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  1. I was reading all the trash talk in the SC2013 forums and feeling disappointed about that game. Lo and behold I saw a post about a sim game that was actually fun it was about ksp. I got the game the day it came out on steam and haven't looked back!!
  2. I'm sure they would surely like it - talk about designing and launching rockets at your heart's desire without budget restraints and other complex shenanigans
  3. You wanna talk no music? http://youtu.be/VpnuubCJjCU I'm so sorry... T_T
  4. The truth has been spoken but then again how can we even begin to talk about reality? Our kerbs survive centuries in space inside the equivalent of a mercury capsule. We can create thrust from spinning fuel tanks and fly forever in gliders. Oceans have the density of lead and planets are denser than Uranium by a fair bit. I will forgive the lack of realism for the sake of art but more importantly because of the GODLIHOOD OF JEBEDIAH AND MOAR BOOOOSTERS!!!!! (please don't even try to disagree with jeb)
  5. You don't have to pretend that it is "balanced", because if it really were, why didn't you use the stock rockets? why did you choose this one? Obviously its advantages far outweigh the disadvantages and therefore not balanced. If such mods could be used, your challenge becomes pointless because I can always make an engine with even higher ISP, lower weight, and huge thrust. Hell, even warp drives are undergoing "theoretical work", somebody had done some math at least right? besides, If you really want to talk about realism, any sort of energy based propulsion technology, whether it's electric or nuclear, must deal with radiators, especially the high ISP ones, because they use more energy per unit weight of propellant. Such engines will require huge radiators which cannot form angles of less than 180 degrees with each other because it will radiate into other radiators and therefore loose efficiency. This limitation will render your massive fission rocket array totally impossible because just one of those rocket will need a radiator bigger than the rest of your ship combined. And no, it is not simulated by the large heat generation because the game has no accurate thermo model. If it did, your engine would over heat, and it would take ages for them to cool back down again. In the end, you might as well carry less engines and burn them for longer. Making an engine that will overheat by itself is just a stupid design for so many reasons. First no engineer would be stupid enough to make it that way, there would be some kind of built-in limit to prevent it. And secondly, it doesn't give you any legitimate challenge to the game because you can just keep it under a certain thrust and it will never explode. Might as well just make the max thrust lower. And thirdly, it's just plain annoying because you can't control engine thrust separately, if you have this and other engines running at the same time, those would also loose thrust.
  6. I had heard people talk about it in the Beamng forums but never really looked into it. One day someone said something about it in some thread and I had nothing else to do, so I googled it and downloaded the demo. That was back in march. I didn't join the forums till April and got the game in early may. I'm completely hooked now.
  7. From a magazine which talk about the demo (the old 0.13.3) and how to build our first rocket. I download the demo and bought the game few days after.
  8. Thrilled to hear it's getting use outside just my little sphere of influence, but the real credit goes to all the great folks on the forums who have guided me in this endeavor! Thanks gang! Definitely up for some online collaboration -- would love to hear how it works out in your class. Once your project is complete, perhaps we could find a time to talk and maybe try to compile our learnings to improve future efforts on both sides of the pond?
