• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
Maybe making a 2001: A Space Odyssey styled spinning space station wasn't a good idea after all. [IMG]http://i.imgur.com/CX8Iv.png[/IMG] While trying to get back into the pod the spinning parts of the station bashed into Jeb and he was sent flying into space :v:
So I've started using MechJeb today and oh my god this is so awesome The landing autopilot is pretty good, too [t]https://dl.dropbox.com/u/13796438/585.jpg[/t] That's 3 landers in the same exact spot
I'd offset by a few seconds, so you can have a base of landers, not a pile
I know, that's what I did on my next landings. I was just trying it out though, I'm gonna delete the savefile and start again once some of the better mods get updated.
[QUOTE=Psygo;36914340]plus apparently the physics got wonky with x2.[/QUOTE] Yeah, rockets that were completely stable at regular speed would wobble back and forth and eventually break apart if the shaking got too severe. Additionally, the parachute wouldn't work properly at 2x and the Kerbalnauts would die a fiery death, despite the parachute traveling at entirely safe speeds.
I want to use the technicians and the ground crew as test subjects and launch them with the stations
I could never get mechjeb automated orbits/landing to work with my craft. I pilot pretty much manually aside from using mechjeb prograde/retrograde and normal/antinormal
[IMG]http://i.imgur.com/qr96H.png[/IMG] Got Jeb too the moon on my first try in 0.16. Amazing update.
[QUOTE=Cheshire_cat;36917955]Additionally, the parachute wouldn't work properly at 2x and the Kerbalnauts would die a fiery death, despite the parachute traveling at entirely safe speeds.[/QUOTE] I never had this happen at x2. Did something else cause this, like a modded chute or pod?
[QUOTE=Aphtonites;36917574]Maybe making a 2001: A Space Odyssey styled spinning space station wasn't a good idea after all. <image!> While trying to get back into the pod the spinning parts of the station bashed into Jeb and he was sent flying into space :v:[/QUOTE] "I'm sorry Jeb, but I'm afraid I can't do that."
Using the Kosmos pack I managed to launch a 9.7 tonne payload.. then, I let it sit on full thrust for 3 hours, and it reached a velocity of around 60km/s - 10 times the orbital velocity of kerbin. It's now 2,246 AU from the sun after 90 days. [url=http://postimage.org/image/6c20g4gaf/full/][img]http://s15.postimage.org/71ksshgu3/KSP_2012_07_24_15_50_47_63.png[/img][/url] [url=http://postimage.org/image/og510rdyv/full/][img]http://s15.postimage.org/dtb7vc5tn/KSP_2012_07_24_15_51_09_07.png[/img][/url] [url=http://postimage.org/image/3knc3975j/full/][img]http://s15.postimage.org/sqoaa38fv/KSP_2012_07_24_18_15_16_45.png[/img][/url] I have a feeling those RCS tanks are overpowered... or simply meant for stations.
[QUOTE=scratch (nl);36911885]Am I allowed to kick some kerbals out the command pod before launch of the retriever? [/QUOTE] I booted two out of my CM, so, sure. Although making them hold on in "Second Class" is quite funny. EDIT: I'm still trying to get the 3 man CM into space. The larger parts are causing me issues. Stranding a Kerbal on Mun and Minimus is almost second nature now, so I'll put C4 on that bridge when I come to it.
[url]http://www.mediafire.com/?huj27jwg78gec71[/url] Made all the Vanilla Pods/cockpits available as passenger pods using what that guy did with the Mk1-2 pod as an example [B]Edit[/B]: Fixed a small folder naming error
I've just finished rebalancing the KW Rocketry, Ceres will probably get a going over when Winston comes back. A rough and boring changelog: #Engines -Engine mass reduced by about 25%. -Engine power increased by about 15% -Installed Isp (Sepecific Impulse) changes to the rockets, gets lower overall as the size goes up buy varies with the rocket. -Installed vacIsp, the same as the above, some rockets will have high vacIsp because they're upperstage rockets made for space. #SRBs -Increase of 15% to follow the engines -Tweaked the names of the center stack rockets to make then easier to indentify. #Fuel -Applied the "200 fuel = 1 mass" of the default fuel tanks. -As a result the fuel tanks are heavier, the amount varies but I would put it at about a 20% increase. Basically it's a touch "harder", but now it all works. [B] To install over a current KW version, delete all the KW SRB's to stop it making clones.[/B] Download: [url]http://www.mediafire.com/download.php?g1ggc13ojngjcmg[/url] Test the changes for me, they seemed alright on the few rockets I flew but I can't be 100% if they're what everyone likes.
