• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
[QUOTE=Chubbs;37227792]Yes but not for posting a fucking licence. And he is behaving like a goddamn child. [editline]14th August 2012[/editline] I remember reading something on here to the effect of the dev permabanning EVERYONE in the leading faction or something (never played it so I have no clue) [editline]14th August 2012[/editline] iirc SkunkMonkey is harv's brother.[/QUOTE] Nah, Moach is HarvesteR's brother, Capt' Skunky is just a community manager.
If Novapunch sucks what do you guys recommend?
kw pack pelf's expi kosmos
[QUOTE=CardBoardBox;37241094]wait what? I am confused. [editline]14th August 2012[/editline] but i though it was liquid methane.[/QUOTE] Methane is a hydrocarbon. Some pools of ethane where also found
[QUOTE=MrBob1337;37241179]If Novapunch sucks what do you guys recommend?[/QUOTE] I don't know if it sucks, I just think the parts look like crap. I would definitely recommend KW though. Superb pack.
Yeah, my first thought was that they could have had a disclaimer saying 'We recommend a license and will not accept any complaint if someone else uses an unlicensed mod in their own content'. Not straight up removing widely-used mods. NP has been annoying me recently but I've been using it simply for the ease of downloading one pack for all my rocket launching duties. To be honest there's one particular mod I'm hating more and more all the time, but that might be because he's usually the bringer of bad news. Actually, saying that, he has been said to be volatile and recent events are proving it. I don't like how open criticism isn't allowed either but that's just me and my obsession with free speech. Their forum, their rules I guess but I won't be a part of it. On mods, I suppose KW is a good alternative, but does it still have part masses much higher than any other pack? Makes it quite hard to use with other parts.
KW has been described as hotrod parts. Heavy but powerful.
My first full orbit! This game is way too fun. [B]I tried to make it to the Mun after a few orbits around Kerbin, but ran out of fuel. She's still orbiting fine though![/B] (sorry for the ZScreen mark) [IMG]http://i.imgur.com/p3qQd.png[/IMG] [B]Mr. Jeb on his first spacewalk:[/B] [IMG]http://i.imgur.com/36bVK.png[/IMG] [B]The 'Orbiter I' (a very generic name), the ship used for my first successful orbit[/B] [IMG]http://i.imgur.com/dDTCy.jpg[/IMG]
I really dislike the one man pod.
[QUOTE=CardBoardBox;37241902]I really dislike the one man pod.[/QUOTe] The design needs work. Also are you planning on updating the Durgon for .16?
[QUOTE=DesolateGrun;37242564]The design needs work. Also are you planning on updating the Durgon for .16?[/QUOTE] it needs a complete redo is what it needs lol. And not really no.
-snip
Though there is this thing laying around. [IMG]https://dl.dropbox.com/u/1417259/kerbal/DragonRising.png[/IMG]
I keep fudging the landing on my Munar rescue. I have reverted to a quicksave twice.
I love making mock orbital stuff but I want them to stay in space and not go away when I end the flight, how do I make it so they stay indefinitely even after ending the flight?
[QUOTE=Crash15;37244639]I I love making mock orbital stuff but I want them to stay in space and not go away when I and the flight, how do I make it so the just stay indefinitely even after ending the flight?[/QUOTE] Don't end the flight. Just go back to the space center.
[QUOTE=Neo Kabuto;37244656]Don't end the flight. Just go back to the space center.[/QUOTE] I cant believe I fucked my typing up on that :v: But thank you
I finally got around to downloading the demo. I very nearly got a rocket into orbit. It has some problems with stability though, so I added fins on some of the solid boosters, but they sometimes steer them right into the main engine when I decouple them. :v: I think I just might have to buy this game. [editline]15th August 2012[/editline] Sweet, launched it again and got it into orbit! Ran out of fuel though so I decoupled the last section retrograde, hoping that would be enough for the pod to graze the atmosphere. I think they might come down eventually. [editline]15th August 2012[/editline] I guess not, the periapsis hasn't moved an inch after two revolutions. Looks like Bill, Jeb, and Bob are going to suffocate. Jeb is totally psyched about it though, of course.
