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CmdrRimmer

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Everything posted by CmdrRimmer

  1. I also vote for just Kerbal Space Program as the name. However they should use the Enterprise theme song. Loved that intro with the fast series of clips showing the progression of human space travel.......the one shot of the Apollo astronaut gives me chills.....always reminds me of White, Chaffee and Grissom. .... It's been a long time....getting from there to here........perfect song for KSP. CmdrRimmer
  2. Cant believe I'm the first one to post this idea. The Benny Hill show theme !!!!
  3. I have far installed. That is probably important to know. At 10k altitude about 600 m/s CmdrRimmer
  4. Once i hit 10k, the plane levels off naturally and even holding down the "S" will not get the nose above the horizon. Thx Here's a link to the ship file -- http://imgur.com/GFgF3AH Not sure if it's all stock, might have B9 or Novapunch parts. (the inline docking collar section). CmdrRimmer
  5. I realized this after what happened tonight. I built a 450 tonne/250,000 credit monster rocket to deliver 6 geo sync comm sats (using RemoteTech mod to force me into a step by step moon program) in one launch equally spaced at geosync altitude. I learnt how to drop orbit to 5 hours for one orbit, then bring orbit back up to 6 hours each orbit and drop a sat each time......very neat trick. I then realized I had extreme amounts of left over fuel at most of my stages including the final. So began 3 more iterations of said rocket. Now it's about 110 tonnes and costs just under 100,000. So 25% of the original launch weight and 40% of the cost. it's orbiting at geosync right now with 1160 m/s of deltaV left which should be just enough to do 5 cycles of sat drops .... About 120deltaV per sat and 450 deltaV to get back to Kerbin. Heck it's so cool modeling orbits that I could burn less deltaV to a 5.5 hour orbit....do 2 orbits per sat drop. damn I love this game. Here's the before/after snapshots. Kelvin Geostationary Tug Mk 1 Kelvin Geostationary Tug Mk 4 CmdrRimmer
  6. I've built several iterations of a 20-30 ton SSTO plane. Currently it is about 24 tones, 2 basic jets, 2 spikes and. 1 Nuclear engine. I've got to the point I can fly it up to about 20k and 1200-1300 m/s but I then cannot maintain altitude. I end up in a very high nose up trying to keep the climb rate positive. Is the answer more wings and less weight. Or could it simply be the layout ? I've had basically the same issue with 29 tonnes and 4 jets. I'm holding myself to 8 intakes per jet engine so far. I'll post the vehicle file when I get back to my pc if anyone could see what I am doing wrong. Thanks CmdrRimmer
  7. Love Kerbals.....been in/out of this game since before it went on steam, but only lately have I been seriously learning how to play it "properly". The game is so much better now than when I remember downloading it from their website. The burn "planner" in orbit view is AWESOME ! One question though....is there a magic spot i need to hit in my geo-stationary orbit where the spaceship will show in a status other than orbiting ? or will it always say that and I just need to be at the right altitude ? Any tips on how to make sure I'm absolutely stationary in relation to the ground ? other than checking my altitude ? I've been having fun learning how to establish orbits.......I finally got my first geostationary comm-sat in place (using RemoteTech mod). Love the "progression" that forces on you. Which leads me to think how a campaign mode could do work in vanilla Kerbal. e.g. You dont get to unlock manned pods until after doing various tasks with unmanned probes. You dont get to unlock the larger fuel tank until you've flown X missions and done X things with the smaller fuel tank etc etc etc. Like RemoteTech you can't control things (unless manned) if you dont have a comm sat network established. CmdrRimmer
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