• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
It always sucks when the bottom half of your rocket decides it wants to go a different way to the top half. :(
Oh and what was the propeller mod again?
Is there anything I can do about the paypal issue? I really want to buy this game. I played it before you had to buy it and had a great time, now it seems like it's grown alot and gotten better.
Yay I just bought the game!
[QUOTE=Crimor;36935230]Oh and what was the propeller mod again?[/QUOTE] Damned Aerospace.
I forgot to share my funny control binding stupidity story with you. When I updated, all my bindings had gone and I had to reconfigure it for my joystick. My first flight seemed to be going ok, I'd turned on the ASAS, shot up to a good height and was about to adjust to get some lateral speed. I turned off ASAS and immediately the ship started flipping end-over-end uncontrollably. I tried everything I could think of (wiggling the stick, thrashing it around, asking nicely...), but it wouldn't respond. I gave up and pushed the throttle to 0, deciding to land it and check the ship out in the VAB. As I did this, the rocket then slowed, stopped spinning and started turning the other way. I then realised that, like a true kerbal technician, I'd accidentally wired the pitch control to the throttle on my joystick. I now know what it would be like to pilot a rocket that has been wired up by an idiot: scary, frustrating and very difficult. Just for the hell of it, I actually got it to a stable orbit by putting the throttle at 50% (pitch centre) when I needed to make adjustments and having the ASAS on the rest of the time. I had loads of fuel, because I was originally trying for a munshot, but I used a lot of it on unwanted burns in various directions. Me and Jeb did one orbit, then I de-orbited and landed. It may have been pointless, unnecessary and frustrating; but at least I didn't pussy out change the settings mid-flight. I know that if Jeb had been in my place he would have done exactly the same as me. I expect he'd quite like it if his controls consisted entirely of a huge throttle lever. Next challenge: land on the Mun with the joystick axes randomly swapped and inverted.
It can't just be me who realises that SAS's are FAR too weak and really don't hold a craft steady at all.
That's why you use ASAS :v:
ASAS provides no force of its own
I think KSP is just way too broken at the moment to play. I mean, I separate a stage, and suddenly the RCS's are firing making my craft spin spin spin spin spin for NO FUCKING REASON. Before, I had three tested rockets that did exactly what I wanted and worked every time. Now, nothing works. And there's no point using struts and decouplers because the whole point of decouplers is to let you separate stages, good luck doing that when you're bolted onto the other stage.
[QUOTE=blazingfly;36935710]I think KSP is just way too broken at the moment to play. I mean, I separate a stage, and suddenly the RCS's are firing making my craft spin spin spin spin spin for NO FUCKING REASON. Before, I had three tested rockets that did exactly what I wanted and worked every time. Now, nothing works. And there's no point using struts and decouplers because the whole point of decouplers is to let you separate stages, good luck doing that when you're bolted onto the other stage.[/QUOTE] Struts will disappear upon separation of two connected stages. I have never had a problem with RCS randomly spinning my craft either. Make sure you didnt hold alt while pressing your roll key, as alt turns on the trim function (making whatever axis you used it on return to a position that is not zero)
[QUOTE=blazingfly;36935710]I think KSP is just way too broken at the moment to play. I mean, I separate a stage, and suddenly the RCS's are firing making my craft spin spin spin spin spin for NO FUCKING REASON. Before, I had three tested rockets that did exactly what I wanted and worked every time. Now, nothing works. And there's no point using struts and decouplers because the whole point of decouplers is to let you separate stages, good luck doing that when you're bolted onto the other stage.[/QUOTE] didn't you say this exact same thing a little while ago? you say KSP is borked and everyone else has no problems at all? you're entitled to your opinion of course but... it's kind of wrong
[QUOTE=blazingfly;36935710]I think KSP is just way too broken at the moment to play. I mean, I separate a stage, and suddenly the RCS's are firing making my craft spin spin spin spin spin for NO FUCKING REASON. Before, I had three tested rockets that did exactly what I wanted and worked every time. Now, nothing works. And there's no point using struts and decouplers because the whole point of decouplers is to let you separate stages, good luck doing that when you're bolted onto the other stage.[/QUOTE] Clearly you just suck at the game.
when they do that after stepping stages you need to turn off sas and turn it back on. sometimes the center of mass doesn't update in the computer. so. turn off RCS&SAS > stage sep > turn it on.
