lammatt Posted April 2, 2014 Share Posted April 2, 2014 (edited) Not yet since I just got the news from release of ARM. Happened about 9pm my time and now it's about 11am. Will be a long day before I'll be able to catch any rocksdont get too excited tho...(it's easier than i thought, the generated asteroid trajactories pretty much match Kerbin's... the relative speeds arent very high when they enter Kerbin's sphere. i didnt even use any of the new parts except the hook capturing my first 552ton rock, it's easier than going to Duna...)i hope they buff the mass of the rocks or make the trajectories differ more from kerbin's next patch Edited April 2, 2014 by lammatt Link to comment Share on other sites More sharing options...
MKI Posted April 2, 2014 Share Posted April 2, 2014 Ill get around to checking out asteroids in time. The first one in my main save is 55 days out and i have things to do before then. Tested out the Claw with some field tests, still need to test grabbing a kerbal. Used the Claw to de-orbit an outdated satellite.Besides that, been working with the new SLS parts, love the blue exhaust from the Liquid fuel boosters! Link to comment Share on other sites More sharing options...
Brotoro Posted April 2, 2014 Share Posted April 2, 2014 To capture my first asteroid, I used my standard Nuclear Tug (now with The Claw!) launched on my standard Reusable Rocket (now with many fewer struts, plus extra nose cones!). I goofed up a little and didn't catch it until a little after its periapsis, but I got it into a huge orbit and then shift its plane to equatorial (it had about 60 degrees of inclination to start). The asteroid was a Class 2.Once I got it in the equatorial plane, I used about a dozen aerobraking passes to drop it into a 130 km x 100 km orbit over Kerbin. Multiple aerobrakings was tedious, but save fuel.Then I had fun deorbiting it. The two nukes could slow it down into a nice vertical descent, but they didn't have the oomph to soft land the beastie, so it crashed at about 100 m/s. This destroyed most of the Tug (which was unmanned), but the asteroid survived.I wanted to drop it on the SCIENCE buildings (because those guys always ignore me), but instead it ended up as a decoration outside the Astronaut Complex. Link to comment Share on other sites More sharing options...
MiniMatt Posted April 2, 2014 Share Posted April 2, 2014 (edited) Umm - has the Mun moved?Could have sworn that it used to be on a perfect equatorial orbit and now it's sporting a jaunty 0.4 degree angle.The possibility, nay - likelihood , is high that it's been this way for ages and I never noticed; that or it still is at a perfect equatorial orbit and my eyeballs are just 0.4 degrees off-calibration BTW, very much liking the improvements made to FPS impact of ocean rendering.EDIT: Just doubled checked and I'm now certain it's got about a 0.4-0.5 degree inclination. The wiki still lists it as having 0 degree inclination so I'm cautiously assuming it's changed for 0.235. New career mode save btw, if that affects anything. Can only assume successive asteroid impacts have altered it's orbit EDIT 2: Hmm, triple checked and now I'm less certain. May be an illusion played by the apparently opposite inclination of Minmus' orbit coupled with a couple of iffy launches Edited April 2, 2014 by MiniMatt Link to comment Share on other sites More sharing options...
NovaSilisko Posted April 2, 2014 Share Posted April 2, 2014 New approach, using a KAS winch instead.God dammitCan't set it down near enough, cable isn't long enough.New plan. Screw the asteroid, let's just get Jeb out of here.Time to retract the winch.jebediah you FAT *******Quickloading to retract winch...AND SO ENDED THE STORY OF THE ASTEROID LOGOPOLIS Link to comment Share on other sites More sharing options...
Felsmak Posted April 2, 2014 Share Posted April 2, 2014 Built a special "lander" just for asteroids. This one turned out to be way too big, however, but I hope to eventually find a smaller one that I can adopt. Link to comment Share on other sites More sharing options...
Argartu Posted April 2, 2014 Share Posted April 2, 2014 Thank god I didn't check the forum before work today, otherwise I'd be feeling very ill right now! T-minus four hours to asteroid-tugging fun Link to comment Share on other sites More sharing options...
Material Defender Posted April 2, 2014 Share Posted April 2, 2014 23.5 broke my massive 3k ton lifters! I used to have a nearly perfect success rate at putting 150-200 tons in orbit, but now they catch on the launch supports and explode on the pad. Back to the drawing board I suppose, thank goodness for new SLS sized parts Link to comment Share on other sites More sharing options...
CaptainGiblets Posted April 2, 2014 Share Posted April 2, 2014 Is anyone else having problems with the game crashing as soon as you launch a flight or is it my crap computer Link to comment Share on other sites More sharing options...
Tidus Klein Posted April 2, 2014 Share Posted April 2, 2014 Well time to delete my .23 mods folder, and my .23 game and start from scratch....MODs and ALL.....Wish me luck! Link to comment Share on other sites More sharing options...
