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Everything posted by Zad Fnark
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NH is just flying. In the last half hour over 10,000 miles have added to the distance.
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Any way to bring back 1.0.0 style heating?
Zad Fnark replied to Panzerbeard's topic in KSP1 Gameplay Questions and Tutorials
I don't know... I had all my batteries explode while aerobraking around Eve. Heat seems to still be a factor. -
Reentry heating too weak?
Zad Fnark replied to cicatrix's topic in KSP1 Suggestions & Development Discussion
I had batteries exploding while aerobraking at Eve. -
Thanks Claw. I used your mod and it worked like a charm. The data file looked like a zoo to rummage through.
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Hi, I've had a Kerbal mission to Duna, which brought along my first rover. After driving a bit, I inevitable wound up dumping the whole works. Both Kerbals appear to be off the vehicle standing, and I can select each of them. Howver I can't move or do anything with them. They just stand there and not responding. Any ideas? Thanks ZF-
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Rocket Building 0.90
Zad Fnark replied to Zad Fnark's topic in KSP1 Gameplay Questions and Tutorials
Thanks, guys. ZF- -
Hi, After fruitless searching... Is there a guide somewhere for the new features in the rocket building section? I'm not getting what the new little buttons are for. Also, I didn't see a subassembly section like we previously had. Thanks ZF-
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Thanks, I'm trying to keep things light, but things to spiral out of control. I've been running tests on Kerbin, using the SRBs on my booster and shutting everything down to test the landings. Can't seem to get under 10 m/s at this point. Eve has the denser atmosphere, but the higher gravity, so I'm not sure if it's a wash at this point, or if the atmosphere wins. ZF-
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Hi Guys (Gals?) In my never ending pursuit for a lightweight Eve lander, I tend to run a lot of tests. I know the glorious target is 12,000 dv. Is there a particular orbital height for Kerbin which would be an equivalent dv height of 100 km for Eve? One where if I can get to this height on Kerbin, I should be able to successfully get off of Eve. Thanks ZF-
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That's when Nagash would take over. ZF-
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In my opinion, MechJeb doesn't represent a super autopilot. Rather it represents all the slide-rule using brainiacs back at Houston Mission Control providing navigation information to the Apollo missions and such. Let's face it. The Astronauts on these missions were not calculating their burns by hand on the fly while in flight. ZF-
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Very nice game. I've been hooked on it lately. I grew up on the original x-com series. In fact, I had a Terror From the Deep campaign going until I had to go through a hard drive re-format. There are some quirks I'd wish they'd fix. Aliens don't have morale effects or have to reload. ZF-
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Video of a Boeing 787 performing acrobatic stunts
Zad Fnark replied to Tommygun's topic in The Lounge
At Oshkosh, one year, I watched an old C-54 Skymaster do a bunch of similar stuff. Lots of prop noise with it. ZF- -
I made my first landing on Gilly. A whole different experience that was. I was lucky in that I entered Eve's SOI pretty much right on Gilly's plane of orbit. Some light aerobraking did most of the rest. Landing there was slow and painful. I seemed to fall at < 15 m/s, so I accelerated towards the ground to speed things up. Once down, the whole ship wanted to float away. Each step walked seemed like a launch for orbit. It was nice getting around 1,400 science out of it. ZF-
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My current attempt is using the large sized ones to see if that helps on the stability front. ZF-
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By default, Kerbals can live forever in their ships. ZF-
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I've grown fond of a 1.5 stage technique. I'll strap on a short tank with a Poodle to the bottom of the lander to de-orbit and do most of the slowing down of the lander, dumping it within 1,000 m or so. This will leave a mostly fully fueled lander ready to go. ZF-
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What is your most unstable ship ever in KSP?
Zad Fnark replied to lefty39's topic in KSP1 The Spacecraft Exchange
Anything with a nuke engine. They imbue weakness to any structure they're attached to. ZF- -
How to not loose electricity alot?
Zad Fnark replied to Bearsh's topic in KSP1 Gameplay Questions and Tutorials
MechJeb puts a constant unstoppable drain on your power supply. ZF- -
The most rage-summoning crash/bug/failure you have ever had in ksp?
Zad Fnark replied to pauldbk99's topic in KSP1 Discussion
My issue involves long missions. If I send a ship to Jool, I like to do some shorter missions in the meantime. When I go back later to take over the Jool mission, I get a black screen with the altitude spinning out of control. The ship winds up being lost. I guess I have to stick to one mission at a time... ZF- -
Trying to get to Duna, and back
Zad Fnark replied to Wachman's topic in KSP1 Gameplay Questions and Tutorials
I was amazed how relative cheaply you can get to Duna and back. I saw on the Wiki page for Eeloo, a pic of a ship. A Mk1-2 capsule, a couple X-200-16 tanks behind it, and a four pack cluster of nukes. I sent that to Duna on a rescue mission and easily made it back. Granted adding a lander and such will strain things a bit. I tend to favor the brute force approach lately, using the KR-2L semi-asparagused (4 radials feeding the center at once) just to cut down the burn time. ZF- -
Sending a rescue mission to rescue Jeb on Duna and forgetting to leave an empty seat on the ship. ZF-
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Mechjeb not working in Career Mode
Zad Fnark replied to r1chman10's topic in KSP1 Gameplay Questions and Tutorials
Click on the actual MechJeb icon on the tech tree. You'll see an option to research. Click that, and it should work. ZF- -
Alright I've figured it out. I reinstalled, and then from there realized I needed to click on mechjeb on the tech tree and further research it there from the icon. Thanks for helping me out, sarbian. ZF-