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[Kerbal Space Program] Shiny new thread! Desperately seeking pictures of rockets
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I've got the basics down, a few orbits / flybys of Minmus and Mun that netted quite a bit of science although my attempted landings haven't gone to well as lithobraking has proven to be less effective than I may have hoped. Spent quite a bit of time working on docking with somewhat mixed results.
The one thing I'm wondering though is how long will a Kerbal live? If I were to land one on Mun or put one into a solar orbit and come back a month, year, or decade later, would they still be alive and just hanging out?
in the stock game a Kerbal will live forever. No food, air, or waste collection is required. These things can be modded in if you wish.
Shogun Streams Vidya
I've found that the KOS 'mini-shutle' is absolutely brilliant for someone who wants a controllable spaceplane and, like me, has no skill for flying in KSP. It's absolutely tops, and even I was able to land it on my first try. It is not FAR or Deadly Reentry compatible yet, since those would require serious modification, but I just turned of DR when I was returning from orbit.
It works quite well with FAR, even though it's not designed for it. At least, it did the last time I used it.
In fact, it's a little too good with FAR: if you're careful on takeoff the big orange tank will still be half full when you get to orbit.
It takes so much RAM, though, so I pulled it out of my install to make room for other things.
No kidding. FAR remains a little too problem-causing for me and my old designs (combined with the lack of non-stock maneuvering fins available). I hope someone will take a crack at making it DR compatible (the parts have ablative values, excluding the landing gear and nose cone....) to add a minor level of challenge on reentry.
So, if KSP isn't enough of a challenge for you, perhaps you need to assemble the parts manually:
https://www.youtube.com/watch?v=SyUpLwbWbvU#t=272
This dark image was taken just after Jeb strolled across 350m of Munar crater to make it to the rescue craft, and hopped in.
Jebediah was the first Kerbin to land on Mun,
and was promptly trapped there when his tall and narrow lander tipped over. Thrusting while the lander was on its side didn't help, surprisingly.
Engineers back on Kerbin redesigned the lander into a tripod configuration; the new lander had additional thrust, was broad based and had a low center of gravity.
As more progress was made, and more Kerbins were trapped on Mun and elsewhere, finally a crew pod with more than one seat was invented. This innovation was hurriedly attached to a rocket and sent to retrieve the famous Jeb. Bob was chosen for this mission, partly because he was the Hero of Minmas who landed and made it back on the first try,
and partly because he was the only experienced pilot not trapped somewhere in space.
When the time came to make the landing, Bob noticed some potential problems. The first was that the tried and true tripod design had been ditched, and the tall, narrow landed that had trapped Jeb was what he was piloting. As he neared Jeb's landing area, he saw that it was in a deep dark crater, and the engineers had forgotten to attach any lights to the craft.
After a few disastrous [quicksave] attempts, a much larger problem was discovered. In Bob's words the landing struts were "too &#$%ing short"; it was the rocket motor that was making contact with the ground first, and this tended to cause explosions. Ground control put their heads together, and came back with a solution: "clutch piloting". Bob didn't quite understand this, but after a couple hours he did manage to land a narrow, top heavy craft on dark, uneven terrain by resting the craft only on its rocket motor. Its a bit too dark in the first photo, so Bob insisted on staying a few hours so he could take a photo showing none of the landing struts even touching the ground.
After lifting off (and some mild concern about fuel reserves) Bob became a bit reticent, and declined to speak with Ground Control for the rest of the flight. Jebediah on the other hand...
He was laughing the whole way home.
His VTOL lifter alone is badass.
And whenever I go to sleep thinking that I should just abandon those guys and move on, a part of me feels like I'm being a very bad person. Abandoning digital people? Quitting when I have an interesting challenge in front of me? Pick one, or both.
Anyhoo, going back one last time to pick up some actual science and bring it back home this time. Screw this transmission thing.
I'm so badddddd again
stupid FAR. stupid deadly reentry. stupid me
Note to self:
The harder the rain, honey, the sweeter the sun.
EVA to the chute and right click on them.
Shogun Streams Vidya
Using it feels like playing with Duplo vs Lego.
Shogun Streams Vidya
Fuck Captain Skyhawk is really what I'm sayin' here.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
There's also this one:
http://forum.kerbalspaceprogram.com/threads/4116
Bigger and more versatile, but even less FAR/DRE compatible than KSO. The KSO occasionally breaks into a frisbee spin on me, but the Tyberdine shuttle just absolutely insists that the engines are supposed to be in the front and is utterly uncontrollable.
Shuttles are the reason I eventually told FAR to go fuck itself.
It's not the mininess of the shuttle I have a problem with. It's that getting a specific mod pack with a dozen or whatever parts that snap together to build a shuttle is like Duplo - completely defeating the purpose of building my own stuff.
Probably because you're using prebuilt mod shuttles with obscure one-off parts that aren't properly configured for FAR. A shuttle built from a more common set of parts like B9 Aerospace or KW Rocketry behaves just fine, right down to requiring S-turns high in the atmosphere to safely slow down without burning up, and gliding to an unpowered landing from orbit.
I kind of agree, but I bet you need a few mods to get a working one otherwise, plus this probably cuts down on parts/fps issues.
How did...how did you build that space station?
Steam ID: Obos Vent: Obos
http://kerbalspaceport.com/low-kerbin-orbit-refueling-depot-lkord-requires-kso-mod-for-lights/
Edit: It probably just takes a lot of patience to get the angles right on the modules.
Sometimes I want to build my own creations.
Sometimes I want to just build what's on the front of the box.
I always build the set first as per the instructions. And then I do what I want with it.
Shogun Streams Vidya
You can also repair broken wheels in the same fashion.
Also, for some reason that somewhat escapes me, yesterday I deleted everything and re-installed. I guess I wanted fresh start, to see how I would fare, trying to redo everything that I have done in the past but knowing how to do it more efficiently.
On the plus, side, I got to re-install only the mods I really used or wanted, and at the same time found out that there was even more stuff suggested with the Rennaissance pack (I completely ignored the Astronomer pack this time, and I am quite glad for it).
Guys, I don't know if this is a secret thing or something but damn... I wish I had known about this ALCOR mod way, wayyyy sooner.
PS. That orbital station is *amazing*. Grats!
Watched a Scott Manley video where he made a speedboat/catamaran, so I thought I'd have a go at making one:
Can go up to 60 m/s top speed before the physics engine throws a fit and everything breaks into pieces.
It works due to a strange buoyancy bug with the air intakes, you get these weird plinky noises/tones as it throttles up, it's almost musical.
For the love of the GFSM why is this not on Laythe?
Edit: Bonus cockpit shot with various IVA panels installed: