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Everything posted by Nano606
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How have you abused the KSP aero model?
Nano606 replied to SubzeroSpartan7's topic in KSP1 Discussion
I changed the lift ratios of a few of the wings to make my space planes look nicer (and be able to take off in some cases) but as a result on some of the control surfaces allow me to glide smaller sized craft indefinitely. -
Yes you can still download the files from Curse. I had to do that recently as i had a problem with the IVA's not showing up and i have modded alot of the stock files, so i did not want to do a clean install so i just added the IVA's from the Space plane plus into my existing games files.
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Neil Degrass Tyson touches on that sort of thing in one of his books (i forget which one) but he talks about that todays rocket launches have an enormous effect on the orbit of the planet in a few million years time. Depending on the direction they are launched but the small amounts of thrust add up over time to change our orbit quite a bit.
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Space elevator, then just fill LKO with structures.
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Thread of the Month: Be Kind to your Kerbonauts - Reentry Technique
Nano606 replied to SlowThought's topic in KSP1 Discussion
Using deadly re-entry mod has gotten me into the habit of always returning with a 30-35km periasis, as that lessens the temperatures that the ship endures. I dont usually bother with the G readout but arriving back like this would definitely reduce the G forces on the poor little Kerbals. -
Yeah i am using a few, but nothing to serious - just KW rocketry, Dragon 2 and some other small misc parts. The save game death did not happen immediately it took a few reloads before it finally died. First the ship wobbled all over the place, so i kept away from it as to not have it break, went and did other stuff for a few launches. I then captured a C class asteroid and and moved it to dock with the other roids shown. When i finally arrived after over an hour of fighting the thing into orbit i arrived to find only the ship that was attached to the E class (called 'tug') and no roids anywhere to be found. So i reloaded and the save and now the ship called 'tug' has completely disappeared and is not found in orbit - the ship that was attached to the D class appeared on the launch pad somehow. But i soldiered on and then all my other ships in orbit started to vanish so i quit that one.
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Had nothing really on this weekend so i had a KSP day and first built Orion Station out of some 12 separate launches: And then had a crazy idea to make a massive modular style base and built this. It contains 23 hitchhiker containers, 16 artificial gravity habitats, 25 of the largest inflatable habitats, 6 of the large deployed habitats, 2 science labs and contains something like 125+ kerbals. The part count was getting a bit high so i could not make it any bigger and could not try to launch it normally and had to cheat to obtain orbit, but i plan on getting an A sized Asteroid and building a similar base around it, keeping it locked in the core, but anyway check out this beast!:
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I have done it and i would not recommend doing so. I had plans of making a big loop of roids all docked together (like a necklace) but after sticking 2 together my save broke. I dont know if it was because of this or something else but it was the first time i ever broke a save game (maybe someone else can confirm?). They also are very unstable and juggle around alot. I docked a large D with an E onto 2 flat surfaces and then when i returned from the VAB the E class had rotated a bit so the claws (3 holding each asteroid) were not locked in the same place as they were, they moved slightly and over time it added up to a semi rotated E class asteroid. When watching you could actually see the claws slipping along the surface of the roid because i could not line the claws up to the centre of mass on both at the same time. Oh and rendezvous and docking are simply painful moving that much mass precisely. Because of the save break the only screenshots i got of them together were in the dark, but here is a look:
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Drag of a single Kerbal
Nano606 replied to lajoswinkler's topic in KSP1 Gameplay Questions and Tutorials
I would be interested aswell, at least the location where it is located. Some fun could be had base jumping off the 8km high cliff and seeing if you could in effect glide down the slope like the wingsuit pilots do. Wingsuiting kerbal style.... -
I used a double array of claws to redirect the E class, both connected fine without me having to do anything special except hit a flat bit of the Asteroid. Getting it to line up to the centre was very hard and abandoned but found to not really be required with the double claws. I tried the two after cracking it trying to move a D class for nearly an hour at 10% throttle (about 240 units of thrust) on a single claw and having it wobble all over the place. But with the double i could put the whole 2000 units without worrying. I recommend it, much easier to move them that way.
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They have already mentioned what the missions will be like in one of the streams. The missions will be like: Test SAS on the launch pad - $XX (easy), Test SAS on Eeloo - $YY (hard) or Take a gravity measurement on Eve, things like that. You dont have to take them, but you have a limited time to complete the mission if you do decide you want to take it. I like this as it allows you yo get there anyway you want as long as you have the part required.
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Lol, i did the same with "Munwise Kerman" - he was wise in the ways of the Mun, so he was permanently stationed on the Mun.
