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khyron42

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Everything posted by khyron42

  1. More details on the nature of the problems you face might help: Are you reaching the ground with too much sideways drift still? Are you flying without RCS thrusters, trying to kill sideways drift with the main engines?
  2. I love this so much. Also, from twitter: 'DPRK scientists discovered that even rockets love Dear Leader too much to ever leave Best Korea!'
  3. Thanks for the compliments - I didn\'t think it was that special, just big. I considered making the outer ring of tanks drop tanks, but decided to just keep them for wider footing Sign me up for another run at the stock base.
  4. I\'ve spent the last two days in bed with fever and... digestive problems. %^&%$ India. Making my run now. --- The SS Dependable has landed. (Full image gallery) if the lag from too many craft gets big for people after a while, should we set up Mun Base Beta down on the crater floor itself?
  5. Previously anyone who missed their 48-hour turn got bumped to the very bottom, and I think the same was done for anyone who asked to be moved down on the list. MC3craze, your 48 hour turn started on April 4th and was already 2 days overdue when you asked to be 'moved down a few' - I guess Seanoog must be busy, but seriously - I\'m checking in daily from INDIA so that I don\'t miss my turn. I think it\'s bottom of the list for you, per missed turn rules.
  6. I\'m going to be travelling for the next two weeks. I\'ll still try to do a stock landing when my turn comes up, but it\'ll depend on how much internet access and time to play I have when I\'m on the road. Don\'t give me the full 48 hours, if you haven\'t heard from me within 24 just move me to the bottom of the list.
  7. Good news, sirscott - I brought plenty of fuel to share! The Fawlty Towers had no problems landing, first stage ditched into the ocean and the second blew up on impact off to the east of the base. Since I hadn\'t played with mechjeb much since they added the ascent and descent modes, I let it put me into a 100km orbit on launch. It worked well enough, but I probably would have flown it slightly differently. From that point on mechjeb was only used to provide orbit and surface information. The plane and the cart are both really trying to roll away downhill, they started moving as soon as my lander got within 200 meters. I guess those plugins could use a lock where they won\'t roll unless they\'re the currently piloted craft. I had to land fast to limit the damage, instead of my usual 'hover and carefully choose an exact spot' method. This was after I moved the wayward vehicles back into the base area. Click here for other screenshots of my launch and landing. Unfortunately, when I switched craft and tried to zoom out further and get a better shot, everything started rolling again - in this second shot they\'re both moving away from the base at a good speed. I stopped messing with things at that point, hopefully trbinsc or someone can move them back into place better than I can: persistence file
  8. I hope I have all the mods right - I wouldn\'t want to lose someone\'s ship (Maybe that\'s what happened with sirscott\'s run?) Out of C7 just the v 2.15, C7 Third Experimental release, and Gear Beta are needed, right? ---- Yep, they loaded up. The plane started rolling when I loaded one of them to confirm, though - I\'ll make a fresh download, do my flight and try to move everything back after.
  9. I\'m just glad I\'m getting my turn before even more mods get added on... C7 alone is three packs to get it working, so that\'s 6 packs total. I\'m finalizing my design now, will download the persistence file after test flights.
  10. I was confused by the removal of the old modded list, but I guess it makes sense since it was VERY old. Sign me back up for modded!
  11. And I thought it was a long drive to the nearest mountains! Good luck, and take lots of pictures.
  12. So.. what\'s the status on the new thread?
  13. Lightbulbs? Um... Oops, I knew we forgot something when we were building the capsule. Sorry, Bob, You\'ll just have to rotate the windows to face the Sun if you want light!
  14. Sign me up for the stock base, I\'ll be happy to add one there as well as the mod-allowed one! In the meantime, it\'s time to start designing a stock lander I can be proud of I guess.
  15. In several test landings (with a clean stock install of 0.14.1) I\'ve seen hard bounces or worse on resuming control of a landed craft. The most impressively bad was the one that resumed about 20m underground - far enough that it just froze up there and I couldn\'t do anything but close the game if I switched to that craft. I\'ll be doing further testing tonight, but I think there\'s definitely something wrong still.