Is this game worth the $18 price tag?
After that video I am making a fucking tank.
I'd pay 50 for it without any regrets.
I need tips on building ships. So far I've got a basic ship design that gets me into space, but it's nowhere near powerful enough for a Mun landing. It also hasn't got enough fuel to get me into orbit, re-enter Earth's atmosphere (or whatever the Kerbals call it) and land. So, tips? I'm reading through the wiki as we speak. I found out that about 10 solid fuel boosters all hooked up to each other via radial decoupler doesn't supply enough thrust.
Trial and error. You can't really have tips that are told to you, you gotta feel it yourself. People who've played since .8 know what I mean.
I just spent the past hour gathering slow-motion footage of kerbals falling down hills. All in all, a productive night :v:
[QUOTE=loopoo;36937540]I need tips on building ships. So far I've got a basic ship design that gets me into space, but it's nowhere near powerful enough for a Mun landing. It also hasn't got enough fuel to get me into orbit, re-enter Earth's atmosphere (or whatever the Kerbals call it) and land. So, tips? I'm reading through the wiki as we speak. I found out that about 10 solid fuel boosters all hooked up to each other via radial decoupler doesn't supply enough thrust.[/QUOTE] Until you feel that you are quite proficient at rocket making it's probably best to design your rockets with the intention that only the command module will be returning home. Physically landing your descent stage on Kerbin (Earth, some people call it Kearth) requires an exponentially larger rocket for each part you add so just stick with a decoupler and parachute for now. When you are designing the upper stages of a lander it is probably best to stick with small quantities of fuel and large amounts of RCS, including linear RCS ports for decelerating and whatever liquid engine you do have should be thrust vectored. In some of my earlier Mun missions I actually separated these two parts further and used a 100% RCS lander that detached from my "service module" once I established Mun orbit - it was not a return trip. In the next stage of your rocket, which should be used to traverse distance once orbit has been successfully achieved you should have One or two RCS tanks, a few additional RCS thrusters (more towards the bottom of the stage), a healthy supply of liquid fuel and a very powerful engine. For this stage a thrust vectored engine isn't as necessary because RCS can be used to make lateral course adjustments and your main focus is gaining speed and reaching a destination and will mostly involve a long straight burn on a specific course. From here your first rocket can vary a bit, generally I will tend to have one ascent stage (at least in most of my manned rockets) with a few booster rockets to get it off the ground but two or more ascent stages is fine too, it just depends on how quickly you burn your fuel, If you have 5 tanks and 1 engine you would be better off separating it into two stages because it would take quite a while to burn through and you will be carrying a lot of dead weight. I tend to go with few-tanks but many engines, for this the Tri-coupler can be especially handy (at least with the 0.15 stock parts) where you could have 5 tanks still but 3 engines working away at them which effectively triples the rate of fuel consumption and reduces the amount of time you will be carrying empty tanks. For your lower stage it is essential that you use thrust vectored engines - despite the fact that they tend to have less thrust. This is because solid rocket boosters are not thrust vectored and just having control surfaces generally won't cut it for stability and so its always good to have at least 1 thrust vectored liquid engine burning for every 2 operating SRBs, this is more of a rule of thumb than a fixed value and isn't a NECESSITY by any measure. Also the wiki is terrible and outdated
I tried to use rotors from Damned Aerospace, the rotors flipped my shit Tried using other propellers, they just didnt work :c
[QUOTE=Crash15;36937953]I tried to use rotors from Damned Aerospace, the rotors flipped my shit Tried using other propellers, they just didnt work :c[/QUOTE] The helicopter rotors? That's what I have happen when I use them too. I assume there's just some very specific way to make them work, since I've seen a few helicopters using them.
