Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
8,384 replies, posted
I think they're to orbit or escape, respectively.
[QUOTE=Seiteki;31060814]I think they're to orbit or escape, respectively.[/QUOTE]
Yes they are.
This game is awesome, but I can't get past 600,000 metres.
There needs to be an option to turn off automatically sorting stages, having the Kerbal engineers reset all of my stages every time I go back to vehicle assembly is not fun.
Would be nice as well to have an automatic stage release/fire up mode, that happened whenever the section runs out of fuel (should be able to switch off auto release on stages you want). That can be manually overriden with spacebar.
[editline]12th July 2011[/editline]
[QUOTE=WubWubWompWomp;31060941]This game is awesome, but I can't get past 600,000 metres.[/QUOTE]
[thumb]http://img155.imageshack.us/img155/7277/orbith.jpg[/thumb]
Good, simple design that has gotten me above 600kM, though the very first boosters will explode before they runout of fuel.
[QUOTE=RayvenQ;31061047]Would be nice as well to have an automatic stage release/fire up mode, that happened whenever the section runs out of fuel (should be able to switch off auto release on stages you want). That can be manually overriden with spacebar.
[editline]12th July 2011[/editline]
[thumb]http://img155.imageshack.us/img155/7277/orbith.jpg[/thumb]
Good, simple design that has gotten me above 600kM, though the very first boosters will explode before they runout of fuel.[/QUOTE]
I personally prefer doing it myself.
Also:
[img]http://gyazo.com/2cbf6c858e17e0eb293ecec54e90cf89.png[/img]
"This wasn't part of the plan"
[QUOTE=RayvenQ;31061166]what the hell module is that in the middle?[/QUOTE]
It's some super fuel tank I found.
It is totally overpowered, but still the heavy 4x liquid rocket drains it in no time.
The one major non-bug thing that irks me in KSP is that if your ship weighs more than 5 pounds, you have no control over it at all. I hope in the future we get some way to increase the maneuverability of our ships.
(Fins might help a bit once we get symmetry, but still. They never really helped much in the first place.)
Sunday Punch dun put out more parts.
[url]http://filesmelt.com/dl/Sunday_Punchs_KSP_parts_v1_02.zip[/url]
Got more connectors 'n such.
So. I tried for an orbit. I thought I did pretty well. Go AFK for a half hour then come back and check
Altitude: 940,000m
Speed: 1,115m/s
Bill: OH GOD OH GOD OH GOD WE'RE GOING TO DIE
Bob: HOLY SHIT WE'RE NOT GOING BACK TO KERBAL OH GOD
Jebidiah: hur hur guize we're going to spess hur hur guys spess hur
Looks like it's a manned exploration mission to the other side of the solar system [i]and beyond[/i]!
Do fuel tanks lose weight as they lose fuel?
also the escape tower in the new pack looks awesome.
[QUOTE=Hashmere;31061423]Sunday Punch dun put out more parts.
[url]http://filesmelt.com/dl/Sunday_Punchs_KSP_parts_v1_02.zip[/url]
Got more connectors 'n such.[/QUOTE]
Bottom of his Escape Tower dosn't let you attach anything to it.
[QUOTE=Beetle179;31061405]The one major non-bug thing that irks me in KSP is that if your ship weighs more than 5 pounds, you have no control over it at all. I hope in the future we get some way to increase the maneuverability of our ships.
(Fins might help a bit once we get symmetry, but still. They never really helped much in the first place.)[/QUOTE]
Get more control pods.
More control pods means more maneuverability.
[editline]12th July 2011[/editline]
[QUOTE=RayvenQ;31061545]Bottom of his Escape Tower dosn't let you attach anything to it.[/QUOTE]
I used it in place of the parachute, then put a parachute ontop, and messed with the launch order.
[QUOTE=Hashmere;31061423]Sunday Punch dun put out more parts.
[url]http://filesmelt.com/dl/Sunday_Punchs_KSP_parts_v1_02.zip[/url]
Got more connectors 'n such.[/QUOTE]
This is actually very, very cool.
New parts:
Dual coupler + reversed dual coupler
Quad coupler
Large decoupler (the size of the large, orange fuel tanks)
Punch-Out Escape Tower: Different form of "parachute": When you're falling down at 300 m/s and about to hit the ground, you activate it, and two very powerful boosters activate - one on each side of your POET - for about a second or two. If you get it right, it will slow your ship down just enough to land safely; or, if you do it incorrectly, your death will be 3 times as funny.
