and mac. Built on the Crystalspace engine. Some of the .2 and .3 and .4 version updates well exceeded 5mb. On mid 3 digit full install sizes
  11. Not all of them. I've got a 50 passenger one that can get up to and dock at a 1000km. and then come back down again. Not sleek or small at all.
  12. you can also angle your engines so that there vertical thrust offsets the torque they put into the system. Though the way I do it is to slap on enough gyros to offset the torque. KER would help you there.
  13. It's before my time. But I don't think I would kept playing, or experimented anywhere near as much without the dv info. Both in game and out. Yeah it's hardcore to play without it, but so is wilderness living.
  14. I'm testing some re-entry pod designs. But I'm looking to maximize re-entry heat. I'm testing against 100km x 100km orbit down to Kerbin surface. I think the best angle is about halfway between straight down and surface grazing. Any suggestions?
  15. A lazy one done to the Firefly opening theme. I'll have to dig through my library to find something that requires a bit more heavy lifting. --------------------------------------------------- Take my love, take my land Take me where I cannot stand I don't care, I'm still free You can't take the sky from me. Take me out to the black Tell them I ain't comin' back Burn the land and boil the sea You can't take the sky from me. Leave the kerbs where they lay They'll never see another day Lost my soul, lost my dream You can't take the sky from me. I feel the kraken reach out I hear its song without a doubt I still hear and I still see That you can't take the sky from me. Lost my love, lost my land Lost the last place I could stand There's no place I can be Since I've found rocketry And you can't take the sky from me.
  16. *takes off greek fisherman hat, puts on writer's hat* @Butterbar okay you've got your start. now figure out where you're going, and how you're going to get there. If you layout the pieces in between like a 22 ep season of a TV series it'll help you as you go along. You don't have plan out every detail, but a rough frame work will prevent future plot holes or a where did that come from. That being said there are those who do take a much more stream of writing approach. Write it as it goes let the story find its own channel. You can, but you have to keep a much tighter leash on the characters and have a good reference file to prevent holes and ex machina moments. As for your original question. I can't really answer that. But what ever story you end up with will be the answer. *takes off writer's hat, puts on greek fisherman hat*
  17. Right now you have the key event... a pretty stock one. It depends on when you're setting the story, pre-event, during event, post-event, and very post-event, and what the story is. for example the movies "7 Days in May" and "Thirteen Days" except things went wrong for pre-event. "Threads" and "The Day After", not "The Day After Tomorrow", for during event (book some therapy after watching those). "On the Beach" for post-event, might be a good watch/read given the description you've given. Very post-event depends on how long after "Nausicaa" and "Wizards" for several centuries/millennia, and "Postman" the book for several years/decades.
  18. Three posts. Looking at the two craft there doesn't appear to be anywhere simple to attach the Rover. One thing you might try is to attach the Rover. Once you have the Rover where you like add gyros to either, or as a separate unit, to counteract the imbalance. KER will give you an idea of how much to add. Though if you add two then you won't have to worry about the torque from the imbalance.
  19. Try the lander as a subassembly. I thing rerooting the whole vessel in the VAB/SPH may help as well. The warnings/errors you see won't prevent launch. You just have to be sure you have addressed things it mentioned. Sometimes the t does see them even though you have.
  20. I'll generate a pic when I get back to my ksp computer. But to describe an example of my process. 1. Design a stock satellite. 2. Wrap it in a nice aeroshell fairing. 3. Save it as a subassembly. 4. Start a new craft 5. Build the launcher. 6. Pull the Sat out of the subassembly bin. 7. Redraw the fairing 8. Launch and position for profit. It is step 7 that I want to avoid. Watching it, the fairing is preserved but it gets destroyed upon attaching it. pics are here:
  21. Program and mission Program for contract and exploration. Mission for design and fiction work.
  22. Is there a way to preserve the aeroshell shape if it is used as a part of a subassembly? Though I shudder to try it, anybody tried playing with the aeroshells in the .craft files?
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