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AceofPengwins

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Posts posted by AceofPengwins

  1. I really like how this also quite functional sciency lander turned out:

    KfxdyJp.jpg

    Still had close to half of my fuel left in the landing stage when I touched down.

    Here's the return stage:

    N1eqUlE.jpg

    this also had about a third of its fuel left over after returning directly from the Mun.

    All stock, I did use editor extensions to radially attach some parts. Next up: send it to Dres.

  2. Some of the parts from this mod are showing up but greyed out, with the message: "Part model requires an entry purchase in R&D..." does this mean I just haven't unlocked them yet? It's a bit weird. Also, I installed this mod partway through a career mode game... so I suppose that might be the problem? I.E. the parts should be unlocked, but since I didn't have the mod when I unlocked those nodes, they didn't get unlocked? Slightly confused. :P

    Screenshot:

    JXjQD7y.jpg

  3. Without a mod to tell me the Delta V of any of the stages of my craft, I can't even get to the Mun anymore. Every craft I make veers off always to one side. Personally I think some people who say its easy are cheating by building a ship in sandbox then just copying it over to career. So little information given to you about how to build a successful rocket, I can't see how anyone can think its easy.

    I've sort of alternated between using Engineer/Mechjeb for dV, and not doing so, so I'm not finding it too hard to estimate except that the lack of asparagus means I tend to underestimate.

  4. Selectroot mod should* allow you to change the root piece... but I can see how it would be difficult to do this automatically, since there are some parts (such as anything with symmetry) that make it somewhat complicated to do this automatically, i.e. it would quite possibly not do what you wanted it to do. Now, I do agree that with subassemblies, selectroot's functionality should be implemented in stock...

    *I haven't tested this yet in .22

  5. Started a career mode save, playing with some self-imposed limits (basically: very limited quicksaving, no reverts post launch, nothing absurd to get science faster) and I'm really liking it... :) It's easy enough I feel like I'm advancing without trying to just spreadsheet my way to science. My Sunetos missions (I-V, all manned) were ultimately successful in a Mun flyby (there was one really spectacular moment when Bob tried to do an EVA while his rocket was burning for orbit at 70km, but with some kind of insane luck he fell into the ocean and survived... I'm not really sure how. But, tragedy averted! :) ) , so then I proceeded with the Selene Missions (I-III so far, unmanned probes) which were much less successful. The first made it to the Mun but ran out of battery on the return trip and therefore crashed into the ocean, nothing recoverable. The second had a staging malfunction and never made it out of the atmosphere, did get a fair amount of science though anyways. The third did fine until it tried to land upon the Mun, at which point i realized it was hopelessly unbalanced and it crashed into the surface. KSC engineers are desperately hoping Selene IV is more successful, or else budget cuts seem likely...

    Pictures of the ill-fated Selene I from K-TV:

    Launch:

    83BsnP3.jpg

    Illustrative model of Selene I on the surface of the Mun:

    KWSZuNE.jpg

  6. Regarding the "refreshing" of a lab: Why not let a big and energy hungry station part have a new resource (lab stuff)?

    Provided with enough energy this space lab part would deplete the lab stuff and turn it into science - slow but steady, without the need to be in any interesting location, studying the effects of zero-g on chocolate and other important questions.

    Should the lab be in an interesting location it could be used for field studies, creating more science but using up more energy and running out of lab stuff faster.

    A second part - a lab stuff container ("tank") - could be used to fly up a resupply mission.

    This second part could double as a return container for science/samples to be shipped back to KSC for bonus points (or something like that, depending on if there is a difference in sending back data from a probe or returning the samples physically).

    Totally agree... I definitely think that added game mechanics should cause you to do more interesting/realistic things, and providing an optional motive for resupplying/crew changing your space stations is both, it adds flavor and some element of realism without being hopelessly tedious.

  7. 1) orbit (This took a while)

    2) kerbals on the mun. (Actually first attempt succeeded)

    3) built space stations for a while, rendezvoused with various stranded orbital kerbals

    4) multi launch manned ship to duna landing

    5) minimus and more space stations

    6) kethane mission to duna+like

    7) SSTOs

    8) Laythe + Vall base and kethane mining

    9) robotic probes + rovers

    10) much more elegant Apollo style mun landing

  8. Yeah, so I never got Mechjeb to work very well with my rockets. but then, my rockets back then were pretty bad... and now there's not really much (except I suppose precision landings on worlds with atmospheres) that it does that I can't do about as easily, I can rendezvous in 1-2 orbits now generally if I try, etc, so I just use KER for the readouts. I have no objection to it though, hehe.

  9. Welcome! The forums are great, tons of inspiration, entertainment, and ways to waste time when you can't actually play ksp...

    EDIT: not being sarcastic, they're really good. :) gives you a place to show off those screenshots/tell your stories.

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