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There will be no reason why you wont be able to use the standard radial decouplers. Just put a strut above each engine as low and as high as it can go connecting it to the main rocket and this will stop most of the wobble. For me i dont think it will change much in the gameplay as i already use the 3m & 5m parts from modpacks anyway. Using the 5m tanks, boy can you deliver some serious mass to orbit.
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Pretty much every game i end up deorbiting a few stations due to some glaring flaw that i feel i cant live with. Sometimes i removed the kerbals but most of the time i dont. My stations tend to be on the large size so they can contain anything from 10-50 kerbals and removing them one by one is just a painful experience so i simply do a slow burn to deorbit and take a bunch of screenshots as the station gets torn to bits by the atmosphere.
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I want to string a bunch of them together like a string of pearls, then i will de-orbit them all at once and through much trial and error, smash a number of them into the VAB at the same time. I think it will be kinda fun.
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I am in an escape trajectory out of KSP...
Nano606 replied to Commissioner Tadpole's topic in KSP1 Discussion
I am in the same boat. I am hanging for the update to come out. Seeing the KSO shuttle got me back into the game for a few weeks, but now i am stagnant. I have recently been building stations, docking the KSO and the dragon capsule, stuffing around with them. Then i de-orbit the station with the DR mod and watch everything slowly blow up and be destroyed. -
Sometimes the VAB or one of the buildings gets confused and it creates a barrier at a very high level and your ship crashes into it. I have never had the problem myself, but i have read about others who have here. What makes me think this could be your problem is that it happens at a very specific height. The fix to it is to go onto the launch pad and time accelerate, so Kerbin rotates and somehow the building rotates with it, then launch and you dont have the issue anymore. The caveat being that i have only read about, never experienced it myself so i dont know if it will work for you.
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How did you feel when you made your first rocket/orbit/landing?
Nano606 replied to JiWint's topic in KSP1 Discussion
My first mun landing was an awesome experience. Once i had obtained a Munar orbit it took me 20 minutes to work up the courage to make a landing attempt. It worked really well and i didnt crash. The landing attempt took ages, my heart was racing the entire time, and it was really stressfull. I was paranoid of smashing into the surface and i was constantly doing the calc's in my head converting m/s to km/h and thinking that even 5m/s = 18km/h straight down was death, so i touched down sooo slowly. I used alot of fuel, but i had massively overdesigned the craft so it all worked. It was one of the greatest gaming experiences i have ever had. -
Space agencies! How did you name them etc...
Nano606 replied to InterCity's topic in KSP1 Discussion
I name my ships Australian Space Ship followed by the designation e.g. A.S.S. Apollo Mk.1. Some of the names get rather funny when you include the word 'probe'. I still get a little immature chuckle each time i scroll through my craft list. -
I do that regularly with any craft i return to Kerbin. I make a mini game of seeing how low i can go before they break off. The ones of the Dragon X trunk can make it all the way down....
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How do you think rings will work in KSP?
Nano606 replied to TheGeoninja's topic in KSP1 Suggestions & Development Discussion
I would be happy with either a thin solid line that you cant fly through, or a passive line that is simply textures. I would hope that it would have it's own biome, so that you could get close and 'sample' it. -
I like the tech tree for the extra load of achievement when you return a ship back with all that juicy science. The only issue is that it is not long enough and i have worked out i can complete the whole thing in 4-5 launches. I have completed the tech tree so many times that it no longer holds much sense of achievement. Now with the extra biome's at Minmus i dont even have to visit another planet to top the tree out, that to me is a failing of the science unlocking system. But it is not really tailored to people of my experience level, so i can understand why it is the way it is. The lack of ladders is not a problem in the earlier stages because unless you are leaving Kerbins SOI there is no moon you need to use them on, Jetpacks are enough for the Mun and Minmus. Only if you are leaving Kerbins SOI are they needed, and if you are at that stage so early on in the tech tree, it is an much needed added challenge. The lights being unlocked so late are the strangest thing that i dont understand.
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phew, i thought mine were stupidly high until i saw this thread. I am on 326 hrs played.
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2 New things I learned in KSP today that may not be commen knowledge
Nano606 replied to DerpenWolf's topic in KSP1 Discussion
Knew them both, but an interesting thing when you click on the windows is that you have near unlimited zoom. So you can zoom right into far away planets from anywhere in the Kerbol system. -
Quite possibly the best Kerbal name I've ever seen
Nano606 replied to jfull's topic in KSP1 Discussion
My favorite one would be "Munwise Kerman" - He was known to be wise in the ways of the mun, so much so that he was immediately lithobraked on to its surface for a long contemplation of the what the mun held for the future of Kerbal kind.