• Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
    8,384 replies, posted
Nuclear rockets would be intresting.
Aaaah i want some radial decouplers that work with fuel tanks I don't feel dragging 4-5 empty fuel tanks all the way up is a good idea.
[QUOTE=Brt5470;31099479]Is there a maximum number of stages I can do. I came up with what I thought was a nice design but too much stuff goes off at one stages and it explodes. I want to manually be able to switch through the stages one by one, and separate the functions better.[/QUOTE] You can switch things around between stages to make it work the way you want. NINJA'S :ninja:
I love playing space music while playing this game. all like. [media]http://www.youtube.com/watch?v=GJRotVl2IJ8[/media]
Does anyone have an issue with the quad-engines dropping off the orange fuel tank prior to launch?
[QUOTE=latin_geek;31099500]Aaaah i want some radial decouplers that work with fuel tanks I don't feel dragging 4-5 empty fuel tanks all the way up is a good idea.[/QUOTE] Stick a solid booster on the decoupler, then add the liquids below that on another stage.
[QUOTE=Red scout?;31099497]Nuclear rockets would be intresting.[/QUOTE] very long burn time but incredibly weak? I know it's unrealistic but balancing helps a lot.
Somebody should model a project orion module :V [editline]14th July 2011[/editline] [QUOTE=xeonmuffin;31099671]very long burn time but incredibly weak? I know it's unrealistic but balancing helps a lot.[/QUOTE] That sounds more like an Ion Rocket.
[QUOTE=Cpn Crunch21;31099245]i think a lot of launch failures end up with us thinking, "why did i think that was a good idea?"[/QUOTE] With symmetry added in I have only myself to blame for my shitty rocket designs.
I suck at this game nothing I make even launches but I can make them tip over and explode
I fucking love the silence after a successful final stage.
[QUOTE=Red scout?;31099504]You can switch things around between stages to make it work the way you want. NINJA'S :ninja:[/QUOTE] I did, I really want to add more stages to rearrange stuff I did make a successful rocket though, I had to consolidate stuff.
Why is this game so addicting :v:
Does the game have a point where you end up leaving earths gravity? I'm at like 800km from the surface and climbing fast still. Edit: Basically, I want to eventually land. I guess I should have put on a small rocket.
[QUOTE=Ven Kaeo;31099630]Stick a solid booster on the decoupler, then add the liquids below that on another stage.[/QUOTE] No, i mean, i wish i could have a fuel tank and a motor on the main body, and a bunch of extra fuel tanks around it, that it would use first and i could detach after they're empty. [editline]13th July 2011[/editline] Protip: Detach your command module when your stage 2 liquid rocket is at 5~ fuel, when it empties it slowly gets away from the module, looks awesome.
[QUOTE=xeonmuffin;31099671]very long burn time but incredibly weak? I know it's unrealistic but balancing helps a lot.[/QUOTE] Lots of power, very long burn time, easily overheats without other modules absorbing the heat.
[QUOTE=Ven Kaeo;31099861]Lots of power, very long burn time, easily overheats without other modules absorbing the heat.[/QUOTE] Other modules don't absorb heat though, do they?
Maybe have coolant tanks?
[QUOTE=bopie;31099956]Maybe have coolant tanks?[/QUOTE] That would be pretty neat - heat radiators maybe.
What speed do I need to safely land?
[QUOTE=Brt5470;31099989]What speed do I need to safely land?[/QUOTE] Well the chute slows you down to about 12m/s so I'd guess around that.
[img]http://i55.tinypic.com/9hl992.jpg[/img] What am I doing wrong? I copied a part folder, edited the model (dragged one vertice out) just to test to see if it would work. Exported it from blender Now this...
[QUOTE=ETK2009;31100118][IMG]http://i55.tinypic.com/9hl992.jpg[/IMG] What am I doing wrong? I copied a part folder, edited the model (dragged one vertice out) just to test to see if it would work. Exported it from blender Now this...[/QUOTE] How did you import a DAE into blender. Is there a special plugin because it doesn't work for me.
[QUOTE=Wavenarra;31099921]Other modules don't absorb heat though, do they?[/QUOTE] Yes they do.
[media]http://www.youtube.com/watch?v=jzDBfgYEnFM[/media] That didn't go as planned.
[img]http://dl.dropbox.com/u/28591597/Random%20shit/That%20folder/dasd/KSP%202011-07-13%2019-54-16-00.bmp[/img] Prepping for launch of the U.S.S. Facepunch, all systems normal. [img]http://dl.dropbox.com/u/28591597/Random%20shit/That%20folder/dasd/KSP%202011-07-13%2019-54-24-75.bmp[/img] Liftoff! But the aft section of the craft has broken apart from the thrust. [img]http://dl.dropbox.com/u/28591597/Random%20shit/That%20folder/dasd/KSP%202011-07-13%2019-55-05-98.bmp[/img] Immediately after the boosters burnt out, they dislodged themselves... [img]http://dl.dropbox.com/u/28591597/Random%20shit/That%20folder/dasd/KSP%202011-07-13%2019-55-13-26.bmp[/img] With my plans shot to hell, I seperate from the fuel tanks and continue on my own. [img]http://dl.dropbox.com/u/28591597/Random%20shit/That%20folder/dasd/KSP%202011-07-13%2019-55-21-25.bmp[/img] Then my parachute deploys itself.
[QUOTE=ETK2009;31100118][IMG]http://i55.tinypic.com/9hl992.jpg[/IMG] What am I doing wrong? I copied a part folder, edited the model (dragged one vertice out) just to test to see if it would work. Exported it from blender Now this...[/QUOTE] Okay, after going through many hours of pain trying to figure through this, make sure you do the following: Make sure it's exported as .dae not .obj Make sure every mesh has a material, even the collision mesh. Make sure the collider node hasn't become unnamed. Name it under both 'Object' and under that 'Triangle' tab. Assuming that the model still shows up in the PartLab, there may well be nothing wrong.
Does anyone have a copy of (or link to) 0.8.3 RC [i]1[/i]? I want to play with the multiple ships glitch!
[QUOTE=Wavenarra;31100233]Okay, after going through many hours of pain trying to figure through this, make sure you do the following: Make sure it's exported as .dae not .obj Make sure every mesh has a material, even the collision mesh. Make sure the collider node hasn't become unnamed. Name it under both 'Object' and under that 'Triangle' tab. Assuming that the model still shows up in the PartLab, there may well be nothing wrong.[/QUOTE] What material? Does the texture have to applied via the material or can it just have it's UV's and it is applied elsewhere? Was the node supposed to actually be a part of the model, all I have is the wing and it's collision model? And what triangle tab? Picture?
[QUOTE=xeonmuffin;31099671]very long burn time but incredibly weak? I know it's unrealistic but balancing helps a lot.[/QUOTE] Fusion Rockets would have much power, and OK burn times, but would generate obscene amounts of heat.
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