RocketscientistV Posted April 2, 2014 Share Posted April 2, 2014 Don't know if its been mentioned but mission flags appear on the side of Kerbals EVA suits. Link to comment Share on other sites More sharing options...
Technical Ben Posted April 2, 2014 Share Posted April 2, 2014 Wait, what... it's out? (Swoons)Whoo, gonna check out some giant rockets. Link to comment Share on other sites More sharing options...
Psycix Posted April 2, 2014 Share Posted April 2, 2014 If all bottom engines line up perfectly, you can get rid of the launch supports. I don't even need them anymore now that physics are fixed and just have the rocket stand on it's first stage nozzles. Link to comment Share on other sites More sharing options...
hatterson Posted April 2, 2014 Share Posted April 2, 2014 Anyone else notice their in game time jump forward?I probably wouldn't have except for the fact that a friend and I are having a competition (fastest to do stuff in kerbal time). Last time I exited the game (Sunday) I was at about 15.5 hours passed in game. When I sign in now I'm just a hair over 3 days. My mission execution times also saw an increase but I haven't been able to find a common theme for how much it went up (either multiplier or static amount). Link to comment Share on other sites More sharing options...
Felsmak Posted April 2, 2014 Share Posted April 2, 2014 These new asteroids finally give me a reason to use more inclined orbits. Seeing Kerbin from new angles is actually pretty interesting! Link to comment Share on other sites More sharing options...
MiniMatt Posted April 2, 2014 Share Posted April 2, 2014 If all bottom engines line up perfectly, you can get rid of the launch supports. I don't even need them anymore now that physics are fixed and just have the rocket stand on it's first stage nozzles.Yep, have launched some really rather tall rockets without launch towers just fine.In fact the only erroneous wobbles to remain seems to be the old bugbear of stack adaptor to engines to decouplers to stack adaptor, ie:And even that seems a bit better (likely as a result of the one active joint being more solid than before). Link to comment Share on other sites More sharing options...
nithelyth Posted April 2, 2014 Share Posted April 2, 2014 Hello, when will the linux version be available? still waiting for the hotfix... Link to comment Share on other sites More sharing options...
KasperVld Posted April 2, 2014 Share Posted April 2, 2014 Hello, when will the linux version be available? still waiting for the hotfix...It already is available, either through the Patcher, the store or through Steam. Link to comment Share on other sites More sharing options...
kiwiak Posted April 2, 2014 Share Posted April 2, 2014 Two questions:On youtubers videos i saw two buttons next to maneuver node, move to next/previous orbit (or something like that). How can make them appear? I dont see them.Also,m it seems that i cant use mousewheel to move between subpages of part list in vab. Anyone else has this? Link to comment Share on other sites More sharing options...
Franklin Posted April 2, 2014 Share Posted April 2, 2014 Do command modules no longer have built-in SAS units? Either that or they were tweaked to be amazingly weak. Anyone else finding this? Maybe I'm doing something wrong.Never got a response to this, anyone else? Link to comment Share on other sites More sharing options...
MiniMatt Posted April 2, 2014 Share Posted April 2, 2014 Never got a response to this, anyone else?Not come across this as a prob yet. My new career save early Mun lander launches (poorly optimised, throw a bunch of fuel and boosters to any problem) are getting by without additional SAS beyond capsule torque.Did note that upon a slightly misjudged re-entry one of my probe-core auto science sats (about 2 ton and only 0.3 probe core torque available) was unable to re-orientate itself against atmospheric drag for a correction burn but kinda figured that was fair (and also likely to happen in previous versions).Are you ensuring there's a bit of vectoring available to your larger rockets? In early career reliance on the LTV-30 alone can make for some slightly unwieldy larger missions. Link to comment Share on other sites More sharing options...
ddavis425 Posted April 2, 2014 Share Posted April 2, 2014 I've been experimenting with having ships push and pull an asteroid at the same time. Thanks to weird physics asteroids don't block thrust so the puller craft still works. Link to comment Share on other sites More sharing options...
Loerelau Posted April 2, 2014 Share Posted April 2, 2014 Operation "Give Gilly A Brother" is go.This! My first idea was Minmus, but Gilly will do fine! Link to comment Share on other sites More sharing options...
TK421d Posted April 2, 2014 Share Posted April 2, 2014 wow, huge, HUGE fps/memoryload/performance boost for me so far, loving it! Link to comment Share on other sites More sharing options...
Tada Posted April 2, 2014 Share Posted April 2, 2014 I love boosted Ion engines! burn for Minmus is 6minutes with 3 enginen craft, burn for duna for 1 engined craft around 20 minutes... Now we talk bussines! Link to comment Share on other sites More sharing options...
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