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Everything posted by AlamoVampire
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so, the space kraken ate you too? got me last night on minmus....
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Jebediah calls police
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Bob, Jebediah and Bill Kerman posing for one heck of a picture on Minmus! Who knew on Minmus that a 1X6 Solar Panel would hold a Kerbal?!
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NGT: Ya your right, I should have remembered that, but, then again, having faced them in STO <before it went free to play> they felt a whole lot larger!
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I think maybe about the size of a Borg Cube...
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Bob to retire.
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nice lander. I would recommend the larger lander legs, they are tougher and as such can take a bigger hit. as an example, my munar lander
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yeah, it is hard to say w/out seeing your ship. BUT, some thoughts off hand: check engine size and placement, if they are too large and too close they heat up quick. also, and I had this issue using mainsail engines and those rockomax orange tanks over heating, if you put a smaller tank, same diameter between the main fuel and the engine that could help too. Guber K. makes some great suggestions too. also, try for a wider lander lander to spread everything out. beyond that pictures would be nice so we can fine tune our help
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I was landing back on Kerbin from an orbital run at the Mun. Had 3 kerbals on board, I cannot remember who they were, but wasnt Bill, Bob or Jeb. The mission went swimmingly. I was on a direct ballistic intercept with Kerbin, so, I dump my cruise stage and just have the 3 man capsule left. Well, thats when it got bad. I was coming in like there was no tomorrow and for those poor slobs on that thing, there was no tomorrow. See, I kinda came in way way too fast and failed to notice a HUGE mountain coming up at me. I tend to wait until I am about 2km off the ground before I deploy chutes. Well, that mountain was high, I was fast, the chutes too slow. Suffice it to say, they hit HARD.
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shame about scotts save file for his reusable space program but yeah, Scott Manley and Kurtjmac are 2 of the best YT's out there for this game honestly, scott explains the physics and the most efficient way to do things, and kurt, well, kurt has his own take on things and has a diff style, both excellent!
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battletech reference here: that think looks like a union class drop ship!! http://www.sarna.net/wiki/DropShip for reference XD they are no longer an effective team XD from its look id say Oblivion, which, was an AWESOME movie XD
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if it were my station? id send up a truss section to expand out in 2 directions for more docking and fuel options, but, thats just me for example of where you could, IF you did this, place the truss bits, id use a docking port that matches the 1 on your habitation section and build a truss from there, and add like 3 - 4 ports at the far end, some lights along the truss, and if you ever dock on the dark side of the planet, some lights that circle the docking nodes, and for balance sake, IF you have a second port on the other side of your habitation module, id send up a matching truss, for balance sake. just a suggestion
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id rather see something in motion from the game to tell me it hasnt locked down and needs me to either hard restart or alt-tab it back into life
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there was a raging debate at the Kerbal Space Center as to whether or not you could build a rocket with an external seat on the top. They decided to build it. Then, a crazy Kerbal by the name of Kelner Kerman came in and said he would ride the thing. well, ride he did! landed safely too! his look on landing was akin to thinking: why did I volunteer again?
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Randall Kerman radioed into KSC about a sudden bang and dramatic drop in throttle. He was very hard to hear over all the alarms blaring in the cockpit. KSC radioed back: Randall, your Engine Number One and support tank fell OFF. I THINK this is bad: those last 2 images are about a second or so apart in time... shockingly that thing did NOT tear apart!!!!! oh, and yeah, I lifted that tank up the HARD WAY! it is docked on top of a 3 man module, which, is hidden under all that struttage!
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Manned Rovers?
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
it isnt control issues, it was more of: having never actually used those exact engines so i was unsure of how fast theyd purge the tanks and wanted to have some sort of backup in the RCS system to handle slowing things down if I accidentally drained the main fuel source and had to go RCS. After having robo landed it, I know it was over kill now. -
I got chills when me and Bob got here. Neil Armstrong, August 5, 1930 - August 25, 2012. Rest in Peace good Sir, you are a not only a National Treasure, but a Hero to all mankind. In his immortal words: Houston, Tranquility Base here. The EAGLE has landed. That's one small step for a man, one giant leap for mankind.
