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Everything posted by Melonfish
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We are all murderers - how many Kerbals did you kill?
Melonfish replied to p8R's topic in KSP1 Discussion
Does anyone remember the game Cannon Fodder? well, if you weren't great at this game then the hills on the start screen would quickly fill with small crosses for your dead like this: If this were implemented in KSP then i'd predict you could walk from the body of water by KSC to the body of water far to the west without actually touching the floor (by walking on the tombstones) I have killed that many kerbals. By all rights I'm a genocidal maniac, and really bad at launches -
Cheating defo, you should only use Hyperedit like everyone else.
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Anti-Gravity rocks! although If i'm honest most people and even rocks hated that film...
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[Experiment] Advanced Nose Cone Type B is useless?
Melonfish replied to Destroyer713's topic in KSP1 Discussion
This is Kerbal Space Program, we don't go for efficiency we literally add "MOAR BOOSTAHS!" but kudos on the testing. -
Transfering from one planet to the next.
Melonfish replied to Melonfish's topic in KSP1 Gameplay Questions and Tutorials
Brilliant cheers guys, i'm going to have a go at these tonight, I get the Idea behind raising the periapsis/apoapsis in increments and I like it, makes using Nukes much easier. i'll post results -
Transfering from one planet to the next.
Melonfish replied to Melonfish's topic in KSP1 Gameplay Questions and Tutorials
By dark side I do mean i'm in LKO and burning prograde 90° so as to essentially be burning out of kerbin's orbit and into a lower heliocentric orbit, which is yes massively silly. Not following you on a periapsis kick. -
I'm concious that I'm doing it all wrong and wasting precious Delta-V, let me run this down. I make orbit around Kerbin then burn prograde on the dark side 90° until i leave the SOI, this takes me into a slighly lower Kerbol orbit than Kerbin, from here i go round until i find a good spot with the planning tool and burn for my target, be it prograde to raise apoapsis or retrograde to lower periapsis. I'm concious this is mahoosively inefficient as I'm burning for 11 mins to get an intersect, granted my ship has like 50 minutes of burn time with 8 nuke engines and I can afford it but it'd be nice to get these mythical 1500 odd delta V burns that Transfer planner says I can do it'd mean I can build smaller ships. I take it we just sort of wait for the proposed window (I have some KAC alarms set) and burn light side 90° and it should intersect directly? Thanks Pete
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Trying to get to Eve and Back, Not sure I have enough fuel or enough engines....
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THE single most aggravating thing in KSP for me is...
Melonfish replied to wossname's topic in KSP1 Discussion
Why are In line batteries so bloody spongy! seriously my stack wobbles like hell because the battery packs are soft instead of rigid. -
Nothin much, Just goin to Duna. The Rhiannan
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Oooh battlestarish I like that.
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Save Kraken ate my homework, so new save and I cheated to get all my science back to where it was because it ain't fair to steal it all off me. ran a training mission first to get the guys up to speed: then started my Ares like mission, this is the remote DAV (Duna Ascent Vehicle) having made it to Duna. this will be landed shortly and when the time is right produce fuel. I placed a science pod on the top of the DAV, the plan is to link it up with the tug vehicle and ferry it back home along with the kerbals and their samples (assuming everything goes to plan with the mission)
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THE single most aggravating thing in KSP for me is...
Melonfish replied to wossname's topic in KSP1 Discussion
Haha, yeah shouldn't trust the internal clock, 74fps on launch of a large ship (shadowplay) I'll take that -
THE single most aggravating thing in KSP for me is...
Melonfish replied to wossname's topic in KSP1 Discussion
i5 4690k Devils Canyon OC to 4.2ghz, 797-p Asus board and 16gb of Corsair vengeance pro 1866. got an old 650ti boost 2gb in there too (asus). it's the in game alt-F12 that's reporting 120fps, it may be way off? I built the rig to play Arma 3 with my Clan as it's a mahoosively CPU intensive game, once i get water cooling i'm looking at booting the cpu to 4.7ghz. added bonus is that when i booted up Kerbal I didn't see any slow down at any point, i've got a load of flights in progress, mostly probes etc. Pete -
THE single most aggravating thing in KSP for me is...