  16. http://kerbalspaceprogram.com/forum/index.php?topic=8263.0
  17. Well, I gave it a few tries. This most recent one did at least get a solid docking, so I\'ll post it. After I docked, my station decided it was named Gemini 8 (it began a rapidly accelerating spin that partially destroyed both craft.) Points Size of station: 26.9 Kerbal Tons Size of docking craft (station must be larger): 3.9 Kerbal Tons Mission Time (Each hour under 25 is 5 points): Spacelab III mission time to stable orbit: 27:56. Visitor I mission time to docking: 2:58:57. Visitor mission time at crash landing: 03:14:45. I guess we\'d call that 4 hours, so 25 points. Docking completed: 10 Pts Landed Safely: 50 0 pts. I\'m not sure what would qualify as a 'small' launcher, so no bonus points for that. Total points: If we call each ton of craft 1 point, and round up - 66 points. Launch of station: Extra photo - station in orbit. the issues I had may have been because my 'docking cage' at one end needed to be longer: Launch of docking vehicle: Docking: Extra photo - Damage due to uncontrolled spin after docking. The lander was mostly intact, we only lost one landing leg and the parachute: Splashdown Crash landing - they tried to pull it off with just RCS and landing legs: Full image gallery has larger pics, and some shots during launches and deorbit.
  18. Thanks, I was just thinking about terrain below you being at a different level of detail than the stuff far off to the sides - if the explosions only happened when you came in low and fast it could have been the ships coming off rails, adjusting to the terrain, and then the terrain under them changing as the focused ship got closer - I guess that\'s not the case. Oh well! Put my name down for a turn at placing a lander. I will limit myself to whatever mod parts have already been used by others before me!
  19. I had a question on this, because I\'ve thought of one possible cause for the explosions. Those of you who had the explosions: were you coming in really low, like around 1-2 km altiltude, and approaching the base area expecting to go into hover when you got above it?
  20. That\'s definitely a very unhealthy-looking expression. Take your time. Stop holding your breath like that. Check your blood pressure.
  21. After their very... interesting... history, Jeb, Bill and Bob were assigned to be crew on the permanent geosynchronous monitoring satellite to keep them out of trouble. A Munar Orbiter made a stop by there on its way to the Mun. It took me forever to match orbits and I made a few uncouth comments regarding the lack of any icon for the other ship (I\'d accidentally pressed F4 at some point and didn\'t know that it turns off the little indicator icons for other ships.)
  22. I always enjoy these as practice towards eventually visiting other worlds. Stock only. I slapped a single engine on my 48-tank refueling station for the final stage - that gave me over 50 minutes worth of thrust after the first three stages had gotten me to orbit... The ship on the pad: Ditching 42 drop tanks, 6 left plus the 'RCS stage' that I used for getting it a little more circular: Final orbit:
  23. The method I used was: 1. treat the Apoapsis on test flights as 0 degrees and see how far around the globe the eventual landing was. That gives initial angle to try. 2. Try it aiming for a target location, see how badly you miss, and change the angle as needed to compensate. Basically, 3 landings needed to figure out out: initial landing with no target just to get the rough degrees around the circle, attempt targetted landing and revise the deorbit burn degrees to compensate for error, second attempt to verify the revision. If people figure it out for other altitudes, post it here and I\'ll update the short version of the guide at least
  24. In real-world rocket design, the key to a rocket being stable in atmosphere is to have Center of (drag) Pressure lower than Center of Gravity. That makes the aerodynamic resistance act as a stabilizer instead of trying to flip the rocket over. With KSP\'s drag model, just building a rocket that tapers towards the top does this fairly well most of the time by keeping CoG from shifting downwards too much, while giving a very bottom-of-rocket CoP due to larger numbers of parts clustered at the bottom. You just have to be high enough when you shed those lower-rocket parts that drag isn\'t much of an issue anymore.
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