  9. Hey guys! Long time no see! Kidding, I practically live on the forums whether I post or not . RL just got in the way of me doing any more releases. I have been playing around with this one for a while, actually, but I found that SABRES have the gimbal ability of a turd, and so balancing this so you can blast full throttle was... let's say challenging. Without further due, here it is in all its glory: It is short of a workhorse: 2 pilots, 2 empty passenger seats, and a roomy payload bay that has been tested to get to orbit payloads of up to 20mT. A true jack of all trades, you could say, and with more than decent looks, and all clocking in at a mere 130 parts (which was a surprise, in a ship this big and powerful). I must say, the B9 pack produces some slick-looking crafts. In fact the shuttle itself is 100% B9 parts (except the landing gear, of course), the only use of KSPX is in the payload's RCS tank, and the other mods are completely optional (basically, navigation functions and a bit of flavour with the chatterer). You also have room in the shuttle to take the crew of the lander up in style, though you will have to fill the seats yourself (or with crew manifest). Let's see how it looks when we open the payload bay and show the insides: Before you ask, the payload lander is a Mun-capable lander. Mun-capable as in "it can go from LKO, to the Mun surface, and back again". That will get you back to an aerobrake trajectory on fumes, though (I didn't make the most efficient landing, and therefore I had to finish the Mun escape burn on RCS), but don't worry: the shuttle itself gets to orbit with most of it's fuel left, so you can make the Munar insertion burn from a much higher orbit, or even get the whole shuttle to Munar orbit before you go down to the surface. RCS is always there as backup in case you screw up as I did (I only was lacking 20m/s!). In fact, kerbal engineer redux says it has 1.7km/s 1km/s left in a 81x80km orbit, so I guess you could say this is Duna-capable. The main reason of that is the intake: it is seriously cheaty. I mean, I was able to keep the engines going full throttle until I was almost 50kms up! And going more than 1,900m/s (orbit). Talk about "efficient engines". Apparently version R3.2 of the B9 pack fixed it, and in response I added a boopload more intakes. Whatever the reason, you end up with 3/4ths 1/4th the oxidizer you started with (3,000 litres) (1,500l), and liquid fuel to spare (or correct inaccurate reentries to get back to KSC). And you really don't have to worry about flameouts, as long as you are in atmo, you can run on airbreathing mode. Now you have to worry a bit, but the center engines flames out first at least. That short of takes care of the flight profile, right? Only a couple of further points to have in mind if you want to give this a go: - The liftoff is tricky: wait till you are going more than 75m/s, then do it in one sharp pull, or you will start fluttering under ASAS and have a bad encounter with the runway. I just couldn't make the landing gear rigid enough, sorry . Still, I've managed it a bunch of times, and without letting any pieces on the runway, you have enough clearance, lift, and thrust. -Due to the mysteries of fuel routing, it likes to start taking fuel from the payload first, so you will have to forbid that tank before you take off (or during flight). If you care about it, of course, you might also wait till you are in orbit to refuel the tank from the shuttle, and it should still be stable and not have CoM issues. IMGUR ALBUM: (note some of the screenshots are form older versions with different wing profiles that ended up having unbalanced CoM/Thrust line issues) http://imgur.com/a/Sfuh2 DOWNLOAD: http://www./download/kmbb00iphi2ln60/Swan.craft Edit: I fixed the intake situation, and trimmed down on mods of which only one, optional, part was present. Rune. Enjoy!
  10. <div align="center" id="ksp_weekly"> <div align="center" class="ksp_weekly_header bottom_border"> <div class="ksp_weekly_masthead"> <img src="http://i.imgur.com/Orlh8bn.png" alt="KSP Weekly" name="ksp_weekly_masthead" id="ksp_weekly_masthead" border="0" align="middle" /> </div> <h2>June 18th, 2013</h2> </div> <div class="ksp_weekly_leftcol"> <div class="ksp_weekly_item bottom_border"> <h3>KSP Headline</h3> <ul> <p>Developement updates have been slow over the last 2 weeks, however, I've heard your voices and we at the KSP Media Group have pulled every possible source to get you the following development information. I wasn't happy bottom feeding information so I took an initiative and contacted Maxmaps. With his help pushing the idea we were able to create a document in which every developer contributed what they worked on for the week. I encourage you to read the Editor's Notes at the end of this article which will help explain the circumstances around information.</p> <p><li>Let us start with an update from each individual developer about what they have been working on.</li></p> <p><li>Scott Manley and former astronaut Ed Lu play Kerbal Space Program.</li></p> <p><li>New mod spotlights as always.