[QUOTE=SamPerson123;37245812]I finally got around to downloading the demo. I very nearly got a rocket into orbit. It has some problems with stability though, so I added fins on some of the solid boosters, but they sometimes steer them right into the main engine when I decouple them. :v: I think I just might have to buy this game. [editline]15th August 2012[/editline] Sweet, launched it again and got it into orbit! Ran out of fuel though so I decoupled the last section retrograde, hoping that would be enough for the pod to graze the atmosphere. I think they might come down eventually. [editline]15th August 2012[/editline] I guess not, the periapsis hasn't moved an inch after two revolutions. Looks like Bill, Jeb, and Bob are going to suffocate. Jeb is totally psyched about it though, of course.[/QUOTE] Well the atmosphere starts at 70km, if the periapsis isn't below that, you are indeed screwed. If it is, maybe you're not. As for decoupling facing retrograde, seeing as you knew to try that, did you also do it at apoapsis? If you didn't and you end up in this situation again, you should try that.
[QUOTE=Sgt-NiallR;37246268]Well the atmosphere starts at 70km, if the periapsis isn't below that, you are indeed screwed. If it is, maybe you're not. As for decoupling facing retrograde, seeing as you knew to try that, did you also do it at apoapsis? If you didn't and you end up in this situation again, you should try that.[/QUOTE] Does decoupling actually give enough of a boost to make a difference?
[QUOTE=Maloof?;37246443]Does decoupling actually give enough of a boost to make a difference?[/QUOTE] it CAN do. The higher the gap between your apoapsis and your periapsis, the bigger the influence of anything you do at those points is. For example, if my periapsis is 75km, and my apoapsis is a couple megameters, pointing retrograde and decoupling [I]might[/I] have enough of an effect. Very rarely is it enough, you either need a hugely elliptical orbit or you require a miniscule amount of deltaV. There was actually a video I saw where I guy managed to get his ship back into the atmosphere by spinning it retrograde as fast as possible, and decoupling at apoapsis. The small explosive charge in the decoupler's delta v was maximised by the force of being ejected by something spinning so quickly that it managed to have enough of an effect. Very situational, but not bad for a last ditch attempt, and something cool to think about. [editline]15th August 2012[/editline] [video=youtube;iEsNZ0s-_2Y]http://www.youtube.com/watch?v=iEsNZ0s-_2Y&feature=plcp[/video] The audio sucks, but it's a hell of a proof of concept.
Oh, I did it at the periapsis. Ah well, I made a great big rocket and managed to bring up more fuel. I got into a fairly elliptical orbit with half a tank to spare. I think I'll go ahead and buy the full version once I finish this mission, building rockets is fun as hell.
I keep feeling like I should make a nice big "Orbital Mechanics for dummies" video to help people with kerbal space program, but I never get around to it.
[QUOTE=Sgt-NiallR;37246698]I keep feeling like I should make a nice big "Orbital Mechanics for dummies" video to help people with kerbal space program, but I never get around to it.[/QUOTE] I've thought the same thing, but I've never managed to more than a few minutes of recording. I spend a little while trying to explain things, forget everything that I want to say, then give up when I realise that I'm not really capable of making a how-to video.
So I haven't been keeping up with the thread but I figured since I posted this guys last video I'd put this one up too. [media]http://www.youtube.com/watch?v=5JeDAvNXnEc&feature=plcp[/media]
[t]http://cloud-2.steampowered.com/ugc/921238222565669461/F9DEAF8F7306EDA08024E66A3942AC9C36C91A67/[/t] This is getting cramped.
Does MechJeb not work with a crew operated rocket? I have a one man cabin but my MechJeb doesn't come up when I try to launch. Note: It normally works fine with the unmanned modules.
I was going through my old videos when I found this: [media]http://www.youtube.com/watch?v=HWacrAgC-Xo[/media] From 0.13. Back before rovers, before mechjeb, before spaceplanes. Awesome.
So guys... Landing Engines... Old or new? Old is them build pretty flushly into the sides of the bugger. However this gives them a wider angle and thus less downward power and more fuel for the same results. But looks a little hip? Vote: [IMG]http://www.facepunch.com/fp/ratings/clock.png[/IMG] [IMG]http://digitalvideo.8m.net/spacex/dragonmars.jpg[/IMG] OR New which has more power downward but has a little extrusion to house them. Vote: [IMG]http://www.facepunch.com/fp/ratings/information.png[/IMG] [IMG]https://sphotos-a.xx.fbcdn.net/hphotos-snc6/256947_10152002006850131_58881463_o.jpg[/IMG]
How do people usually do their Mun descent/ascent? I generally use the last fifth or so fuel from my Munar-insertion stage to horizontally brake and bring the lander down to ~1000 meters (above ground) and ~40 m/s, then use the first fifth of ascent engine to put down. Then I just burn straight up towards Kerbin, with a final retrograde burn to deorbit into the atmosphere. I usually fuck up here and pull the chutes around 3000 meters/600 m/s, which rips them off and condemns the Kerbals to a rapid deceleration.
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