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Everything posted by AlamoVampire
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SPACE STATIONS! Post your pictures here
AlamoVampire replied to tsunam1's topic in KSP1 The Spacecraft Exchange
she is not much to look at, but, this is my second station, I had to deorbit its predecessor before launching this one. basically the same station as the first, with 2 changes, 1 its 2 of the same core and this one lacks docking ports on the hatches for EVA/Crew Transfer abilities. Kerbal International Space Station: primary core are the hitchhiker modules 2 each with a lander can in the middle with 2 truss's coming off with solar panels. 1 section has a heavy RCS tug and 2 large fuel tanks and a cupola. each core is rotated 90 degrees off the other -
I give you the HONEYCOMB! 397 SOLID ROCKET BOOSTERS!!! Yes, it KILLED my FPS, BUT, it did fly, then went BOOM!
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Launch directly to a hohman transfer?
AlamoVampire replied to Sauron's topic in KSP1 Gameplay Questions and Tutorials
id say, if you want to strike the Mun, launch just as you barely see it rise on the horizon, then burn like mad for it. crude, but brutal in its effectiveness. otherwise, try ksp.olex.biz, its a wonderful site, it does all the maths for you!! -
I think rotorwashed has it on the nose. I have been playing since just after .21 came out, and in that short time, the game went from feeling funky and clunky to feeling more like how historical videos show the early days of NASA to me. Still feel growing pains, but over all more smoothed out as I get used to how the game works. It still feels very very kerbal to me as some of the crap I come up with would so not work IRL. I think its more of how you are progressing as a player honestly
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Launch directly to a hohman transfer?
AlamoVampire replied to Sauron's topic in KSP1 Gameplay Questions and Tutorials
<blush> okay, so, I guess the maneuver nodes count as the equation XD -
Launch directly to a hohman transfer?
AlamoVampire replied to Sauron's topic in KSP1 Gameplay Questions and Tutorials
I think its true in KSP, I did a direct launch to docking and it took minimal fuel burn to do so, as to calculations, I have no clue, when I am doing things fast tracked, its mechjeb all the way, otherwise, its the slow and steady circularize then hohmann and so forth. -
Is Kerbal Safety a Top Priority For You?
AlamoVampire replied to TheHockeyPlayer's topic in KSP1 Discussion
I protect them if I can, if I fail, I just go into the persistent save and find the one or more that died and reset them to mode 0 XD <usually only do this for Jeb, Bill and Bob only, unless they have really funny names... does that make me bad?> -
dear god! nice custom fairing tho!
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I dont have a picture of just my standard heavy lifter, BUT, its built like this: Central core consists of a single orange tank with its half size below it with a fuel line connecting the both, with a mainsail for power. on the outside set up with 6 IDENTICAL boosters to the central core set up 'asparagus' style. All mainsail powered of course. It really is a nice set up, it can launch just about anything into just about any orbit you want. Adjust your payload as you see fit with what ever transfer and cruise stages you like, it really is a good lifter. not sure its max capacity..
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Decided to do some science, so, I sent a Viking-esq style lander to Eve. Here it is: E.A.R.L. or Eve Atmospheric Reporting Lander. And because I landed this thing for science, it is sitting on the surface 1.7km above 'sea' level, it is reporting an acceleration of 01.69g, as well as a gravity of 16.62 m/s^2, an atmospheric pressure of 4.1696 units of pressure and a temperature of 147.92 degrees at its landing site.
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I hit the 'install' button from steam, and it instantly fixed it, was odd lol, but it works still, my mods too XD
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Is someone playing with the recruitment forms, specifically the names? Check out these 2 recruits!!!
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I just tried to launch KSP from my desktop <got it from steam> and it said: you are about to INSTALL KSP. okay, did I miss an update or something?
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Behold, an 800 day mission to Jool, Val, Tylo and Laythe AND BACK!! The Jool One entering into the Jool System, with satellites on board for science stuff! 1 for Val, 1 for Tylo, 1 for Laythe and 1 to slam into Jool itself! The Jool one with Bob, Bill and Jebediah <left to right> on TYLO! The Jool One on a return trip for home (inspired by Scott Manley!!) Whats a better way to end a near 800 day mission than to land not more than 100 meters from the launch pad!!!
