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Andrew Hansen

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Everything posted by Andrew Hansen

  1. Another thing that I just learned just today is that if you're building with the ruggegized wheels in the SPH, you have to rotate them so that the black bolts on top are facing upwards - like below. (Or else they won't get you anywhere at all.)
  2. Yes, very true... it's just that I have this insane idea that I want to not kill any kerbals for as long as possible in the new 0.22.
  3. Hey all, I'm relatively new to KSP, and I recently downloaded Kethane. Can someone please explain what the Kerbal Unreconstitutionator is and how to use it? I think I get that it somehow extracts Kethane from kerbals, but how do I use it? Thanks! Sorry if this was already asked. I searched around on the Internet and couldn't find anything.
  4. I hope so! I wish I could do something to help. If only I could know how to integrate it into 0.22's tech tree....
  5. So to vote I just write a comment, right? If so, I vote for AmpsterMan! The idea of using a big orange tank seems to fit the idea of a "Super-Heavy Lander."
  6. No, you just have to make a YouTube video or something about Kerbal Space Program. There's a lot of them out there already, so there's plenty of inspiration to get you going.
  7. That makes total sense... I was doing just that! I'm just wondering... is this bug already reported? If not, I'll make it happen on stock KSP and then report it. EDIT: Or maybe it'll be fixed once 0.22 comes out. I'll wait.
  8. Thanks for your replies! Now that I think about it, I believe I also remember something like this happening in stock KSP. Anyhow, it doesn't really happen that often, so I think I'm good. I consider this thread answered (although I can't "answer" it).
  9. Regarding the delta V needed to get to Tylo, from the delta V map it says you'll need 8115, but I'd pack with 9000 or more. And if you want to get back, you need a whole bunch more.
  10. The physics will only load objects 2500 meters away, so in theory you could only spawn a rocket at that altitude (unless there was a way to change that limit).
  11. Well, you can probably right-click on it and change the vessel type by renaming it.
  12. And since nobody seemed to yet answer your latter question, then I think I will. To view the flight statistics just press F3. Then press F3 again to close them. The other way is to crash your vessel and then press Escape (not recommended).
  13. Yeah, I am flabbergasted that so many people would write a whole seven pages about fonts! Personally, I like the theory that the guy who started this thread was joking. And I like comic sans anyway.
  14. I've always loved ion engines because they're so efficient, but the stock ones take forever to go anywhere! I recommend RLA ion engines and RLA power generation (more RTGs). Also, I think you should install B9 Aerospace, just because it opens up such a world of possibilities for KSP.
  15. Hey everybody, This is my first thread on the KSP forums. I'd just like to ask about something weird that's been happening lately to me, and what mods you guys think could be causing it. Below is a screenshot: As you can see, I clearly have enough electric charge, but when I right-click on the module, it says I don't. And just like when you normally run out of electric charge, I can't control my vessel at all. (By the way, the only reason it shows some electric charge was used was because SAS was on and was sucking up a bit of power). Anyway, I have quite a few mods installed, so I'm going to attempt to only write the ones down that I think could be related to the problem. I have: Universe Replacer FAR Ioncross Crew Support B9 Aerospace Deadly Reentry Even some of these I really doubt, like B9 Aerospace, FAR, and Deadly Reentry. I've tried removing one at a time Universe Replacer and Ioncross Crew Support, and each time the problem didn't happen. But then again, I still haven't figured out how to successfully reproduce it each time. One thing I should mention is that KSP is using about 5 gigabytes of RAM, and crashes because of that sometimes. When I remove Universe Replacer, then it works great (because it uses less RAM). But I just don't think that "not enough electric charge" could be related to the amount of RAM. Thanks in advance for your help! UPDATE: I think the problem only happens when I use a probe core for control... if that means anything.
  16. Actually, if you look at the search trends for "KSP" rather than Kerbal Space Program, the decrease is a lot less. I would say it's almost negligible. Your evidence is not extremely convincing. I just think that when you buy the game, you have to buy it for what it is - assuming that there's not going to be any further updates. And if there is, great! But in my opinion I've gotten my money's worth. But of course I've just bought KSP at the beginning of September, so it might be different for some people who've had it for years.
  17. I like this idea as well! I don't actually think it would be very hard to implement. Just add one more building to the Space Center, and have a Hyperedit-like thing activated when you enter the "simulation universe" in the added building. Then (maybe) disable some texture files to give it a simulation feel, and you're done. I know it would require some work, but it's not something as big as a KSP city or whatever.
  18. I want to add to what willy123 said about the Ion Figher SSTO. I watched that video and was inspired to make my own SSTO. Behold, the JasperTech A-15! (More pictures along with the .craft file can be found here). It has 12 circular intakes on each side, two delta wings, six ion engines, two ant engines, and the OKTO2 and Mk1 Command pods as the control units. I'm new to KSP, so I'm sure my design isn't all that great, but it works! In my quest to make a functioning SSTO, I've found a few things that seem to help. I would recommend you use landing legs and point your plane vertically for takeoff, since the landing legs are much lighter than wheels. The wheels are 0.5 kg each while the heavy-duty landing gear are only 0.1 kg. Why take off vertically? Although this requires a thrust-to-weight ratio of above 1, I think that's great because it means you'll be able to get to higher speeds at higher altitudes using just your jet engines, which in turn means you'll have less delta V left for your rockets. I take off, fly my plane to 25 km, then level off and start gaining speed. I basically just go as fast and as I as I can go, re-igniting my engine whenever I flame out. Then only when my intake is completely gone and I can't re-ignite, do I open my solar panels and turn on the engines. Once I get to above 50 km, I shut off the ant engines and the ion engines are enough to get me into orbit. By the way, make sure to take off just before dawn so the ion engines work. Good luck!
  19. Another thing you can do is open only one parachute at a time. So have your drogue chute open first, then before 500 meters open one normal chute, and after the shock from that is gone, open the rest one-by-one. The shock is a lot less and will be less likely to rip your ship apart.
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