[QUOTE=Kickasskyle;36919895]I've just finished rebalancing the KW Rocketry, Ceres will probably get a going over when Winston comes back. A rough and boring changelog: #Engines -Engine mass reduced by about 25%. -Engine power increased by about 15% -Installed Isp (Sepecific Impulse) changes to the rockets, gets lower overall as the size goes up buy varies with the rocket. -Installed vacIsp, the same as the above, some rockets will have high vacIsp because they're upperstage rockets made for space. #SRBs -Increase of 15% to follow the engines -Tweaked the names of the center stack rockets to make then easier to indentify. #Fuel -Applied the "200 fuel = 1 mass" of the default fuel tanks. -As a result the fuel tanks are heavier, the amount varies but I would put it at about a 20% increase. Basically it's a touch "harder", but now it all works. [B] To install over a current KW version, delete all the KW SRB's to stop it making clones.[/B] Download: [url]http://www.mediafire.com/download.php?g1ggc13ojngjcmg[/url] Test the changes for me, they seemed alright on the few rockets I flew but I can't be 100% if they're what everyone likes.[/QUOTE] I have a question, and I don't know if you'll be able to answer it, but why do your guy's engines and fuel tanks wobble really bad when used together? When I use your engines with other fuel tanks, they work perfectly, when I use other engines on your fuel tanks, it works perfectly, but when they're paired, they wobble like no tomorrow.
Is this a know issue? [img]http://dl.dropbox.com/u/18418859/ladd.jpg[/img] Because it's annoying
[QUOTE=Zombii;36920095]I have a question, and I don't know if you'll be able to answer it, but why do your guy's engines and fuel tanks wobble really bad when used together? When I use your engines with other fuel tanks, they work perfectly, when I use other engines on your fuel tanks, it works perfectly, but when they're paired, they wobble like no tomorrow.[/QUOTE] My guess is it's the weight, the unity physics engine in it's current state seems to hate them paired, it's why the pack has higher weight struts which mitigate most of the problem. Clamps will probably do the rest.
[QUOTE=Oicani Gonzales;36920104]use a strut right in the base of the tanks linking it with the engine, fixes it for me[/QUOTE] I tried that, still wobbles for me :C [editline]24th July 2012[/editline] [QUOTE=Kickasskyle;36920119]My guess is it's the weight, the unity physics engine in it's current state seems to hate them paired, it's why the pack has higher weight struts which mitigate most of the problem. Clamps will probably do the rest.[/QUOTE] All right, I'll try using clamps next time.
[QUOTE=Zombii;36920120]I tried that, still wobbles for me :C [/QUOTE] Use more, until no more can be used.
[QUOTE=Rastadogg5;36920103]Is this a know issue? [img]http://dl.dropbox.com/u/18418859/ladd.jpg[/img] Because it's annoying[/QUOTE] cfg fix a few pages back
snip not relevant anymore
Yay, managed to get a three man capsule on the Mun. Had to come up with a weird design to get it to work though, due to the paper decouplers. [img]http://cloud.steampowered.com/ugc/560948350734093529/24C258E6720A9266CA77C9E2DF587CF7456B5DBE/[/img]
Finally made it to the mun... kind of. Ran out of fuel during the descent and wound up hitting the surface at ~120m/s. Lost literally every part of the ship aside from the pod. Now I've got 3 dudes on the moon partying there forever.
although the new decouplers (the big ones) are poop if you use struts in between (like connect stage 3 stuff to stage 2 stuff) the stages it works fine
KickassKyle, do the PLFs still work properly with 0.16?
[QUOTE=Dacheet;36920677]KickassKyle, do the PLFs still work properly with 0.16?[/QUOTE] From what i've done with them they seem fine. So thats a yes.
How to [U]NOT[/U] launch a rocket V1 [media]http://www.youtube.com/watch?v=XHjXFi6muBg&feature=youtu.be[/media] This delays me making a video on how to get to the moon...
I adopted a Russian cosmonaut style to my space program. We didn't have enough fuel to land on the mun, but we had enough to either crash into it or return home, we crashed into the mun and that's good progress!
Jeb, you've switched off your targeting computer. What's wrong? [IMG]http://i.imgur.com/HFTEi.png[/IMG]
[QUOTE=Neo Kabuto;36918861]I never had this happen at x2. Did something else cause this, like a modded chute or pod?[/QUOTE] Nope, all default parts. Nothing else attached to the capsule either, just the parachute.
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