Kerbal Space Program v9 - "Escape Rocket" Hat DLC, only £0.99!
1,000 replies, posted
[QUOTE=latin_geek;40244253]why did you stick rockomax adaptors on the SRBs[/QUOTE]
I was thinking that people couldn't tell what was going on :v:
The giant engines are actually attached to the angled parts through those boosters on the in-side of the rockomax adapters (they are attached to each other), not to those straight inner stages.
The rockomax adapters reverse the effect of attaching my radial decouplers to the center rockomax adapter.
[QUOTE=lekkimsm;40244471]Sigh ... I honestly can't wrap my head around any more for today... Would anyone else like to try and hurl this module outside the atmosphere?
[IMG]http://i.imgur.com/U61eRXC.jpg[/IMG][/QUOTE]
Using a different rocket, I've gotten your lander thing into orbit rather easily, with plenty of fuel left over to land anywhere on kerbin (probably). and even enough to probably get it on the Mun. and this was with a rocket I put together in a couple of minutes (although it is a pretty standard design that i sue often)
[img]https://dl.dropboxusercontent.com/u/14054906/screenshot3.png[/img]
[img]https://dl.dropboxusercontent.com/u/14054906/screenshot2.png[/img]
[QUOTE=gaige333;40244623]Decided to give this game a go after not playing for ages, thought I'd task myself with landing on Mun first. It ended up throwing me into the orbit of the sun, with the last bit of fuel I had I managed to get back into Kerbin's orbit and then into Minmus' orbit. I managed to land on Minmus completely accidentally, boy was it fun!
[t]http://puu.sh/2y3Yd[/t][/QUOTE]
That landing craft is way too tall to land without tipping, the centre of gravity is much too high.
Is the forum and the Spaceport absolutely crawling for anyone else? Seriously, now that they're on steam they need to buy some better servers.
crawling with dumbasses yeah
[QUOTE=lekkimsm;40244471]Sigh ... I honestly can't wrap my head around any more for today... Would anyone else like to try and hurl this module outside the atmosphere?
[IMG]http://i.imgur.com/U61eRXC.jpg[/IMG][/QUOTE]
I added ASAS and changed that lower adapter to longer one.
6 orange tank and mainsail core in asparagus staging is more than enough for you.
[T]http://i.imgur.com/5skn9lP.jpg[/T]
[T]http://i.imgur.com/YQBKhxv.png[/T]
[t]http://i.imgur.com/4UmaGah.png[/t]
[t]http://i.imgur.com/YpnqdyS.jpg[/t]
I had to do some adjustments to the final stage to add thrust and reduce drag. I also added ASAS
[QUOTE=Eltro102;40245101]crawling with dumbasses yeah[/QUOTE]
That too. Uploaded crafts definitely need to be segregated to a different site from the actual mods and addons, I hate scrolling through a bunch of noobships to find real new content.
[QUOTE=Tommyx50;40243183][url]http://www.eurogamer.net/articles/2013-04-11-kerbal-space-program-dev-pledges-free-expansions-after-fan-outcry[/url]
I'm so happy :D[/QUOTE]
Eeeh I have mixed feeling now about this.
[QUOTE=lekkimsm;40244471]Sigh ... I honestly can't wrap my head around any more for today... Would anyone else like to try and hurl this module outside the atmosphere?
[IMG]http://i.imgur.com/U61eRXC.jpg[/IMG][/QUOTE]
I removed those outer tanks on the penultimate stage and put the whole thing on 1 stage of big silver + mainsail and 1 stage of 3 big silvers + mainsail
with this i was able to get out of the atmosphere, circularize and am now on a free return trajectory from the mun
[IMG]http://hostr.co/file/ktcHUVvEXL5z/aaaa.png[/IMG]
[QUOTE=nomad1;40245669]Eeeh I have mixed feeling now about this.[/QUOTE]
[QUOTE]Also, for those considering purchasing the game, we will maintain this promise for all purchases made until the end of this month."[/QUOTE]
oh damn
What's so shady about it?
I'm really surprised there aren't any good fusion engine addons for large deep space craft. You would think people would be interested in that sort of thing.
I found one, but it uses proprietary tanks and fuel, which kind of ruins all my existing designs. Is there a value I can change in the craft file or something to just make it burn regular fuel+oxidizer like everything else?
[QUOTE=RayvenQ;40244746][B]Did it[/B][/QUOTE]
[QUOTE=ccib00;40245158][B]Did it[/B][/QUOTE]
[QUOTE=Zeneros;40245451][B]Did it[/B][/QUOTE]
[QUOTE=Eltro102;40245775][B]Did it[/B][/QUOTE]
I hate everything
[img]http://i.imgur.com/uBolviD.jpg[/img]
[IMG]http://hostr.co/file/pAFz03eXhsxc/asd.png[/IMG]
:~)
this is the thing i used, btw
[IMG]http://hostr.co/file/l4rAvK0SZlr8/this.png[/IMG]
edit:
fucksake
[IMG]http://hostr.co/file/5DjawkjcUllw/FCUSAKE.PNG[/IMG]
yay
[img]http://hostr.co/file/x0z6j4Tf6bjU/LOL.png[/img]
this is actually the first time I've been on the mun in 0.19
also did it
it was a good practice and it's nice to see how everyone handled it
we should have a challenge or something, like get a 3-man pod to the mun in the least time/least parts/least stages, stock only
I would have given it a shot if my KSP wasn't being a big bag of dicks right now. It's really annoying what it's doing...once in a while all is good and it works fine. Then for whatever reason it's closed. Upon relaunch the menus are fucked up once I load a persistence file, some of my parts flat out aren't there(As in deleted from the /Parts folder...), and still others have a physical model but no visual one. What triggers the change from working to fucking bitch is beyond me, it did it overnight when the only change was it being closed overnight. It also isn't giving me a goddamn thing to go on diagnostically except that it is [i]a[/i] mod, because a completely stock install works fine. Sometimes I can coax it into working by randomly fiddling with mods and restarting it until everything works, but that only works for a single session. Upon game close everything borks up again and I'm back to tinkering for three hours before it works properly. And then there's times that parts I [i]know[/i] load fine cause it to hang on initial startup for no discernible reason!