Melonfish replied to wossname's topic in KSP1 Discussion
I must be the only person getting 120fps regardless of part count (well i'm yet to build something plus 1000 parts but i've had 600 flying without issue) and i'm running on 1920X1024 on very high settings. Anyway, EVA from your lander on any planet, clip off a section of the ship and instantly get shot either into space or directly at the ground at around 1000m/s! I lost Jeb like this, he made a very pretty mushroom cloud on Minmus. otherwise i'm pretty patient, been playing since around 0.16 so i can wait for updates. -
how much can actually be jammed into a service bay
Melonfish replied to 322997am's topic in KSP1 Discussion
Entirely depends on how much Tetris you've played. -
I've recently "Landed" a probe on Duna along with a remote rover which was a lot of fun tbh. My plan is to land a remote control ISRU with an attached Ascent unit, the ISRU will mine and manufacture the fuel required for the DAV. Meanwhile i'll pull a crew of 6 kerbals on an interplanetary tug with a Duna Landing Vehicle and have them land at the site, perform lots of science then take the DAV back to the tug and back home. And yes i'm on my third read through of The Martian, haven't seen the film yet but plan to. I may yet change the DAV to be a separate vehicle and transfer resources (KAS) from the ISRU so i can fit a full suite of science pods on it.
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Build a 60 tonne lander all for training Kerbals. Mk3 command pod with a hitchhiker can, lots of parachutes including drogues and then 4 large external (and detachable) fuel tanks with lander legs. Mainsail asparagus system (don't have rhino's or mammoth's yet) to orbit and circularisation, then injection to Munar orbit and circularisation. then pushed me out of munar orbit. final mainsail dropped (they really pulled their weight!) then poodled to Minmus orbit and circularisation, landed on the pole, did a load of science, planted a tonne of flags and killed jeb... so, whilst leaving the main pod jeb clipped out and went shooting into the Minmus surface at seriously terminal velocity, I can't explain it the lander was happily on the floor and it was only about 20m to the ground. all other 6 Kerbonauts made it fine and planted flags etc. got everyone back on board and made it to Kerbin and landed nice and sofly in the deserts. lots of 3 star kerbals (all pilots and engineers) currently running my second batch to bring up the rest (and re-do the now re-spawned Jeb) also clocked up about 1000 science over the last few days so just planning on what to spend it on, may need a touch more to bring it up to an even 1000.
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Has anyone tried the Rich Purnell Maneuver already?
Melonfish replied to heng's topic in KSP1 Discussion
Serious Challenge Material this. Big time. Just finished reading The Martian I really enjoyed it tbh, the Mcguyver aspect really came through, if only NASA had sent more rubber bands and paperclips up with them -
Apparently, and don't quote me here but you actually need more than a mk16 parachute to land a small probe on Duna. "Hmm, the chutes deployed but i'm still going a fair-OHSHI-" *BOOM* And then there's the orbital rendezvous i set going yesterday, got within 1k and boosted towards my station.... with a mainsail...by hitting Z... So most of the station is now separately orbiting Kerbin Oh and I can't build planes to save my life, they crash, they explode, they flip and they generally go out in flames. dunno why, just can't get the lift or stability.
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Attaching Below a Heat Shield
Melonfish replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
I guess I'm one of those oddballs that like that the cowling attaches. doesn't leave any holes in my craft (which IMO would be terrible aerodynamically) -
What is your favorite stock engine?
Melonfish replied to Mad Rocket Scientist's topic in KSP1 Discussion
Gets my vote too, Cracking little engine, doesn't suck your tanks dry in seconds and gives a good account in terms of ISP. -
This weekend I sent a rover and a lander to Duna, the rover I managed to get into a Polar orbit, the lander i put onto the equator. Things I learned: I don't require heat shielding. Duna's atmosphere is really, really thin. I didn't bring enough parachutes... The lander JUST survived impact, blew off the legs and all bar one of my battery packs but was left with one circular battery the science JR, probe core and importantly 2 of my 3 deployable solar panels, a barometer and seismograph. after gathering and transmitting science I was pretty happy with my pulled from the fire mission. My rover which I launched at the same time as my lander, I decided to bring in partially powered. at 100m i dropped the fuel/engine and let the large chute take it the rest of the way. one busted wheel (out of 6) so he's off getting polar science as we speak and i managed to drop him by that little lake biome so i'm working on getting there now. I also remembered how utterly pants I am at trying to rendezvous space station parts. I mean i really suck at it i get within a klick and it all goes pear shaped. c'est la vie
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Melonfish replied to TriggerAu's topic in KSP1 Mod Releases
Oh thank you! i kept clicking them by accident. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Melonfish replied to TriggerAu's topic in KSP1 Mod Releases
This is likely answered somewhere in the 165 pages of this post but How do you turn off the "warp to" buttons that appear next to the nodes from KAC? i've looked at the documentation and nothing stands out, apologies for my stupidity but can someone advise? thanks Pete