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best way to do interplanetary ships?
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
I want to thank you all for the wondrous help! Behold, an 800 day mission to Jool, Val, Tylo and Laythe AND BACK!! The Jool One entering into the Jool System, with satellites on board for science stuff! 1 for Val, 1 for Tylo, 1 for Laythe and 1 to slam into Jool itself! The Jool one with Bob, Bill and Jebediah <left to right> on TYLO! The Jool One on a return trip for home Whats a better way to end a near 800 day mission than to land not more than 100 meters from the launch pad!!! -
best way to do interplanetary ships?
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
Interesting ships Vanamonde. Given me good ideas, looking forward to see what else the community can offer up help wise. thanks to both of you guys who replied thus far -
best way to do interplanetary ships?
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
<pokes his head in the door, hears crickets -
I am having a small issue. I want to send a ship to Jool and perhaps a moon or two while there. I know I need nuclear engines as they are ideal for such a trip. My problem is, well, I cannot figure out how to design one that will not murder my frames per second dead. I tried this: and while it was a great design, 5 nuclear engines and more fuel than I knew what to do with, once it was completely assembled, it caused soo many issues that the game became unplayable. Btw, this had north of 450 parts... I THINK I can make a ship that can get me there, but, I wont be able to land on any of Jool's Moons w/out losing my cruise stage. I just cannot figure out how to connect a proper cruise stage to a lander stage w/out a high part count. Any help would be and is most welcome.
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This nasty bit of engineering is or I should say WAS the Jool One. In this configuration, she was over 300 tons and had nearly 470 parts total. Took 3 days to assemble in space, and once completed, it broke the game. It caused such lag I could not change to anything else in the game what so ever. So, I had to reload a quick save from when I was launching the 3rd of those 4 orange tanks or as I called them, cruise stages and had to emergency de-orbit that entire thing. What a shame. She had 5 Nuclear engines, one in the center that came up with the core ship and its truss/solar panel segment, and 1 per cruise stage fuel set. She was a beauty to behold, but murder on the frames per second. Time to redesign a Jool Worthy ship. side note: guess I should have taken all the glitches it had as a warning to just abort the entire thing. It broke on launch soo many times, then the bizarre glitch I had yesterday with trying to dock those cruise stages to it where it warped around kerbin oddly.
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okay, newest proudest moment for me. I did this as a test for something else, to see if a bug was reproduced, and I did my first SUCCESSFUL launch to docking w/out mechjeb, and heres the pic:
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odd docking behavior
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
okay guys, I know this is a "simple" thing once you learn how to do it, but, holy cow! I just made a test save to see if I could manage a mechjeb free rendezvous and docking and, well, a direct launch to rendezvous later here I am!! no real issues came up, not even that odd glitch this threads about... -
odd docking behavior
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
it isnt MechJeb that caused this, as, mechjeb got me to a rendezvous, it was once I was in docking range, or rather nearing docking range that all hell broke lose, but, to answer you guys on how I do it w/out mech jeb, the answer is simple: I have only done so ONCE w/out it, and then, it was a royal cluster fail of screaming past my target vessel and not being able to zero out velocities, which, necessitated getting mechjeb lol. But, again, the glitch has NOT reproduced itself YET since I now have 2 cruise and fuel stages docked to my target vessel, just need 2 more then off to Jool. I will launch a test save and try a manual docking again to see if it duplicates w/out mechjeb on either vessel and report back success or failure or something in between. -
had something similar, also from steam, but, I usually launch from an icon on the desktop as opposed to direct from steam, but, I do keep steam ON for updates and what not. For me, Id get to about 500 meters down to as close to 250 meters then suddenly the target vessel accelerates away and as it hits 5km distance, it suddenly warped to half way around kerbin. MechJeb and Lazor Docking cam from Romfarer are my 2 mods atm.
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NICE!! to the one above me