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steuben

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Everything posted by steuben

  1. you might be able to get away with attaching a decoupler to one engine and then nudging it to the centre, then build from there and strut it for strength another way to attach a decouple to one engine then a 3 to 1 adaptor to go back to the main stack. add a couple of more decouplers for visual appeal and struts for structure
  2. The one that is further along in the design process is approximately 7kiloparts. It takes the SPH/VAB about 10-15 mins to load. Projections for the second station are roughly the same.
  3. I keep hearing classic southern gospel on the first half of it. The tugs were always going to a tractor design. The stations are at least 99% mass symmetrical. The modules are designed with docking ports on both ends to allow for attachments. I'll have to see if KVV can spit out a pic of the two of them.
  4. I've got a couple of rather large stations on the drawing board. The dry weights are in the mid two digit kilotonne range, roughly 20 odd modules ranging from 750 to 35 tonnes. Getting the modules to orbit isn't an issue, either 100 km or the operational 1000km. For actual construction I have two options: 1. build the station a low orbit, say 100 km and then haul the whole thing up to a higher orbit with a high trust tug 2. get the modules to the operational orbit, either with a direct launch or a set of smaller tugs, and assemble it there. With option 1 I can get it built with fewer and/or heavier launches for the modules. But I'm going to be hauling around a net full of jello to get it to the destination. With option 2 I won't need the heavy tug but I'm looking at more and smaller launches to get everything up there. Or a similar number of heavy launches and a set of small tugs to get it all to orbit. Any suggestions/recommendations? A third option that I haven't thought of?
  5. Useless, no. Incredibility useful, not until tech levels 5-6. At level 4 they are a bit of a grindy way to generate science, funds, and rep. A pair of Junos, a Reliant, 380 LF, and 220 O will build you the core of a plane that will let you hit around 30 km, less the further you are away from KSC.
  6. hmm. going to have to try this. when I was failing to learning how to land my spaceplanes it was kind of cool watching the control systems tweak the air brakes to keep my bird on approach. not for any practical reasons... for most of my rockets. but for looks.
  7. I fly with a pretty stock setup. Mostly design aids KER, RCS Buildaid, and hyper-edit for when I just want to futz around. So definitely a parts trim and in sandbox. A high and a low thrust engine on each size, one command pod each size, no real aero components, no mk3s... I'll have to post up a list of parts when I get to my real machine for comment. Enough to get him to Minmus and back... maybe Duna. So the parts list is: Pods: MK 1 command pod MK 1 Lander can MK 1-2 command pod MK 2 lander can OKTO 2 RC-001S RC-L01 Tanks: C7 adaptor C7 adaptor, slant all 3 in line RCS tanks FT-T400 and T800 Fuel Duct S3-14400 and 7200 Jumbo 64 and X200-32 Engines: Rhino Terrier Reliant Poodle Mainsail Mammoth Control: all three stabilizers RCS block most of the solar panels and batteries and structural
  8. One of the kids is interested in space... very interested. and KSP as well. So I'm wondering if there are any tips or tricks to help ease him into things.
  9. I think found the game wandering through TVTropes, I can't really remember. Picked it up just before heading south a couple of years ago. On the way back north stopped off at the KSC for a couple of days, fun times, the missus said it was the funniest thing watching me squee the whole time. But yeah the 25 us$ I spent on it has been well paid.
  10. Dang. I don't think I would have kept playing with things that hard. I'm glad the map view and the rest exists.
  11. I'm working to design some large ships/stations. The one I'm working one will probably be in the 7 to 8 kilopart range, before welding. But they are taking a while to load up in the VAB/SPH, 10 minutes atleast. Are there any suggestions, mods, hidden settings on how to buy myself some more performance in designing them? Right now I think I've got all the relevant setting all the way to the left. And because I know it will come up: - I'm aware this is in the "are you insane?" realm of design - I'm aware this will summon the lag monster, even welded, and probably the kraken when placed in orbit. - I'm trying to keep it stock.
  12. I don't have a real theme. I assign reporting names based on several factors - shape, Turtle for a medium surface miner - usage, Eagle's nest an orbital station that supports the Eagle ships - design name/acronym, Cisto for Crew transport, Surface To Orbit - extension of above, Eagle for the transporter of Turtles, since they grab turtles in their talons and carry them away.
  13. http://forum.kerbalspaceprogram.com/index.php?/topic/119356-a-thread-for-writers-to-talk-about-writing/&page=11#comment-2394668 will link to that. breaking out the above example http://forum.kerbalspaceprogram.com/index.php?/topic/119356-a-thread-for-writers-to-talk-about-writing/<-- link to the thread &page=11 <-- the page the post appears on #comment-2394668 <- the number of the post. pulled that from the report button. I ended up building it by hand. But if there is an automated method, I don't know.
  14. almost makes me want to hyper up some large ships and stations and "accidental collide them with each other, smaller ships, and a rock or two.
  15. If you're set on the design you may have to consider a puller style launcher and attaching it to the top in that picture, or building the launcher around the station. and the put up with a horribly in efficient launch profile.
  16. A few lv-ns, a drill, an isru, and the lander in a puller configuration.
  17. sounds like you may not have the right part as the root part on the piece that you are trying to attach. re-rooting that part may help. with the part selected click on re root and then a part of the piece and then the piece you want as the root part.
  18. leaving aside the structural issue of two tanks of mass pushing down on the capsule at whatever g's at launch as well. I think it makes the control system math more interesting as well. I'd have to stare at a blackboard for a while to be sure. And more interesting when dealing with this amount of energy is a Bad ThingTM As for an in game reason why not. none at all. I built early mun/minus landers that way, before I unlocked ladders.
  19. Hmm... that might be the answer to the slightly different question I had intended to ask. I had been also thinking of it being YALP, Yet Another Let's Play.They have a lot of the same problems as a YAML. So let's take a full set of mission logs slice them up and a full run of a let's play and slice it up. Then interleave the two. Similar in style to what Ian Stewart, Jack Cohen, and Terry Pratchett did with "The Science of Discworld". Any thoughts on this approach?
  20. I was looking at my drug store's book rack and saw "The Year of Living Biblically." My next thought was "The Year of Living Kerbally". As I continue to think about such a book, it tends towards YAML, Yet Another Mission Log, territory. Anybody have any suggestions for a new take on mission logs?
  21. I have a plan to for a video I'm trying to figure out. I'm wondering if I should go kerbish with subtitles or not. I know it is reverse and speed up/pitched up Spanish. But, does anybody know if it is the whole sentence or just the words, and what the speed up rate was?
  22. another way is to zoom out just a bit. record as usual, then crop out the hud and related elements in video editing software of your choice. It won't keep the pop elements from appearing though.
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