Basically I'm trying to land without a parachute and keep my guys alive using engine power. It's...hard.
Basically I'm trying to land without a parachute and keep my guys alive using engine power. It's...hard.
If I don't go into orbit I can play lunar lander and bounce around with no issues. If I pass 5,000 meters though, well... Jeb seems to enjoy it.
[COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
[COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
[COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
[COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
[/COLOR]
I read on the KSP forums that some guy made a double launch, double landing rocket. It was supposed to launch for the first time, land on the ground with parachutes and then launch again. I tried it once and got it to work but the latest patch seems to have fucked over some of the parachute mechanics and it doesn't seem to work anymore. I'm still amazed how fun this game still is even though it's just looks like a plain old simple simulator.
Yeah, now if you pop the Chute under power, or while moving faster than ~300 M/S it snaps off.
Actually, I need to do moar testing before I confirm those claims...
[COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
[COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
[COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
[COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
[/COLOR]
How can Jebediah be so happy knowing his death is imminent?
Danger? What is Danger? I am invincible!
I fear Kerbal Space Program may be my next addiction, though its a p chill one. Watching my rocket silently orbiting Kearth is very relaxing.
I am not, it's not that bad anyways, just slightly annoying that the option isn't there, along with any other options :|
[SIGPIC][/SIGPIC]
They're adding options in the next patch, which should be around the 8th of August if the KSP forums are to be trusted.
Here are the features for the 0.9 release:
Estimated release date: Aug/08
New:
* Massive overhaul on the staging mechanics.
* Stages are now persistent when manually edited.
* Stages are now stored in relative values. This means they're now smarter
* Parts can now specify their preferred relative stage though the cfg
* Editing the staging sequence now creates Undo states.
* The Debug Console can now be opened in the loading screen to debug load problems
* Input Mapping screen
* Video settings screen
* Audio settings screen
* Mini-settings screen for the in-game pause menu.
BugFixes:
* Fixed a bug that caused parts to activate out of sequence sometimes.
* The scroll wheel is no longer read if the application is unfocused.
* Staging lock is now preserved if the application is unfocused and refocused.
* Fixed the MET clock, which would loop back to 00:00:00 when a mission went on for longer than 24 hours (I'm amazed someone found it)
This list will grow as new features and fixes are implemented. Features marked in green are already implemented.
I think I might get in trouble with this, but I must admit; structurebashing is a lot more fun after I found out about this game.
It's also nice that they're reworking the staging system. Now it starts to feel really awkward after you have to move a lot of stuff from the last stage to the first stage and in some cases stuff starts to bug out hardcore.
Lately I've been also having problems with parts getting stuck on the launchpad or just simply blowing apart for no apparent reason. I suspect Jeb has a hand in this, that rascal.
Edit: And the parachutes are still not working properly. My quad-launch-and-land rocket still fails to land for the first time.![]()
I used to get the problem with stuff blowing up for no reason a lot, and it was because stages would not fire like they were supposed to. The order on the left was lying to meThe only fix for me was to take off the part right under the capsule (basically the top part) and the put it back so everything would reset stage wise and set it up properly again. It sucked dick but no choice.
[SIGPIC][/SIGPIC]
[COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
[COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
[COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
[COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
[/COLOR]
[COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
[COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
[COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
[COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
[/COLOR]
Just figured out how to properly use the orbit calculator at the KSP site. According to my calculations, I should be at a stable orbit around Kearth at altitudes of 101077m apoapsis and 100914m periapsis.
Currently 100750m and falling...
Math never was my strong point, Jeb doesn't seem to mind.
Finally managed to land with rockets only, had to use a custom part pack though.
Attachment 1271
Next objective: Land upright.
Confirming that I've built a rocket that can completely escape gravity and maintain a constant speed of 4km/s
There was a thread on the KSP forums about escape velocities, though they were about orbital escape velocities. But if I recall correctly, the 3.3k m/s was the mark where there was no turning back.