[QUOTE=Neo Kabuto;36938236]The helicopter rotors? That's what I have happen when I use them too. I assume there's just some very specific way to make them work, since I've seen a few helicopters using them.[/QUOTE] I wanted to make an Mil V-12 with those huge rotors but, like I said, the rotors literally flipped my shit
First time I've played this in ages, managed to land on the Mun using stock parts. Taking off and achieving orbit is the easy bit, landing your capsule is the tricky part, juggling the the power of your engines with the distance and velocity in order to get that perfect landing in order to be able to take off again. Maybe tomorrow... currently, little Jebediah isn't getting home any time soon... [img_thumb]http://www.majhost.com/gallery/Elburro/d3/ksp_2012-07-26_05-00-53-84.jpg[/img_thumb] [QUOTE=Squeegy Mackoy;36929727][media]http://www.youtube.com/watch?v=inkkLAfFIbY[/media] I uhh... haven't been doing alot of the going to space thing.[/QUOTE] Quoted for awesome. Was only a matter of time before the Kerbal's rebelled against their evil astronautical engineer overlords who send them to their doom in shoddily designed rocket propelled death traps.
I decided a recovery vessel was needed so I built a big version of my SSTO Spaceplane named Aeolus I. Here it is on the moon getting ready to transport stranded Kerbals from earlier landings gone awry. [Img_thumb]http://puu.sh/LLZX[/Img_thumb] [Img_thumb]http://puu.sh/LLZZ[/Img_thumb] The two landers in the previous picture took off, but due to a miscalculation in fuel were unable to return to Kerbin, so a second Aeolus I is launched to rendezvous with the stranded craft. Initially the Aeolus I was only intended to rendezvous with one of the stranded craft, but it was decided that there was enough RCS fuel to reach the other lander as well. This was also a miscalculation. [Img_thumb]http://puu.sh/LM03[/Img_thumb] The Aeolus I was able to reach the second craft which had two crewbals inside, but with no RCS fuel to maneuver it was a 1 km spacewalk from the stranded craft to the recovery vessel. [Img_thumb]http://puu.sh/LM0b[/Img_thumb] [Img_thumb]http://puu.sh/LM0g[/Img_thumb] [Img_thumb]http://puu.sh/LM0h[/Img_thumb] However it was a successful transfer and the Aeolus I was soon on it's way home. But this is the Kerbal Space Program, nothing ever goes perfectly smooth. [Img_thumb]http://puu.sh/LM0l[/Img_thumb] Yes those debris are parts which somehow blew off the Aeolus I as it made the burn to return home and that is the Pilot in the upper left corner about to die of cardiac failure. They still landed back at KSC successfully, I still don't know where all those parts came from.
[IMG]http://i.imgur.com/aKaVT.jpg[/IMG] Today marks a great milestone in the Krussian space program. Today we launch the Prototype Munar vessel XXVI in another attempt to finally land safely on the Mun. Due to a sudden drop in the counts of brave kerbals signing up to be kosmonauts in the glorious motherland, we had to include a piece of stolen autopilot technology as the escape system to save the now precious Kosmonaut. It was not used during the duration of this prototype flight. [IMG]http://i.imgur.com/tG2Ju.jpg[/IMG] It came as a shock to us when we realized that we had somehow picked up a defector from the kerbal space program of the enemy, his name is Jeb, a rumoured brilliant and fearless pilot, his enthusiasm is good for the kosmonaut program, however his fellow crew do not seem to share this enthusiasm. [IMG]http://i.imgur.com/ylwGt.png[/IMG] Our pilot Jeb makes the first contact with the surface of the mun. [IMG]http://i.imgur.com/ufP4d.png[/IMG] He takes one small step for Krussian space program... [IMG]http://i.imgur.com/iaPp6.png[/IMG] And one giant leap, for Krussian country! [IMG]http://i.imgur.com/QCTNj.png[/IMG] And then he sits down for a small rest as he has done honest, hard work for the people and earned his rest. After mission report: Crew had broken the altimeter on takeoff, reported difficulty doing anything that required altitude calculations, luckly had second back up system (map). Crew states that there was extra fuel in the transfer stage and it was dumped as close to landing as possible to conserve precious lander fuel, with nearly a full tank of lander fuel, they are expected to be able to return home when their mission is complete. Crew requests rover on site for faster scientific travel, request under consideration by science team.
Lol, are you trying to make the biggest rocket possible? Or is that an actual serious attempt
Am I the only one who keeps the original 3 Kerbals safe on top of the fuel tanker near the Launch Pad?
Making a VTOL that can hover is fucking difficult.
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