[QUOTE=S31-Syntax;37516825]SIRS13 failed. [b]Lost radio contact RIGHT as I was touching down[/b]. -sigh-
Learned that the small radial thrusters from KOSMOS use RCS fuel instead of rocket fuel. So a total reconfigure was done for SIRS14.
Here we go again![/QUOTE]Does a mod add that or what? I've never heard of that happening.
[QUOTE=LobsterPastry;37524051]Does a mod add that or what? I've never heard of that happening.[/QUOTE]
There's some mods out there that make it so you must have satellites to relay information to probes and what not. They also add lag for distance some times. Basically NASA Simulator 2013.
[url=http://postimage.org/image/4pen0jcwr/full/][img]http://s17.postimage.org/o79agh9un/KSP_2012_09_01_21_31_03_18.png[/img][/url]
edit: updated with proper CEV position
[url=http://postimage.org/image/9ptjj0hlr/full/][img]http://s11.postimage.org/5gotguecj/KSP_2012_09_03_17_23_58_73.png[/img][/url]
6m SLS anyone? It flies pretty well, I just need to add correct fuel consumption and stages.
[editline]3rd September 2012[/editline]
[QUOTE=OvB;37524629]There's some mods out there that make it so you must have satellites to relay information to probes and what not. They also add lag for distance some times. Basically NASA Simulator 2013.[/QUOTE]
I don't get why people insist on using it for descent and landing. NASA automates their probes for a reason. It's for communications and control once on the ground.. In KSP I guess there is the luxury of having extremely small planets, but our relay satellites will become useless for this once the new planets are introduced.
[QUOTE=Swebonny;37521955]That thing looks so complex, I have no idea what it is.[/QUOTE]
I think the red lazors try to point you towards what you're targeting.
I don't know why, but my 6m parts go back to 3m after I fix the node issue by reconnecting them
[QUOTE=OvB;37524629]There's some mods out there that make it so you must have satellites to relay information to probes and what not. They also add lag for distance some times. Basically NASA Simulator 2013.[/QUOTE]
Only ships with an antenna need to have a connection, but launching satellites and stuff is pretty fun, especially because you need to keep expanding if you want to go to other planets. Right now i have 3 poorly placed satellites in geostationary orbit around kerbin, and a single one orbiting the mun at 100km
[t]http://puu.sh/11IiS[/t]
Does anyone know what kind of tonnage MechJeb uses?
Logic would infer metric tonnes, but my calculations won't work out correctly so I'm trying to clarify whether or not MechJeb mixes imperial with metric or if I'm just an idiot
[editline]3rd September 2012[/editline]
Nevermind, forgot to actually calculate the WEIGHT :v:
[IMG]http://i.imgur.com/k8jdn.png[/IMG]
I uh... I got some debris.
How does one remove debris?
Double click it, when it loads up hit esc and then end flight.
Or just go into settings and turn debris off and on.
I just did my first trip to mun and back
that was the first time that I did a successful orbit transfer and that I reached the mun.
I was surprise I could make it home (I didn't landed at the space center though)
[QUOTE=Dacheet;37525548]I don't know why, but my 6m parts go back to 3m after I fix the node issue by reconnecting them[/QUOTE]
Did you copy the parts and then re-size them?
If so, just change "name=" in the part.cfg. I had that problem with my first mod which was an ASAS module edited to have extreme control on my rockets.
So I was able to land on minmus with my probe then return to kerbin and land. Sample return probe, ahoy!
(I lied, it actually crashed on kerbin but that's because I accidentally jettisoned the chute on minmus so it should all work in theory)
I tried to do a second mun mission with the same rocket.
Jeb walked on the mun (first kerbal to walk on the mun on my part).
when I lifted off however one my engine did not fire (one out of three).
Loosing control I tried to use mechjeb to fix my ascent and maybe save jeb. Even mechjeb couldn't do shit.
I ejected jeb from the lunar rocket that was crashing, used his RCS backpack to slow down his fall... didn't have enough fuel
RIP JEB.
I'll do extensive analysis and testing on my next rocket before loosing another hero.
If KSP is anything like garrys mod, most of the addons are badly working, useless or ruin the game by making things too easy. Instead of downloading a bunch of them... what addons would you guys recommend? I don't have any yet.
KSP is nothing like GMod. Most addons aren't ridiculous, and the ones that are are fun as hell.
my new rocket is soo clumsy that my i7 860 lag to a almost halt on lift-off and one frame later it just exploded.
back to the drawing board :D
Where can I find the mods that use antennas and relays and junk?
[editline]3rd September 2012[/editline]
Worst Page King 2012.
I updated my Memorial Plaques to include Sally Ride and Yuri Gagarin.
[url]http://www.kerbal.net/mod.php?id=8[/url]
EDIT:
[IMG]http://puu.sh/11PuQ[/IMG]
700 tonnes, 6m on the pad, what on earth is inside this mighty rocket?
[url=http://postimage.org/image/xtcylaeh1/full/][img]http://s10.postimage.org/dlziszgzt/KSP_2012_09_03_21_21_24_72.png[/img][/url]
Another 188 3m tonne rocket. yes, it isn't quite flying yet.. it tips over because of how tall the payload is and its weight distribution. otherwise the rocket works fine with 50-100 tonne payloads for interplanetary missions.
[url=http://postimage.org/image/s3wq0z8at/full/][img]http://s10.postimage.org/w0a1wytah/KSP_2012_09_03_21_12_55_93.png[/img][/url]
It actually isnt a bad idea if you want to send heavy things around the solar system with damned robotics claws.
[URL="http://ksp.olex.biz"]This[/URL] may help some of us with the interplanetary burns.
[QUOTE=Porkychop~;37531997][URL="http://ksp.olex.biz"]This[/URL] may help some of us with the interplanetary burns.[/QUOTE]
Honestly I tend to just get my apsis at the same height as the Mun's orbit then sit on the warp-speed until our orbits sync up enough for me to get captured by the Mun's gravity
[QUOTE=Maloof?;37532021]Honestly I tend to just get my apsis at the same height as the Mun's orbit then sit on the warp-speed until our orbits sync up enough for me to get captured by the Mun's gravity[/QUOTE]
Well you're going to be waiting there for like 2 hours if you try that with other planets.
So today i got off my lazy borderlands playing ass and finished texture work on this thing. I am mildly happy with the results. I tried to keep it simple yet detailed in line with the new stock parts. simply comic bookish textures but with normal maps and some detail with some noise. I think it will fit in well with stock parts.
It doesn't look like there will be any code to support engines or RCS or anything like that for sometime... should I just leave it like a stock pod for release or make it have separate parts for engines and RCS and junk.
[IMG]https://dl.dropbox.com/u/1417259/kerbal/Dragon%20Capsule%20Pic1.png[/IMG]
[IMG]https://dl.dropbox.com/u/1417259/kerbal/Dragon%20Capsule%20Pic2.png[/IMG]
[IMG]https://dl.dropbox.com/u/1417259/kerbal/Dragon%20Capsule%20Pic4.png[/IMG]
[IMG]https://dl.dropbox.com/u/1417259/kerbal/Dragon%20Capsule%20Pic3.png[/IMG]
That actually looks fantastic, I want to download it..
on kerbalnet ;D
kerbal net?
[url]www.kerbal.net[/url]
shoar & wizards krad mod site
I don't see kosmos. thus irrelevant.
also, didn't we try something like this before?...
oh, i still havent found my easter egg
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