I'm not sure if you can completely escape the effects of Kearths gravity as it is the only gravitational thingie in the game. Some were arguing, on the KSP forums again, that you can't escape it and you'd always just end up drifting towards Kearth no matter how fast you go. I've yet to even understand all the mechanics involved in this game let alone the physics modelling in it so I'll be content with a rocket scientist giving me a "maybe".
A little update:
I found out today that they released the 9.0 experimental build already. The build just happens to be just awesome and the best part is, the staging system works like a charm.
Then I noticed they added struts to the game and here's what happened:
I found out that struts were a bitch to place correctly but I eventually managed to connect everything together.
Launch time!
This fucker is going places.
A fitting end to Jebs journey, tried to activate the last stage and this happened.
All in all, the struts make larger rockets extremely stable and seem to make them a lot easier to build. Separating stages seems to cut struts off and leave the metal pole on the side you first attached it to.
Also the parachutes seem to work as intended again, as least in the way that you can do a double landing with them again.
Latest version is supposed to have a movable part that could act as a rudder or some other thing. All I could see was the possibility of making a rocket powered bird.
Code:Estimated Release Date: Sep/02 New: * The R8 Winglet now responds to input, and can be used as an elevator, canard, aileron, rudder, or any combination. Cheers
This is a really fun game. Does anyone have lag problems with mods though? I have a niceish pc and this game hardly is using any resources but is still lagging a bit.
I managed to get into space, but fucked up the orbit and just kept drifting into space. It took an hour for me to plummet to the earth in my pod.
[B]I PAID 25 EUROS FOR A SIG AND ALL I GOT WAS THIS SHITTY TROLL ATTEMPT[/B]
It does that, I think it has something to do with how the part colliders or something work while building massive ships.
http://kerbalspaceprogram.com/~kerba...biting_(Basic)
There's a tutorial on basics of orbiting Kearth. The big thing to look out for is the horizontal velocity at the apoapsis/periapsis. For exampe to get a stable orbit @ 50km you need 2330.6m/s to have a perfectly non-elliptic orbit.
http://kerbalspaceprogram.com/forum/...hp?topic=647.0
That's a more accurate orbit calculator. You can make easy orbit transfers and correction maneuvers by calculating the needed velocities at the appropriate points of orbit.
Getting stuff to stay up in space forever is kinda easy, just strap a metric shitton of liquid boosters together and off you go. The hard part is getting a stable orbit with nearly no eccentricity. Extremely eccentric orbits are mostly boring stuff to watch, mostly due to the fact that it takes over an hour to see a full orbit compared to an 50km orbit which takes around 25 minutes.
I kinda just wanted to build a big ass rocket that would either go to space or explode in a fire on the way up. The math stuff isn't fun for me.
Thanks though![]()
[B]I PAID 25 EUROS FOR A SIG AND ALL I GOT WAS THIS SHITTY TROLL ATTEMPT[/B]
Math isn't supposed to be fun, that's the whole point.
But if you want big rockets that go BOOM, I suggest you try out the custom part packs. They make it a lot more fun than the three original parts you get with vanilla KSP.
For the non-googling folk
So they redid the atmosphere in a way that it doesn't cut off at 34500 meters anymore and goes up to 68km IIRC. This of course means that the rockets don't have to plow through 35km of atmosphere that's the equivalent of jello.
That in mind; they are finally ready to implement the stuff that would, in the future, allow them to stick a real live moon out there.
And without further rambling:
Edit: For those interested, the C7 Avioation pack is a damn fun partpack. Simply put it's a collection of parts that make building Kerbal jets a lot easier.Code:Estimated Release Date: Oct/10 New: * Overhauled Space Center terrain area in both flight and space center scenes. * Integrated Orbital Analysis/Propagation system. * In-Flight Time Compression. * Orbital "Map" View. * Orbit Display. * Improved Space Skybox Background. * Better terrain textures. * RCS (Reaction Control System) Module Part. * Advanced SAS Module Part: Uses input-enabled parts (like winglets and RCS) to stabilize flight, but applies no forces of it's own. (code is done, just needs assets) * Splash-down effects. * New "Atmosphere" Gauge in the UI, indicates how deep the ship is in the planet's atmosphere. * The Orbit system can now track and propagate hyperbolic (escape) trajectories. Bug Fixes: * Added a simple but hopefully effective stall simulation for winglets and control surfaces. * Made a few optimizations to runtime loaded textures. Now they're compressed to DXT5 and support mipmaps. * The MET display will now start counting on liftoff instead of on flight start. * Tuned the terrain system a bit, to improve visual quality at high altitudes. Entries marked in green are already implemented.