</li></p> <p><li>Pleborian takes another look through the telescope.</li></p> </ul> </div> <div class="ksp_weekly_item bottom_border"> <h3>Developement Updates</h3> <p><ul><b>KSP Dev Team</b></p> <li><b>Felipe (HarvesteR)</b>: Set up progress-tracking system, also figured out how to set up vessel recovery with the new scene flow.</li></br> <li><b>Chad (C7)</b>: I’ve been working on new SAS / ASAS behavior for the last week. We’re aiming to reduce or eliminate the oscillations that happen in the current system. We’re also removing the automatic torque from command pods and replacing it with a reaction wheel system. The new reaction wheels will actually require power to operate.</li></br> <li><b>Mike (Mu)</b>: I’ve been implementing a whole new way of maintaining the solar system that makes the game persistent across all scenes. There is real game scenery, time-progression and a new camera system in the Space Centre. Tuned up the scene startup for all scenes, the transition from VAB to pad is now rather slick. Also crafted a number of new shaders for Artyom to work his magic with and made some tweaks to the planetary normal mapping shader.</li></br> <li><b>Jim (Romfarer)</b>: Working on a new vessel launch dialog to go in the space center. You will be able to assign crew members to the vessel from here.</li></br> <li><b>Artyom (Bac9)</b>: Reworking the space center buildings, which is a pretty refreshing stuff after making a hundred of spaceplane parts. Just finished a variety of prop sets for those new buildings. It's pretty similar to creating actual craft parts, dozens of them, except this time those are pieces that can be used to spice up architecture: HVAC systems, crates, lights, cute little service vehicles, doors, windows and so on. With those done, you can save massive amount of memory and time, getting nice crisp details on surfaces stretching hundreds of meters.</li></br> <li><b>Alex (aLeXmOrA)</b>: Added Sketchfab plugin to KSP Forums site and worked on CLASSIFIED INFORMATION</li></br> <li><b>Daniel (DanRosas)</b>: Made some new kinds of Kerbal, one of them is the kerbal recruit that will be used in Romfarer’s UI (will do a web blog post eventually, probably after 0.21 with more details). Making one big animation containing all the Kerbal Shorts.</li></br> <li><b>Rob (N3X15)</b>: I’m working on database schema designs for Kerbal Spaceport 2.0 (more on this later), also trying to play around with TokuDB for MariaDB on a testing server to see if it can speed up the spaceport/forums server a bit during the weekends. Didn’t get too far due to network problems on my end and buildkit issues (probably caused by trying to compile a 64-bit app on a 32-bit system). Trying again on an 64-bit TF2 server I host that also hosts a few databases, although I won’t be able to properly stress-test it. Have to reinstall that server, first, though. Oh yeah, also the usual security stuff on the current edition of spaceport. Fun.</li></p></br> </ul> </div> <div class="ksp_weekly_item"> <h3>YouTube Spotlight</h3> <p>What is it like to have a job that protects all of humanity from killer asteroids? Edward 'Ed' Tsang Lu would know exactly what that is like. He's gone from Astronaut to planet defense with the B612 Foundation. Do you know what the B612 Foundation does exactly? If not worry yourself no longer and click this link to the <a href="http://b612foundation.org/">B612 Foundation</a>. While you're there consider donating to help a world saving cause. Scott Manley had a chance to sit down with Ed Lu and record some footage of this real life astronaut playing Kerbal Space Program! This is potentially one the coolest videos since a real astronaut and pilot should have no problem flying in KSP, right?</p> <p> <a href=" http://www.youtube.com/user/szyzyg">Scott Manley</a><br/> <iframe width="300" src="http://www.youtube.com/embed/uHjaqeeoAKk" frameborder="0" allowfullscreen></iframe> </p> </div> </div> <div class="ksp_weekly_rightcol"> <div class="ksp_weekly_item bottom_border"> <h3>Modding Spotlight 1</h3> <p>The resource mod 'Kethane' has seen a huge comeback since the release of 0.6. Filled with some texture overhauls and bug fixes this is sure to get your extraplanetary bases back up and running. The Kethane mod was orginally created by Dani-Sang with Kulesz plugin. It has since been taken over by Majiir and parts since 0.1 have been added by Keptin</p> <ul> <li><a href="http://forum.kerbalspaceprogram.com/showthread.php/23979" " title="" target=""> Kethane 0.6 </a></li> </ul> </div> <div class="ksp_weekly_item bottom_border"> <h3>Modding Spotlight 2</h3> <p>Mod creator nyrath has been working on a Nuclear Pulse Orion Drive for KSP with working animated pusher plates and heat effects on the pusher plate depending on how hot they are. If you don't know what an Orion Drive is I suggest you check out his thread and give them a try.