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Pecan

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Everything posted by Pecan

  1. LightMun - as the description says, the launch vehicle is much more than it should be. It also doesn't have any landing legs, so doesn't leave them behind.
  2. SSTO = Single Stage To Orbit, wings and jets not required. Spaceplane = thing relying on aerodynamic lift, which may or may not also be a SSTO.
  3. Thank you Nahim. I use Inform 7 for IF because it's the easiest compiler I've ever found to work with. Unlike most it has a very convincing 'natural language' structure - unfortunately that's English and harder than a formal language to translate to work in other languages. Nice for me, since I'm English but not necessarily so nice for the rest of you. If you can work with Inform it has the power and flexibility for a lot of general computing purposes too, as long as they are text only. This is the deltaV calculation in Inform, for instance: "Equation - Tsiolkovsky's rocket equation dV = (IspG)(log(Mt/Me)) where dV is a real number, Isp is a number, G is a real number, Mt is a real number and Me is a real number." And how to use it later (changing figures as required): "let dV be given by Tsiolkovsky's rocket equation where Isp is 370, G is 9.81, Mt is 4.4 and Me is 2.4;" Normally though you don't do much maths in IF. Inform is best at descriptions and directions: VAB is east of Mk1 Monument. The description of VAB is "A very tall Building where vertical-launch Vehicles are Assembled. That's probably why they call it the Vehicle Assembly Building (VAB)." As it happens I played Race Into Space last night, for a bit of nostalgia. The best thing about it is all the authetic video clips and sound files. You can get the original online at some abandonware sites, I think, or there is an attempt to rebuild the original here.
  4. Cool :-) Last time I was playing with PHP I was trying to show my daughter how programming worked and made a pizza-cost comparison page ^^.
  5. Elucidate! Type them all in or have you some clever - and rather desirable - mod that I need to know about?
  6. Be careful what you wish for - it stops being fun after 10 years or so, then the only think you're left with is all that money :-( (Spent 10 years being paid to bum-around on yachts after 20 years inventing software, after 5 years playing soldiers). [Yeah, ok, so it isn't the worst thing that can happen!] Congratulations :-)
  7. This belongs in 'gameplay questions' or, better, the RT thread. Do you have any electrical power? ETA: - Oh yeah, and if you're using RT2 you need to update it.
  8. Again, with the others we need to see a screenshot or something. This quote is a big advance on what you first said though - so you DO have a 'chute now? What changed?
  9. Ten words are worth a video - except that they don't waste bandwidth and I might read them. What do you want to DO?
  10. I name mine with their destination and purpose: Duna Station, Tylo Lander, etc. The only things that come back are the workhorse 'tractors', eg; Eeloo Tractor - Kerbin. On the other hand I've never yet brought anything back from Moho or Eve's surface.
  11. My tip would be to get to know the game in sandbox mode before trying a career. That way you can start with small, unmanned ships and expand your missions in a logical manner, at your own pace (eg; tutorial in my signature). In science/career mode you are tied to the insanity of the tech-tree and have to start with big, manned vehicles. Buildings: VAB=Build ships for launchpad (usually vertical) launch. SPH=Build ships for runway (usually horizontal) launch. Launchpad/runway=pick a ship to launch without going into the VAB/SPH first. Tracking Centre=See all your ships and other things currently 'in flight' and recover, terminate or fly them. Astronaut Complex=hire crew. R&D=tech-tree. Mission Control=contracts. Admin Building='strategies'. As of 0.25 you can right-click them to see a description. The only one that might be difficult is the new admin building, but there should be some notes about those around (not that I've seen them ...) Science is usually the bottleneck for new players as, unless you're crashing all the time money is easy to get (especially 'test part X landed at Kerbin' contracts) and, as sal_vager said, reputation sort of looks after itself. About the only thing you can do to damage reputation is kill Kerbals so, yes try not to! Oh - and don't blow up your buildings or that'll cost a lot to repair.
  12. Tutorial all about vehicle and mission design - link in signature. Make sure you're in sandbox mode though, as everyone else has said.
  13. From today's DevNotes: It would be interesting to know what Roger has imagined :-)
  14. Specialist290 maintains an excellent catalogue of all the main tutorials in The Drawing Board - appropriately enough in the tutorials section of these forums.
  15. 100% until limited by terminal velocity, if ever. What info?
  16. RPM includes HullCam (or something like it). Add NavUtils (and VV) for all the instrumentation loveliness you could want :-)
  17. The only thing refuelling at your station should be vehicles that never land on Kerbin. Since that means they'll almost always operate in space they should be using LV-Ns. That in turn means they won't need huge amounts of fuel and could probably be launched full in the first place. My guess - you'll never use that much fuel even once you get it there. As Zylark said, anything more than an orange tube just isn't worth it - except for the fun ^^.
  18. It is a common mistake to believe that the 'WhackJobian crater' West of KSC's continent is anything other than the result of "a perfectly normal test flight"
  19. @ Wanderfound: self-imposed rule of no more than one booster 'layer', so I'd have to stack SRBs as a first stage ^^. @ capi: that mod's beautiful, isn't it. I only found out about it a couple of days ago too, RIC has given you the link. The S3 series tanks have a higher structural-mass per fuel-unit. Despite the fact that such figures are exactly what I'm working on at the moment I haven't worked out whether that extra mass offsets any cost advantage. I shall probably mess around some more this evening ...
  20. Hmmm, this is the best I could put together for a 150t payload so far. I thought I'd be able to make it cheaper, but no luck so far. The core has 2 Mainsails clipped below the Kerbodyne fuel tank which is there to add width. Decouplers attach to that tank, boosters need strutting and the launch-clamps are neccessary to stop the launch-pad exploding. 832.9t including payload, cost 287,206. Launch TWR 1.47.
  21. I was surprised, as I thought my first post was "What are flags?". That turns out to be my second, a week later. :-) Both questions got full and accurate answers very quickly :-)
  22. By default the + and - keys zoom in and out.
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