It's a mod causing issues somewhere. But which one, KSP!? I only have every mod in existence installed right now. Be more specific you bitch. Knowing it's [i]a[/i] mod doesn't help me whatsoever, and with both the spaceport and the forums choking on a pile of flaming SRB wreckage I can't exactly just re-download everything....not that that would fix it anyway because I don't know which mod is causing the issues in the first place. I'd end up reinstalling the problem mod and end up right back where I am with scarcely any more information than I know now.
Sigh. If anyone knows how to dicksmack KSP into behaving itself, or at minimum telling me something diagnostically useful(No output.log doesn't count, I've already gone through that many times) I'm all ears.
[QUOTE=OvB;40239803]That's a few million dollars that space program will never see again.[/QUOTE]
Now you see, that's where the Boys differ from the Kermen.
[img]http://i.imgur.com/y77woMz.jpg[/img]
Not only did I fix it (almost completely minus the [i]defective[/i] 6 way dock coupler.) but I fixed it without a repair shuttle. Which is what I'm going to send up next with a few canisters of RCS for the new fuel bay section. Back on the rocks!
Somebody remind me to donate a little bit of money to Squad every expansion... I, personally, would like to give them something for content that arrives after the base game is finished, assuming it's worth the money I would have paid for it.
I got the game for $15. I wasn't too worried about $5-10 expansions, because I've already gotten so much time out of the game. Now I feel kind of like I'm getting something for nothing, what with expansions being free for Alpha purchasers, and it feels kind of unfair.
i feel even worse about how much I paid
7 dollars? that's like the price of tasker
[QUOTE=woolio1;40246283]Somebody remind me to donate a little bit of money to Squad every expansion... I, personally, would like to give them something for content that arrives after the base game is finished, assuming it's worth the money I would have paid for it.
I got the game for $15. I wasn't too worried about $5-10 expansions, because I've already gotten so much time out of the game. Now I feel kind of like I'm getting something for nothing, what with expansions being free for Alpha purchasers, and it feels kind of unfair.[/QUOTE]
Same, but it all depends on what the content of the expansions is. If it's something I feel should be in the base game I'd happily take it for free, if not though I'd have been happy to pay a bit more.
[QUOTE=PieClock;40246498]Same, but it all depends on what the content of the expansions is. If it's something I feel should be in the base game I'd happily take it for free, if not though I'd have been happy to pay a bit more.[/QUOTE]
I agree 100%
I paid $7 to buy the game back when, and honestly, when I get the extra funds, squad's getting $100 more out of me free of charge. It's worth that much to me easily and they deserve the dosh.
[QUOTE=LordCrypto;40246494]i feel even worse about how much I paid
7 dollars? that's like the price of tasker[/QUOTE]
I honestly don't feel bad at all for only paying 7 bucks. If they added a pay-what-you-want system for the expansions, though, I would be willing to pay a bit more.
I know true physics is a important part of this game but having a arcadey mode/mod that makes ships act like eve/freelancer/other space 'simulators' would be awesome.
This could probably be achieved by just simply adding friction in space and modules that have tons of fuel/thrust.
[QUOTE=lekkimsm;40245862]I hate everything
[img]http://i.imgur.com/uBolviD.jpg[/img][/QUOTE]
Did it :v:
[t]http://i.imgur.com/CNx6O7F.png[/t]
i might need some struts on this thing
[QUOTE=JDB;40246916]I know true physics is a important part of this game but having a arcadey mode/mod that makes ships act like eve/freelancer/other space 'simulators' would be awesome.
This could probably be achieved by just simply adding friction in space and modules that have tons of fuel/thrust.[/QUOTE]
I wouldn't go that far, but I did think that when they get around to making entire galaxies, that they could implement some sort of fun sci-fi-y game mechanic to allow for easier long distance travel. Not something cheap like a super engine, but rather something that gives you greater capabilities but adds it's own bag of new constraints and caveats.
[editline]11th April 2013[/editline]
I wasn't really thinking wormholes or jump gates, but that could be interesting too. Probably a little too much sci-fi for KSP though. I was thinking more futurist sci-fi concepts.
[QUOTE=Cuel;40246995][t]http://i.imgur.com/CNx6O7F.png[/t]
i might need some struts on this thing[/QUOTE]
Man you know what would be cool? gimbal adaptors that moved entire engines/parts of a ship.
[QUOTE=ryandaniels;40247033]I wouldn't go that far, but I did think that when they get around to making entire galaxies, that they could implement some sort of fun sci-fi-y game mechanic to allow for easier long distance travel. Not something cheap like a super engine, but rather something that gives you greater capabilities but adds it's own bag of new constraints and caveats.
[editline]11th April 2013[/editline]
I wasn't really thinking wormholes or jump gates, but that could be interesting too. Probably a little too much sci-fi for KSP though. I was thinking more futurist sci-fi concepts.[/QUOTE]
There is a lot of potential in KSP for a sci-fi environment and could possibly be implemented with mods.
The main method of movement in KSP is gravity but having the ability to fly straight at mun would be pretty cool.
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