Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
8,384 replies, posted
[QUOTE=Don Merino;33122357]At an altitude like this, your orbit is bound to decay due to atmospheric friction. You should get to at least 40km.[/QUOTE]
Yeah, at the 4KM mark atmospheric friction was too great, and pulled my capsule down (not surprised, but I did hit a small lake, which I liked)
I've always had trouble achieving much with the default parts, with custom parts I've gone millions of kilometers, but with default parts I have trouble leaving the atmosphere.
[QUOTE=wootmonster;33126432]I dunno either. Let's just forget it, it's wrong anyway. Me + math during weekends does not exactly work well.[/QUOTE]
I require more math!!!1
[IMG]http://www.the-blueprints.com/blueprints-depot-restricted/modernplanes/modern-jk/km_ekranoplan-30734.jpg[/IMG]
I'm trying to make this with C-7
I've made a few that look accurate, but none flew enough for me to get them from the launchpad to the water in one piece.
[QUOTE=Oicani Gonzales;33128378]
got there because of an incredibly elliptic orbit and fast forwarding til coincidence got me close :v:[/QUOTE]
That's how I get there. I just make the apoapsis about 11,000,000m and hope for the best.
-snip-
rate me boxes
[QUOTE=Dacheet;33128463]That's how I get there. I just make the apoapsis about 11,000,000m and hope for the best.[/QUOTE]
It's not that hard really. Well okay it's hard, but it's not as difficult as it's cracked up to be. I already posted a basic tut for getting there ASAP.
[quote]As you launch, head straight up until you get to 15 to 20km. Then, tilt eastward (toward the moon) until your heading falls on the 90 degree line on the navball, dead center with the vertical line that represents east, and set your ASAS to lock there. Then open up the map view and watch as your orbit line grows ever larger, eventually intersecting the orbit of the moon. When it extends just a little beyond the orbit of the moon, exit the map view and kill your thrust. Hopefully, if your rocket accelerates at a similar speed to mine, you'll be able to warp straight to the point where you enter the moon's sphere of influence. Then you just burn retrograde until you like your lunar orbit.
I've reliably gotten to the moon many times like this, but if you're accelerating faster or slower than me, your trajectory could be a little different, so experiment with different degree lines to see which one consistently takes your rocket design on a trajectory to intersect the moon.
Before I found this out I thought getting to the moon was hard, and I then experimented with all the different ways of traveling there, but that's the quick and easy way. It's almost automatic, with the ASAS and the map basically doing all the work for you. [/quote]
The advantages are that this method does not require you to establish a preliminary orbit, it's quick and almost automatic so if you miss you can quickly get back to relaunching and trying a different degree of yaw, you won't have to do any waiting for the moon to reach a certain position, and there's no waiting until it just happens to pass close to you. Either you intersected it or you try again.
The disadvantage is that it might require more fuel than a TLI. To be honest I really can't say if this is true or not because I haven't tested it. I kind of think maybe it might require less fuel, what with no preliminary orbit, a single burn taking you all the way to intersect the moon, and no TLI burn, but it's also very brute-force, which is why I think it might take more fuel.
[QUOTE=Orkel;33125473]The song's style sounds familiar. Is the artist Orange Lounge?[/QUOTE]
It's from one of the first two Katamari games.
So my record for low mun orbit it still 665 meters (haven't played since), anyone beaten it yet?
God damn, I final figured out what was wrong with my engine I was making!
Well, I actually didn't. I just ended up remodeling and UV texturing it all over again. Took a while but I got it working!
Now I gotta make it's own fuel tank and change it's code, because all it is now is a re-skin of the liquid engine.
[img]http://img62.imageshack.us/img62/452/unled2ln.jpg[/img]
Released a trailer and made a part in one day, I feel good.
I have 430 custom parts and my KSP takes about 3 minutes to load even when it's on my ssd :v:
I can't for the fucking life of me get to the moon. Fuck, half my rockets spazz out on the launch pad. I think there's something wrong with the Challenger pack engines. Every time I have one of the engines from that pack as a base, it completely spazzes out on the launch pad and blows everything up.
[QUOTE=T2L_Goose;33131429]I can't for the fucking life of me get to the moon. Fuck, half my rockets spazz out on the launch pad. I think there's something wrong with the Challenger pack engines. Every time I have one of the engines from that pack as a base, it completely spazzes out on the launch pad and blows everything up.[/QUOTE]
You need to use HUNDREDS of heavy struts.
If it looks like the Eiffel tower had a child with a rocket, then it *should* be stable.
I almost got to the mun but then accidentally jettisoned the stage I needed to actually get into orbit.
This game is insanely fun. I've been playing all day since I was apparently rescheduled and didn't have work today. I can't wait to see what gets added later down the road.
Does anyone know if there are any Warhammer 40k parts?
[QUOTE=Contag;33131442]You need to use HUNDREDS of heavy struts.
If it looks like the Eiffel tower had a child with a rocket, then it *should* be stable.[/QUOTE]The struts can't attach to engines, though :/
Does one need to create some sort of landing gear lookalike for the rocket to rest on without the engines touching the ground?
I finally got a good orbit, then I got to the mun (and orbited that twice), then got back to kerbin (and orbited that 3 times), then blew up on a beach because of a bug with warping.