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as someone who is still learning docking with the help of MechJeb 2.0 <it does work, you just kinda have to baby sit it as you close into the target> I have learned something valuable: on what ever you are trying to dock, make absolutely certain you have it balanced and have your RCS placed as close to said objects center of gravity as you can, it will make a HUGE difference. Also, with out knowing what exactly the issue is, are you failing to at least rendezvous with your intended docking target or are you getting to the rendezvous and then cant dock? It honestly does take a supreme effort to learn to do. Also, make sure you launch into the right window, say for example you have a ship on orbit at 200km up and its on the Equator and you are prepping a launch. You have 2 choices here. 1 is easy, the other, is not. 1. wait for the target to be about 20-30 degrees to your west and then launch, at which point, take your AP HIGHER than your target so your sub-orbital path crosses twice, at some point in that arc, if you timed it right and held the same inclination and so forth, you should cross into your object and can go for rendezvous then <this can be the hard way if you fail to time it right, or can be easy depending on luck> 2. Do the same as above, with a bit of a change, instead of going for a direct intercept while sub orbital, you take it to a full orbit either above your target, which makes you SLOWER than it, or below, which makes you quicker, and then, set up a node to either raise up into or descend down into the targets path. either way, once you have an intercept set up, get to about 1.5 to 2km from the target and 0 your relative speed and move in for the docking at 1 m/s closing rate until you are say 10-20 meters out then slow to .5 m/s to take it to about 2 meters then drop to .2 m/s and dock. BUT, above all: practice!!
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I agree it can be jarring. Worse is when you are trying to fine tune an approach to say the Mun and you get the SOI camera swap - which can be worse if everything decides it wants to take a frames per second holiday for a moment :S - I think, and this just me, if you had 2 distinct Prograde and Retrograde markers that differed in color, one color showing your Prograde and Retro with regards to the actual orbit you are on and one that is a diff color that showed Pro/Retro with regards to your target, that may help - or may make it even more confusing - just an idea lol.
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Manned Rovers?
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
Skorpy: I put that much RCS fuel because I was unsure of my burn time on those radial engines having had never used them, and wanted to augment delta-V with RCS for retro burns, turned out that after just giving up on that launcher and robo launching the rover things got easier. I am not sure if I still have that particular launcher on file any more, if I do, I will adjust the struts and so forth per suggestions. -
Bob Kerman and his crew between their Munar Lander and Rover One after having landed and then repaired the Rover.
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this is NOT a pretty rover, nor did it land intact, the first team to arrive will repair it, but, for my first manned rover to survive launch, even if it has a probe core, its pretty enough I suppose.
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Manned Rovers?
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
Not the prettiest Rover by ANY means, nor was this an IDEAL landing, as you see, the automated systems the Kerbal Engineers back at KSC used doinked it hard blowing out 2 tires. -
Manned Rovers?
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
Okay, this is what I have managed so far, and this thing is an unholy disaster. The lander, in THEORY works, I have a near duplicate stationed on the Mun, just a few tweaks to stick that 'rover' under it. Namely the Radial Liquid Motors. The Rover, in THEORY works. It has a 50-50% history on Kerbin at the KSC working and NOT killing itself. Below is closer on the rover itself. Okay, below the rover and that skinny nuclear engine for its cruise stage is my STANDARD heavy lifter. which, minus those horrid fins works just fine. I placed those fins in the HOPES that it would help stabilize the bloody thing, but no, no good. This thing is a HANDFUL even for mechjeb. I do not know what is going on, I have launched a bunch of heavy crap with the heavy lifter, it stages fine normally, but now? its tearing itself apart during the gravity turn.... what am I missing? I really would love to go drive on other worlds. edit: I just tested again with Canards, and while it was MORE stable, it made it down to the final 2 boosters with almost no issue. BUT, when it was on the 2 final boosters + the central mainsail <all 3 mainsails, actually, all 7 lift stage motors <boosters and core motor> all mainsails> it developed this wicked oscillation that tore it apart. edit 2: more struts do nothing to help it only gets HIGHER before it suffers some form of catastrophic failure