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Everything posted by Alpheratz
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KSP Caveman Challenge 1.2
Alpheratz replied to Moesly_Armlis's topic in KSP1 Challenges & Mission ideas
Yeah, and it turns out you don't even need a symmetric design. By offsetting the capsule and taking into account the mass of the kerbal you can get a stable flight without too much trouble -
KSP Caveman Challenge 1.2
Alpheratz replied to Moesly_Armlis's topic in KSP1 Challenges & Mission ideas
Challenge accepted -
KSP Caveman Challenge 1.2
Alpheratz replied to Moesly_Armlis's topic in KSP1 Challenges & Mission ideas
Ok, this is the first part of my attempt! http://imgur.com/a/uAfwk -
This is a very interesting mission idea! I'm looking forward to seeing the station after many iterations. I'm guessing we must use 1.0.5 for the moment, is that right?
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- space station
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KSP Caveman Challenge 1.1
Alpheratz replied to Moesly_Armlis's topic in KSP1 Challenges & Mission ideas
Good to see that this challenge is back up I'm one flight away from completing this challenge, I'll be posting it soon. -
I havent read all the 28 pages of this challenge, but I found a way to get EVA reports while flying high: [IMG]http://i.imgur.com/obPuh7B.png[/IMG] [IMG]http://i.imgur.com/zcfhiAJ.png[/IMG] Next step: EVA from space all around Kerbin :)
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Thanks for the reply. I'm about a third of the way through, I'm still looking for the last biomes of Kerbin before to go to space :)
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I'll give this challenge a try. Can I use Science Alert?
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The Eve Rocks Challenge (v0.90 only)
Alpheratz replied to Laie's topic in KSP1 Challenges & Mission ideas
Hi everyone, This was more of a personal challenge, since Eve was the last body I had returned from. The design is very simple and the execution was sloppy, but I got it anyways. So here it is: -
I've been trying to make a simple Eve flyby return mission with the Multi-Flyby Maneuver Sequencer. In most cases, my trajectory goes through Eve. Is there a way to prevent this from happening?
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The "Pull as many Gees as you can" challenge
Alpheratz replied to Norpo's topic in KSP1 Challenges & Mission ideas
This is my entry in the CHEATING category. Using physicsless engines and structural parts, the ship weighs only 0.04 tons. Adding more engines would have given a better TWR, but the part count started to lag my computer. Notice that the screenshot was taken only 12 seconds after takeoff while using 5% thrust in the denser part of the atmosphere. Of course, I used infinite fuel. So this is 9371 g's. -
Parachutes not deploying
Alpheratz replied to Alpheratz's topic in KSP1 Gameplay Questions and Tutorials
Tested a third time. Altitude for parachutes are calculated from sea level on Duna. I had 2 sets of parachutes. They deployed at exactly 5000 m and 4000 m altitude as configured. Savefile before aerocapture: (parachutes set at 1000 m) https://www.dropbox.com/s/wr6xnjrgnz6foi1/quicksave.sfs?dl=0 -
Parachutes not deploying
Alpheratz replied to Alpheratz's topic in KSP1 Gameplay Questions and Tutorials
Sadly, I don't. I played in hard mode, so I didn't bother to quicksave frequently. The file persistent.sfs has been overwritten after the crash. thereaverofdarkness: I'll try that, thanks -
Parachutes not deploying
Alpheratz replied to Alpheratz's topic in KSP1 Gameplay Questions and Tutorials
In the second attempt I chose a better periapsis for aerocapture, but I still got this: Does this mean that the altitude parameter for the parachutes has changed from "from the ground" to "from sea level"? -
Hi, I'll post this as a question, but it could also be a bug. I was playing in hard career mode my Duna Lander was entering the atmosphere. All parachutes were set to deploy at 1000m from the ground. To my surprise, I crashed at 750 m/s on the surface at 5 500 m altitude, with the parachutes being only partially deployed. Too bad for my best pilot Is there something about parachutes that prevent them to open at high speeds? Or is it the game's new aerodynamic model changing the usual periapsis height for a Duna aerocapture? Thanks, Alpheratz
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This might be a dumb question, but what is EngineGroupController? I searched the entire GameData folder for this string and found nothing.
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The two side boosters throttle down temporarily when passing through maximum aerodynamic pressure to reduce stress on the vehicle. This doesn't last long before they throttle at 100% again.
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Yeah, that's what I meant. But it's still just a suggestion
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[0.25] Astronomer's Visual Pack - Interstellar V2
Alpheratz replied to Astronomer's topic in KSP1 Mod Releases
this is NUTS! Loved playing with this mod -
I'd like to bring up something else about RO + RemoteTech. The signal delay between the Moon and Earth is 1.33s as shown three posts earlier. The thing is, mission operators are at KSC and can only see what's happened once the signal has come back. Therefore, should we double signal delay?
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I just noticed that signal delay is disabled for Realism Overhaul (EnableSignalDelay = False) in RemoteTech_Settings.cfg. Is there a reason why? My moon landing would have been much harder with 1s delay! If I have a minute or two later today I'll try to manually change the config to see if signal delay is playable in RO. Edit: it seems to be working just fine: What was the reason for disabling signal delay with RemoteTech? Was it unstable?
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I just noticed that signal delay is disabled for Realism Overhaul (EnableSignalDelay = False) in RemoteTech_Settings.cfg. Is there a reason why? My moon landing would have been much harder with 1s delay!