Madrias
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Transfer engine discussion
Madrias replied to Bigbootie's topic in KSP1 Gameplay Questions and Tutorials
The trick with nuclear engines is to use enough of them to be fast. At least, that's my strategy. If I'm pulling a good old "Hang the efficiency, full steam ahead!" run, Mainsails or Skippers tend to throw you around quickly. -
I've got one save where an asteroid was captured in orbit, and another, in my Career Save, where I made the mistake of ticking the 'Track' button on the asteroids and had one smash into KSC.
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I hate skycranes myself. Maybe the upcoming MK3 parts overhaul will be big enough to fit those and you'll be able to carry them comfortably to a planet/moon, open the bay, and RCS your way free.
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The little LF/O generator isn't too bad. I'm just not fond of the noises it makes. Yes, I could config-mod it away, but I've got a silent option that works. So it seems 50m/s is Kerbin's descent velocity maximum. I've not tried destructive lithobraking tests on other worlds yet, but I'm bound to find when they don't work. So far most of my Mun landings are touch-downs at 20 m/s or less. My Eve landing was parachutes and tracks, and touched down at 5 m/s, then slid all the way down a big hill. Minmus, I haven't landed on in a while. Still have 30 Kerbals stranded there 'cause I keep knocking my engines off on landing.
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Low-velocity Anti-Lithobraking devices, XenonBlade. I've found the vertical descent limit, for me, is about 50m/s on Kerbin, with light vehicles. The higher your repulsors are set to hold, the more cushion you have, and obviously, the more repulsors you carry, the safer you'll be, but there's two limits. Mass will overwhelm repulsors and you'll inevitably either slam into the ground first, or you'll overcome even an insane repulsor array and shear several of them off. I've found my best flight settings are to set the repulsors to maximum on all sliders. They behave somewhat differently (can't describe it, it's both like having softer suspension and stiffer suspension at the same time.) and thereby save small craft from instant death. And then because your repulsors are consuming electric charge at an astronomical rate, you'll need some form of super-powerful power supply. I use Interstellar's reactors, but I've heard people using NearFuture and it's even possible to part-mod yourself an RTG with some several hundred ElectricCharge a second.
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Boosters are strapped to the brakevan as requested, although I had to get a bit inventive with the attachment methods. 25 boosters should be an interesting way to get a little extra push out of the HypeTrain. And yes, I'm excited for 0.90. MK3 looks like it'll make good airliner parts, though I'm not likely to be satisfied with the parts until I have IVA's. I like flying from in the pilot's seat, not a flying camera. Then again, I've always kinda been the crazy plane pilot, trying to push my own limits.
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1: Set throttle to Zero. 2: Time Warp to Day. 3: Engage SAS 4: Confirm Resources are Nominal. 5: Stage Main Engine. 6: Throttle to 100% 7: Apply up elevator until landing gear clears runway. 8: Raise Landing Gear. 9: Increase pitch until at 40-60 degree climb 10: Begin Flight.
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Lo-fi, it's something I noticed too, both with HyperEdit and with an actual flight. I think Eve's just a big purple... um, perhaps I shouldn't say exactly the words on my mind. I think it's the fact that it's running the old, unrefined mesh/collider mess, combined with the stupidly high gravity, leads to the tracks bouncing along.
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I've had eclipses happen while flying (thankfully, I had Firespitter installed, so my solar powered craft was using lower-drain propeller engines. Still hit zero power on my piloted plane, though) and they're bloody annoying.
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You know you overbuilt your rocket when...
Madrias replied to Deadpangod3's topic in KSP1 Discussion
When your Launch Escape System has enough delta-V to get you to Eeloo and back, carrying all of your science equipment. Also, when you can officially claim colonization of a world with your exploration ship, carrying a five-digit sum of Kerbals onboard. -
Upon starting KSP, once I load my save, I hit alt+F12 and enable part clipping because I want to be able to put my fuel tanks and RTG's where I want them.
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Low-velocity anti-lithobraking devices. You put 'em on things like Mun landers and send 'em to places with low gravity and they'll save your butt if you're slowed down a good bit. No more smashed landing legs, busted engines, etc. Just drop your repulsor hover height and you'll settle down to a nice landing. I've always had problems with landing on other worlds.
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I've built SSTO's, also plenty of 2STO's, and a couple 3STO's. Two-Stage-To-Orbit, admittedly, is more fun.
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[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
Madrias replied to Kerb-fu's topic in KSP1 Mod Releases
Open the solar sails, then face the back of the sail to the sun, much like real sails with wind. They don't have a huge amount of get-up-and-go, but they do have enough for small craft. -
I'm fairly sure their green skin allows them to conduct photosynthesis, explaining why we never see Kerbals eating. Also, the explosion into dust, I think, is a last-ditch attempt to keep Kerbal-kind surviving, as with the violent death of one Kerbal, thousands of spores are released.
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[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
Madrias replied to Kerb-fu's topic in KSP1 Mod Releases
Meet Melsby Kerman, professional dragon rider. Technically, dragon pilot, but we don't want our enemies to know that our dragons are mechanical, after all. -
Anybody, i need a savegame full of debris in lko
Madrias replied to TheScareCake!'s topic in KSP1 Discussion
I don't leave much in the way of orbital debris, actually. Mine's mostly smashed around Kerbin. I try to hit KSC with it. -
Nearly 3 years playing KSP and the same old failures happen
Madrias replied to Boris_T_Roach's topic in KSP1 Discussion
I hate Ion engines for that very reason. Figure on leaving a ship to the encounter node in real time while I go eat something, but go to zoom in, throttle to full by accident, and walk away. Then find myself cursing later as I return from dinner to find a space probe on solar escape... and no Xenon left to correct my mistake. -
[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
Madrias replied to Kerb-fu's topic in KSP1 Mod Releases
Whee! Not, perhaps, the fastest vehicle in the shed, but it'll get you around in style. Even has a working boot. Sadly had to repair the tires, or Frogar Kerman would be in the proper seat for such a vehicle. And yes, I do have the ability to refuel the electrical systems onboard. I just don't use it unless I really need to. That, and with a docking port hiding in the trunk, I can fuel up any time I need to. Also had fun with the train parts earlier and was disappointed in my lack of ability to get a train to the Mun. But I found the vintage car to be fun enough to drive about in.