</p> <ul> <li><a href="http://forum.kerbalspaceprogram.com/showthread.php/28428-Orion-aka-Ol-Boom-boom?highlight=orion" " title="" target=""> Orion aka Ol' Boom Boom </a></li> </ul> </div> <div class="ksp_weekly_item bottom_border"> <h3>Through The Telescope</h3> <p>By: <a href="http://www.youtube.com/user/pleborian">Pleborian</a></p> <p>The community forums is like a walk-in wardrobe the size of your house. One where you never know what you're going to find in there! During my travels through the forums I discovered what I can only describe as a treasure trove of story-telling goodness. Ladies and gentlemen I give you The Grand Tour by Czokletmuss:</P> <p>If you like reading about others (mis)adventures through the Kerbal system then you are in for a treat, give this a read and I guarantee you won't be disappointed. You can visit that thread <a href="http://forum.kerbalspaceprogram.com/showthread.php/24560-AAR-The-Grand-Tour-Voyage-To-The-Planets">HERE!</a></p> <p><img src="http://i.imgur.com/Pd87hxL.png"></P> </div> <div class="ksp_weekly_item"> <h3>Editor's Notes</h3> <p>I wanted to take a moment and talk about why the KSP Weekly gets developement information some weeks while others do not. It's been the topic of some heated discussion amongst the community and I wanted to address it personally. Unlike Damion Rayne, who wrote the KSP Weekly before myself, he was indeed a community manager on Squad and as such had access to developer information all the time. I, like you, am simply a member of the community and do not have such privileges. Being part of the KSP Media Group does have advantages and allows me access to tidbits of information and persona, but I simply cannot work miracles. I do my best to bring you the information you want, but I can only give you what I receive. I would like to thank everyone for their support of the KSP weekly and hope that I can do more for you in the future by digging up the information you want to read about!</p> </div> </div> <br clear="all" style="clear: both;" /> <div class="ksp_weekly_footer"> <p> <b>Brought to you by the KSP Media Group</b><br/> Author / Editor: <a href="http://www.youtube.com/user/xpdxtv">xPDxTV</a><br/> Reporter: <a href="http://www.youtube.com/user/pleborian">Pleborian</a><br/> Special Thanks: Maxmaps - KSP PR Manager<br/> </p> </div> </div> <style type="text/css"> div.ksp_weekly { width: 100%; padding: 0px; margin: 0px; } div.ksp_weekly_header { width: 100%; padding: 0px; margin: 0px; } div.ksp_weekly_masthead { width: 466px; height: 400px; } div.ksp_weekly_leftcol { width: 49%; float: left; border-right: 5px double; vertical-align: top; position: relative; padding: 0px 10px 0px 0px; margin: 0px; text-align: left; } div.ksp_weekly_rightcol { width: 49%; float: right; vertical-align: top; position: relative; padding: 0px; margin: 0px; text-align: left; } div.ksp_weekly_item { padding-left: 5px; padding-bottom: 10px; } div.bottom_border { border-bottom: 1px solid black; } div.ksp_weekly_footer {width: 100%; padding: 0px; margin: 0px;} div.ksp_weekly_footer p { border-top: 2px solid black; width: 100%; padding-top: 15px; vertical-align: text-bottom; text-align: center; font: normal 7pt Verdana, Geneva, Arial, Helvetica, sans-serif; } </style>
  11. Too bad he didn't talk about it more. Still, this is good news! I always wondered whether any super famous people (Obama, Taylor Swift, etc.) play KSP...
  12. I understand your concerns but the authors of these plugins didn't seem that bothered about it. A lot of people use MechJeb and RemoteTech, judging by their popularity on SpacePort. I thought it would only make sense to combine them with other plugins. You will be able to opt out of installing each and any of the plugins if you so wish. Now for a small announcement: I have been in contact with TeranisElsu, creator of the TAC Fuel Balancer and he has given me permission to add this plugin to the Essentials package Talk about power of the community
  13. First of all, I said is "likely." That means I am not including everyone there. Also, anyone who's job is also a hobby will tell you they enjoy their job even when things get hectic and stressful. I have first hand experience as I have worked with computer which is also one of my hobbies. I enjoyed my job, and I enjoyed getting home and doing the same thing. The problem is not everyone gets a job in something they absolutely love. However, those are the people I am talking about. My guess is if you are working for NASA, you are working there because you enjoy it. I mean how likely is it, someone would go to school and learn on that technical science stuff if they only saw it as a job? Also if you ever listened to any Scientist talk, have you ever heard one act like they hate their job? From every video I have seen, they always seem excited to me.
  14. I once was going down for a landing on Eve with parachutes (of course) and I thought I would watch tv during the decent. So I watch some TV and looked at my screen every now and then, then I got really interested when they started to talk about some topic I forgot. I look back and the parachutes broke, but I smartly choose to use a mainsail to return to Kerbin and was able to stop it from exploding into the terrain. All that broke was...the mainsail!!!