So, planned to donate to the cause and also reserve a copy of the release version.
This required registration on the forums. Started the process and waited for the email. Never came. Requested another email. Never came. Made a new user name, waited for email. See above...
![]()
[COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
[COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
[COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
[COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
[/COLOR]
I'll pay for it when they'll release a proper version of it. Meanwhile I'll just enjoy the free explosions in space.
They released the experimental 0.11 verion a couple days ago and this morning they released the 0.11x2 experimental, which has a new RCS module which I've yet to try out.
Also they fixed some of the issues with the time compression they added with the 0.11x1 experimental version.
The few tries I got out of the time compression just shows how awesome it was. No need to wait for 30 minute orbital times to see if I fucked up my math. The in-game orbit map also makes getting into a "stable", albeit elliptical, orbit quite enjoyable. They also changed the water to be actual water instead of blue textured land which got me thinking. In the end, Jeb was cruising the seven seas of Kearth in no time in a true kerbal style, rocket powered boat.
Edit:
0.11 is out. Go get yours from the nearest KSP dispenser.
Also just in:
Well, here we go for a new update:
New on 0.12:
* A Moon
* some other stuff.
Cheers
Well the first experimental release of 0.12 is out, time to launch some little green men on the moon.
Here's the download link for the interested.
http://kerbalspaceprogram.com/forum/...p?topic=3683.0
Edit: Jeb has orbited the moon!
OH snap!
Download starts when I get home!
[COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
[COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
[COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
[COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
[/COLOR]
So after the test flight of my new space rocket I decided to land...
Landing successful!
After a few seconds Jeb notices something is wrong...
Edit:
Landing is hard.
Apparently I've given out too much Reputation in the last 24 hours, but when I can, I owe you.
[COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
[COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
[COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
[COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
[/COLOR]
Fun game, my first 3 atempts failed on the Launchpad so i decided its impossible to attach wingie bits in a usefuel way.
Next was loads of LO-Fuel tanks with a rocket. The maximum acceleration of that thing was 1m/sē or close to it, still made it into space and crashed on return. (Forgot the decoupler on the Capsule)
A small step for Jeb, a giant leap for Kerbalkind. The Munlander has touched down.
I must have missed something important so ... what is rcs and what does it?
Just recognized i always flew without it so far
Ok i think i figured it out. Must have used the integrated one in the shuttle so far. Makes it soo much easier.
Reaction Control System.
It's pretty much a set of four thrusters set in four directions that help with orbital stuff and turning in space. Pretty much useless in the atmosphere.
I think they are usually set in sets of four to provide the ability to change rotation or to "translate" to a direction (on the x y z axis).
They also need a fueltank to work.
Where the fuck is the Mun? I don't even know which way to navigate.
[COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
[COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
[COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
[COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
[/COLOR]
Press M for map view. It helps to understand where stuff is and how fast that stuff is flying towards you with lethal speeds. In this case, the Mun.
The easiest way to get to the moon (I think, I'm no rocket scientist) is to achieve a somewhat circular orbit around the planet first and then on the next pass, right as you see the moon rise on the horizon, you burn to about 2.8k-3k m/s and get an apoapsis of 11 million meters. That should take you on a highly eccentric orbit which ends up passing the moon really close. You do need to do a retrograde burn to land on that damn rock but that's a whole different thing.
The rocket itself shouldn't be that hard to make, you pretty much need a single tank to get off the moon and about 2 tanks of fuel in orbit to reach the moon and land. The problem is getting those tanks of fuel that high in the first place. Prepare for masses of solid booster rockets and ridiculously large explosions.
The KSP how-to forum is a nice place to look for answers regarding spacestuff and rockets. Those bastards have way too much time on their hands.
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