[QUOTE=Sgt Doom;33131454]The struts can't attach to engines, though :/
Does one need to create some sort of landing gear lookalike for the rocket to rest on without the engines touching the ground?[/QUOTE]
I tried that, the engine ended up falling off my rocket
[img]http://puu.sh/88EE[/img]
All these paaaaarts
[QUOTE=Sgt Doom;33131454]The struts can't attach to engines, though :/
Does one need to create some sort of landing gear lookalike for the rocket to rest on without the engines touching the ground?[/QUOTE]
Not really. I handle this case all the time. Just download the long lander legs from [url=http://kerbalspaceprogram.com/forum/index.php?topic=2251.0]CaptainSlug[/url], attach them radially to your lowest fuel tank via radial decouplers, and have the decouplers in the same stage as the first stage engine. That way, the legs bear the weight, the engines hang above the ground, and when you press space bar, the engine fires, the rocket lifts off, and hopefully, the legs and the decouplers go flying off in different directions, eventually exploding.
Another good tactic is to do basically the same thing, except use solid rockets in place of the legs. That way you don't even have to decouple them at liftoff, you can use them as both a stand and a boost to your first stage, or as your first stage by themselves.
[QUOTE=J Paul;33131492]Not really. I handle this case all the time. Just download the long lander legs from [url=http://kerbalspaceprogram.com/forum/index.php?topic=2251.0]CaptainSlug[/url], attach them radially to your lowest fuel tank via radial decouplers, and have the decouplers in the same stage as the first stage engine. That way, the legs bear the weight, the engines hang above the ground, and when you press space bar, the engine fires, the rocket lifts off, and hopefully, the legs and the decouplers go flying off in different directions, eventually exploding.
Another good tactic is to do basically the same thing, except use solid rockets in place of the legs. That way you don't even have to decouple them at liftoff, you can use them as both a stand and a boost to your first stage, or as your first stage by themselves.[/QUOTE]How much weight can those legs sustain?
[QUOTE=Sgt Doom;33131516]How much weight can those legs sustain?[/QUOTE]
Depends more on the decoupler than the leg. I recommend something bigger than the normal radial decoupler, the linear decoupler from that one big pack would probably do better. And it can hang off the bottom of its attach point to give you extra clearance if your engine is too tall for the legs.
It also has a lot to do with weight distribution. Eight legs held by either heavy decouplers or linear decouplers ought to be enough to hold anything that you can run at a decent framerate.
Also the explosive bolts and the explosions of the legs at the moment of liftoff is a pretty cool effect, I think, even if it is incredibly dangerous and sometimes results in a leg flying into and causing the destruction of my rockets.
[QUOTE=Goz3rr;33131486][img]http://puu.sh/88EE[/img]
All these paaaaarts[/QUOTE]i've got 515 different parts in my Parts folder D:
I neeeeed more paaaaaaaaarts!
Preferably balanced ones, I think most of the major parts packs haven't been changed since 0.8 and thus don't take into account new changes, which is a shame.
[QUOTE=J Paul;33131528]Depends more on the decoupler than the leg. I recommend something bigger than the normal radial decoupler, the linear decoupler from that one big pack would probably do better. And it can hang off the bottom of its attach point to give you extra clearance if your engine is too tall for the legs.
It also has a lot to do with weight distribution. Eight legs held by either heavy decouplers or linear decouplers ought to be enough to hold anything that you can run at a decent framerate.
Also the explosive bolts and the explosions of the legs at the moment of liftoff is a pretty cool effect, I think, even if it is incredibly dangerous and sometimes results in a leg flying into and causing the destruction of my rockets.[/QUOTE]Aight, thanks c:
[editline]5th November 2011[/editline]
Oh god, the loading time is so long now D:
[editline]5th November 2011[/editline]
Oh fuck it, I had more success reaching the Mun with default parts; the modded ones spaz out so ridiculosly easily and don't seem to provide a good thrust to weight ratio. The rather bizarre way payload covers have to be attached also annoys me :/
I have 500+mb of parts
I flew into the core of the sun and my altitude went negative and my speed kept rising, until it flattened out at the bottom of the orbit and sent me out on a much higher orbit than I had come in with.
[QUOTE=LarparNar;33126123]How high is that?
I'm gonna try one of those now.[/QUOTE]
Sorry I was asleep. That was 500m.
Anyone else getting some kind of bug where they can't fully turn off their engines?
I set it to zero but I still get a tiny bit of thrust which is killing my orbits :(
-snip- reading fail on my part.
My rockets should be enough to get me in orbit but I'm not good at this. I still haven't orbited and I'm turning around 65km but I run out of fuel then.
I don't think Kerbin was particularly fond of me leaving it for over 1300 days.
[img]http://dl.dropbox.com/u/2668640/went%20well/new2/screenshot135%20copy.jpg[/img]
[img]http://dl.dropbox.com/u/2668640/went%20well/new2/screenshot137%20copy.jpg[/img]
[img]http://dl.dropbox.com/u/2668640/went%20well/new2/screenshot139%20copy.jpg[/img]
[img]http://dl.dropbox.com/u/2668640/went%20well/new2/screenshot141%20copy.jpg[/img]
[img]http://dl.dropbox.com/u/2668640/went%20well/new2/screenshot143%20copy.jpg[/img]
[img]http://dl.dropbox.com/u/2668640/went%20well/new2/screenshot144%20copy.jpg[/img]
wat
[QUOTE=LarparNar;33132514]I don't think Kerbin was particularly fond of me leaving it for over 1300 days.
pics[/QUOTE]
They had a nuclear holocaust.
Anyone know a decoupler I can use which has attachment points on the side so I can put the assorted hardware fairings (or "half walls" on)?
[QUOTE=DrasarSalman;33132821]Anyone know a decoupler I can use which has attachment points on the side so I can put the assorted hardware fairings (or "half walls" on)?[/QUOTE]
[img]http://i.imgur.com/DVsmy.png[/img]
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