  15. Talk about the window popup when clicking CTRL button. It works perfectly fine on the first click.. But after I close it, and I try open it again, it simply just appear and then disappear (flash once). And I tried to reload the game by re-enter the vessel, reselecting career. Neither of them solves the problem =( ************************ I think MJ already activating ASAS automatically when it is on the right course.. But sadly when you try controls ur vessel, it disable the ASAS automatically, again.. Also, if ur vessel is kept shaking (and not being tear into pieces), MJ won't activate ASAS, too... And, I don't think MJ needs to activate ASAS, because MJ is basically a Much More Advanced version of ASAS..
  16. Grab some popcorn, pull up a chair and let me share with you the tail of my most current space administration, and why they're likely to get their government funding cut. This most current administration is running under the sciencey physics theories established by Ferram Aerospace Research, as well as a mechanical jeb for the purposes of overcoming pilot ineptitude (or adding to it, it would seem), as well as a few civilian industries providing new and innovative parts and wibbly bits to the space program. What's the first goal of the space program you say? Why it's the first goal of many a good and noble space administration, putting a satellite in orbit around Kerbin of course! The engineers are tasked with building a craft capable of the task using the tried and true Kerbal UDT development method. Not familiar with the UDT development method? Why it's the "Ultra Destructive Testing" development method! It involves putting together a basic design which looks like it might have a decent chance off accomplishing it's goal with an unmanned control capsule, putting it on the launch pad, watching it explode before/after it tries to launch and then trying to make it not so explodey! With the first space-worthy looking craft built, and manned with 3 bravel Kerbalnauts, we bravely launch skyward trusting in our autopilot not to bugger things up for us. Things are going well until all of a sudden out the window we see not the black emptyness of space, but land and ocean! What the bloody hell is going on? Did that twat Jebediah decide to take it off of autopilot so he could practice loop de loops? Nope still on auto pilot, and it seems like it's starting to point back skyward again we should be fi----- well there's more of that land and ocean stuff. Time to abort and have a few choice words with the engineering team. Herman the engineer in charge of aerodynamics had apparently slept through the class about Center of Mass and Center of Lift, and decided to cover that up with the old fashioned principle of 'put wings everywhere because they look spacey and awesome'. In light of this discovery, he has been relegated to construction duty to help assemble the ships rather than buggering up the design process. With the newest revision of the ship (now featuring less horribly placed wings!), blasting skywards without doing any fancy barrel rolls or loops things are actually looking quite successful! We make it up to a decent spot to do a circularization burn, and notice that the ascent hasn't put us up in a very favorable manner, and that we'll have to use a fair bit of fuel for the burn. That dingbat Herman must have been in charge of programming the ascent profile for the autopilot, that'll be on the list of things that need tweaking for our next adventure. Luckily the launch vehicle that was designed by the engineering team was created for much heavier loads than a simple satellite, so there was more than enough fuel to finish off the circularization burn. With the satellite successfully deployed, there was much celebrating, dancing and fireworks at the Space Center, along with a few small fires since one of the chaps decided that fireworks were best launched indoors. With the first goal accomplished, the space administration sets its sights a little higher, and wants a satellite put in orbit around the moon! The design team is approached for a new rocket to meet these lofty goals, to which they tell us "Just use the last one we made, now piss off we're on coffee break." Reminder, put some mood elevators in the coffee grounds, those engineers are mighty grumpy. Well that craft was able to put a satellite in orbit around Kerbin, it should be just fine for the moon! It has plenty of stages, and big thrusty powered engines, and a final stage with that fancy nuclear engine for the long voyages. Off into the wild blue yonder we go! To the Mun! To glory! The crew was able to make it to the Mun without even using the nuclear engines yet, fantastic! Spirits are high in the craft after the satellite is successfully deployed! one of the crewmen peeks out the window at the moon and since there is a bit of fuel left in the final thrusty rocket stages, suggests that 'hey I know we were just supposed to deploy a satellite and go home, but I wanna go down and bounce around!' The other crewmembers apparently don't see any problem with his idea, and radio back to Space Command to announce their intentions. Space command thinks it is a neat idea, and consults with the engineering team to make sure that the craft is landing capable. It does have landing legs on it, so that means it's a lander right? Well apparently someone gave the engineering team TOO many mood elevators, so after much gibbering, babbling and talk of nuclear thrust bunnies, command gives up and tells the crew to proceed at their own discretion. The crew discuss it, and decide that since none of them have ever actually landed on the moon before, they should entrust the autopilot to the task. The autopilot makes all sorts of humming and chirping noises, and has flashy lights and dials, so it should