Plus, all of the stuff from the other parts pack is moved to the correct positions - i.e. no more couplers in the boosters section.
Oh, and it also has all of the stuff from the other parts pack.
[QUOTE=RayvenQ;31061545]Bottom of his Escape Tower dosn't let you attach anything to it.[/QUOTE]
It's supposed to go on the top.
[QUOTE=Beetle179;31061580]This is actually very, very cool.
Punch-Out Escape Tower: Different form of "parachute": When you're falling down at 300 m/s and about to hit the ground, you activate it, and two very powerful boosters activate - one on each side of your POET - for about a second or two. If you get it right, it will slow your ship down just enough to land safely; or, if you do it incorrectly, your death will be 3 times as funny.
Plus, all of the stuff from the other parts pack is moved to the correct positions - i.e. no more couplers in the boosters section.
[/QUOTE]
It also works really well to separate your capsule from the rocket if the boosters below it are still active.
[QUOTE=Beetle179;31061405]The one major non-bug thing that irks me in KSP is that if your ship weighs more than 5 pounds, you have no control over it at all. I hope in the future we get some way to increase the maneuverability of our ships.
(Fins might help a bit once we get symmetry, but still. They never really helped much in the first place.)[/QUOTE]
For that we shall have RCS modules. RCS means Reaction Control System, as in the one found in the Shuttle. This module looks like the SAS module, but instead of reducing rotation, it helps add to it ;)
As for the staging sequence getting reset, I'm well aware of it, and I find it just as annoying as everyone else. Once this set of features we're working on now gets ready, we'll go for that.
Cheers
[QUOTE=HarvesteR;31061679]For that we shall have RCS modules. RCS means Reaction Control System, as in the one found in the Shuttle. This module looks like the SAS module, but instead of reducing rotation, it helps add to it ;)
As for the staging sequence getting reset, I'm well aware of it, and I find it just as annoying as everyone else. Once this set of features we're working on now gets ready, we'll go for that.
Cheers[/QUOTE]
Will it be toggle-able like the SASM? If so, will it have a seperate hotkey?
[QUOTE=HarvesteR;31061679]For that we shall have RCS modules. RCS means Reaction Control System, as in the one found in the Shuttle. This module looks like the SAS module, but instead of reducing rotation, it helps add to it ;)
As for the staging sequence getting reset, I'm well aware of it, and I find it just as annoying as everyone else. Once this set of features we're working on now gets ready, we'll go for that.
Cheers[/QUOTE]
Fuck yes! No more dedicated stage in order to deorbit, or helplessly spinning about in the capsule.
There should be an orbit module to balance out speed and altitude.
I can't attach anything useful to the bottom of the large decoupler (the size of the large, orange fuel tanks)
[QUOTE=The Best;31061829]I can't attach anything useful to the bottom of the large decoupler (the size of the large, orange fuel tanks)[/QUOTE]
Oh, I just realized it isn't working properly
That's weird
[QUOTE=Beetle179;31061405]The one major non-bug thing that irks me in KSP is that if your ship weighs more than 5 pounds, you have no control over it at all. I hope in the future we get some way to increase the maneuverability of our ships.
(Fins might help a bit once we get symmetry, but still. They never really helped much in the first place.)[/QUOTE]
Fins help a lot on really small rockets.
God damn it.
Protip guys: if you want your pod to survive, it must be BARE.
Just made it to 1000k and NEARLY made it to ground. What killed my shuttle?
Dedicated SAS module directly onto my pod increased the parachute drop rate from 12m/s to 17. Crashed.
Sent this to a friend of mine who is into model rocketry.
He should love it.
[QUOTE=jeimizu;31061937]Fins help a lot on really small rockets.[/QUOTE]
I thought Fins and winglets didn't actually doo much aerodynamically.
Any chance you're going to add more graphics variables? Like length of time smoke trails stay on screen, level of depth for terrain, etc.?
[QUOTE=RayvenQ;31062042]I thought Fins and winglets didn't actually doo much aerodynamically.[/QUOTE]
When I say really small, I mean something like this.
[IMG]http://i.imgur.com/sSENz.png[/IMG]
Though it still may have more to do with weight distribution than aerodynamics.
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