be just fine for the task! The crew pick a nice bright spot on the light side, and so begins the de-orbit burn. Things are looking good, so the optimistic crew puts down the landing struts and practice their moon-walks in the cabin. It gets to the point where the deceleration burn starts to kick in, and the last of the fuel goes through the big thrusty engine, and is then staged off for the nuclear engine. The crew watches out the window as the spent tank drifts towards the surface while they're decelerating towards the surface, until the empty tank crashes into the surface with a satisying kaboom! With the crew now finished watching the lovely explodey fireworks, they notice that the deceleration burn is still happening, and hey look a shadow! We should be landing soo----....and thus ends their great voyage, they landed on the moon alright, but in a far more explodey fashion than they originally thought they would. Rest in peace brave brave foolish explorers. With their sacrifice in mind, the administration decides that the next goal should be to land on the moon, and plant a flag in honor of their bravery. After the design engineers have sobered up from their experience with the goofy juice to raise their morale, they make note that it was probably an awful idea to stage between a super high thrust engine to a wibbly little nuclear engine during a deceleration burn, and get to task building a new Munar lander better suited for the job. After a few test runs a new lander is ready to be crewed and sent to the Mun! All thing go well for the brave crew of Jebediah, Bill, and one other chap. After some tweaking of the ascent profile during testing, the rocket makes it into orbit in a much more fuel efficient manner, and makes for Munar orbit. Deciding that the autopilot was clearly to blame, Jebediah takes the stick and decides to do the Mun landing himself! Everything is going well for the de-orbit burn, and Jebediah even accounts for the staging when doing his deceleration burn and begins it much earlier than the autopilot did. Everything is going well for the landing and the surface is coming into sight, and that's when they notice they're landing on a bit of a hill! Well Jebediah has been an excellent pilot so far, so they trust him to carry the day! Jeb manages to get two landing legs on the ground, which is unfortunate because there are indeed FOUR landing legs, so the craft is sitting precociously at a 45 degree angle. A valiant effort is made to put the craft down on all 4 legs, but things were said, errors were made, Kerbals did sneeze, and the craft wound up laying on its side. Bugger. Well that's no problem, the landing legs should be able to right it if they are retracted and put out again right? Drat, that did not work. I'll just use the RCS thrusters to try and boost that side into the air a litte bit....except...there are no RCS thrusters on the lander. Well double bugger. Then Bill notes that hey, the lander is pointed UP the hill, so if we thrust enough to get to the top of the hill we should be able to bring it back straight up. At this point they were a bit low on options, so gently gently they increase the throttle...everything looks to be dragging along nicely until KERBLAM! and the capsule begins just tumbling up the hill! Well they made it to the top of the hill alright, the only problem is that both their fuel tank and rocket engine have decided they don't like being dragged along the dirt and apparently have quite explosive tempers. Well the good news is, the crew has successfully---ish, landed on the mun! The bad news is, all that remains of their ship is a capsule and a parachute. Not letting this dampen his spirits, and the intent of the mission Jebediah EVAs and goes for a bounce on the Munar surface. He plants the flag, declaring their first Munar landing and heads back into the capsule. Jebediah being the flag planting hero that he is to the Space Program must be rescued from his current predicament on the moon! The Design Engineers are tasked with their biggest challenge yet, designing a rescue craft capable of hauling the piloting crew plus an additional 3 souls back form the Mun, with a wide enough landing base to not have another falling over incident, and to be quick about it damn you! The design engineers chose to use the same basic launch vehicle once again, because hey it has worked so far right? Then come up with a rather impressive looking rescue craft with wings extending out from the sides with landing struts on them to give it a larger footprint for landing. Great! Fantastic! Let's get to the moon and bring our boys home! We launch the rescue vehicle, and about 15,000m into the air, the rocket decides to do a loop-de-loop.....Herman! Damn you stay away from the rocket designs! Sigh, abort, and back into the VAB to swap out the wings for structural components to widen the footprint. A few launches later to get a half decent ascent profile (I've now given up autopiloting the ascent and am doing it by hand now), we've gotten our rescue craft to Munar orbit. The craft is a fair bit larger, but surely 4 nuclear engines should have enough thrust for a landing right? One more crater on the moon indicates to my Design Engineers that how I've been landing is NOT nuclear engine friendly. 2 more Kerbals to go on to the wall of squashed heroes. Well one suggestion from the design engineers is to switch out 2 of the nuclears for other more thrusty rockets to help out with the braking process, makes sense to me! We take our updated design, toddle back to the Mun, and line up our landing....except the poor stranded crew is now on the DARK side of the moon, and I'm noticing my lander lacking one distinct feature that might help out with a night landing.....lights! Bugger, well Jebediah being the national hero he is, must be brought home! Damn the risk! The ship is de-orbited for landing, everything seems to be going swimmingly until I notice one distinct problem, I can't see a bloody thing! The landing seemed like it was going well albeit dropping a little fast and then the rescue shuttle just suddenly exploded! I've now decreed that monsters live on the dark side of the moon, and that crew was lost to monster attack, and NOT command incompetence. Another 2 more for the wall, ugh. The heroes must be rescued! Another rescue shuttle is sent up (with lights!), back to Munar orbit, and luckily enough we have the landing site sitting in the daylight, so another landing approach is made. Hoping to keep further mishaps to a minimum, the autopilot is used to help keep the lander pointing in the right direction, while one of the crew fiddles the throttle. This was apparently a horrible idea, as just as I was about to touch down, the autopilot decided it's a good time to go HEY LETS GO THIS WAY! which results in 2 of the landing struts and structural components being sheared right off. Not to be deterred, the crew tries to stick the landing by setting it down on the engines. This seems to be going well until the engines touch the surface of the Mun, at which point 2 of the engines proceed to fall off and roll around on the ground.....oh right....I put Herman on assembly duty....that twit is SOOOOOO going to be a test pilot for awful horrible craft....Undeterred, the rescue crew want to try a test flight, because even with 2 engines, and structural components sheared off it should still fly right? That's the last that was ever heard from that brave crew, well another 2 more names for the wall of idio----errr...heroes. ANOTHER rescue shuttle is sent up, this time under strict orders to stop buggering around with the controls, and to try out the landing autopilot again without any use of a big thrusty staging rocket at the first part. The target is set, a short jaunt away from where the poor heroes are sitting patiently waiting. The landing autopilot is set, the de-orbit and braking burns happen successfully, and by some small miracle the lander manages to make it to the surface undamaged! The crew and our poor stranded heroes are extatic! One by one they move from their capsule to the rescue craft, grinning all the while as they get to go home! The rescue craft makes it back to Munar orbit and under the guiding masterful eye of Jebediah, he notes that while the rescue vehicle does have more than enough fuel to make it back to Kerbin, there wont be enough fuel to circularize the orbit and then do a de-orbit burn for the space center. It's going to be a one shot from the Mun home for a landing via aerobraking, and a whole lot of luck! After running a number of *ahem* simulations, Space Command tells the intrepid crew to hold off on their burn for one orbital circulation around the Mun or else they will wind up in a very wet landing location. Not wanting to get their shiny space suits wet, the team wait patiently, and then blast homeward bound! The maneuver is a resounding success! The rescue ship makes it back into Kerbin's atmosphere and turns all sorts of pretty red colors to indicate success or something like that! Parachutes deployed, and apart from landing on its side, and a few parts falling off upon landing the rescue craft makes landfall successfully! The brave and intrepid crew are dumbstruck at being able to see the beautiful verdant fields of Kerbin once more! Do we leave our intrepid Kerbalnauts stuck relying on civilian options for getting home, or their feet perhaps? Heavens no, they're 1/3rd of the way around the globe from the space center, they must be brought home in style! A transport craft is quickly assembled and sent to pick up our brave Kerbals! The rescue jet arrives just in time, as the poor chaps are looking quite bored, hungry, and frankly quite ready to find that twat Herman and beat him senseless. After a bit of a rough take-off, they're on their way home back to the Space Center! After a while and much ruckus in the crew compartment, we've made it most of the way home, I check on the crew compartment count to check on the boys, and the count is sitting at 3/6, which is two less than what I was expecting. Well I'm sure 2 of them are just off doing something during the count, pestering the pilot or some such. The pilot gets the transport plane lined up with the runway nicely and begins his descent. Things are looking well until the pilot notices that he's getting way too low, way too early and will touch ground before the start of the runway! "Pffft no big deal" the pilot says, as he continues his path to land and then coast on to the stri----.....apparently mr. Pilot didn't notice that the landing strip is built up off the ground at that side, and wound up smacking his plane right into the berm of the landing strip. Thus ends the long and terrible journey of our brave Kerbalnauts, so close to home, yet so far away. The space administration unanimously decides that a lander equivalent to that used by our poor 3 stranded heroes should be put up next to the tracking center as a memorial. The memorial craft is constructed under a wheeled vehicle to bring it to its final resting place, and launched to perform its duty. What do I see when I check in on the progress? Why it's two kerbals sitting in the vehicle grinning their heads off, two kerbals by the name Jebediah and Bill! The sneaky little Kerbalnauts must have gotten wind to how green the pilot was, and decided to 'go for a walk' before the pilot came in for a landing. Well the rescue operation may not have been a COMPLETE success, but at least it managed to bring home Jebediah and Bill! Oh and I am now under 'administrative review', whatever that means. Anyway, such is my epic yarn, I hope you enjoyed it.
  17. Thanks to all for the help with getting home from Mun. I think I kinda get that . Now let's take talk to getting to and from the other planets.... The chart shows going to other planets as a 2-step thing with Kerbol in the middle. I take it the 950 between Kerbin and Kerbol is what you need in all cases just to escape Kerbin, then the number between Kerbol and the target planet is the extra needed to get there. Am I correct so far? But I imagine the step of escaping from the planet and heading back to Kerbin differs depending on whether you're going "uphill" from an inner planet or "downhill" from an outer planet. Is that a correct assumption? From what I gather from the inputs above, on the way home from a moon, you ignore the number in the middle of the line. Is it the same way for the outer planets? For instance, Duna shows a total of 1160 between it and Kerbin, which you need to get out there. But you'd just need 370 to escape Duna get home headed home. But I imagine you'd have to pay the 1680 between Moho and Kerbin coming back if you went there. Is that correct?
  18. Thanks for joining us Chicken, it was great to talk to you! And congratulations on defeating the impossible challenge, my jaw dropped when I saw your video go up! I look forward to our next one
  19. Pretty much, now land it on Eve and go back to kerbin. Some has a bit to fun with this mod I think. However should not talk, I wanted an one man orion in Fallout 3 as transport, think an mix between an orion rocket and an pongo stick powered by mini nukes.
  20. First of all i would recommend to start a Forum for the Project (I'm already working on it). It would make it easier for us to communicate and talk about certain topics without scrolling up and down all the time... I personally don't like the idea of a closed, rotating ring. It's neither easily extensible, nor easy to build. Another Problem is that you can't simply start your engines and fly away, because it would probably be very unstable due to it's width/length ratio. Imo a much better solution would be to use some kind of compressed dna-ish structure. It would be a double-helix, which consists of inflatable cubic modules, which are connected with gangways to their counterparts on the other side of the helix. On the end of the structure you could extend it as much as you want, but still maintain artificial gravity by rotating it. My solution would have another advantage over usual Stanford-Torus constructions, because you would only need to bring small modules into the space. The biggest disadvantage would be the tubification of the whole station (you would need to take a looooong walk to get from one end of the helix to the other end). I'll post some sketches and the URL to the Project-forum later this day. Edit: Ahh, i forgot to ask... A friend of me asked if he could join the project, too? Edit 2: The forum is online now, you can register and send me your username in a PM here on the KSP forum (to verify the account belongs to you)
  21. If my ASAS could talk, he would be the sanest person in my crew. *pending collision with the Münar surface* Bill: AAAAAAAAAAAAHHHH Bob: AAAAAAAAAAAAHHHH Jeb: WWWHHHEEEEEEEEE Me: THRUST IN EVERY DIRECTION BUT UP MechJeb: WHEE SPIN OUT OF CONTROL FOR NO REASON ASAS: OH GOD STOP POINTING DOWN WHYYYY Outcome: Catastrophic Failure!
  22. If you have concerns or problems with a thread, your best bet is to talk to a moderator. I understand your point and it annoys me too, but normal users aren't in position to make such posts. This is likely to be considered as backseat moderation, which is forbidden by the official forum rules, making your thread kind of ironic.
  23. With the daffodils and piano keys. How do I talk to people without sounding like a moron?
  24. In the original timeline? Heck yes. Post Dominion war, with the tech Voyager brought home and the Borg crippled, Romulus crippled after the supernova, Bajor joining the Federation... Could be interesting. And unlike Enterprise, they wouldn't have to worry about continuity, because STO is, according to Paramount, not canon. No idea who I'd wanna see in it though... I loved DS9 and Voyager. DS9 was a very unique take on the franchise, and my younger self thought Janeway was the MOST KICKASS woman on TV. Enterprise just screwed up canon in ways I don't even wanna BEGIN to talk about...
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