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Psychic powers are more believable than something ignoring the square cube law.
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File 131049396967.png - (508.63KB , 1024x768 , SLC-00-design.png )
17074 No. 17074 ID: 2563d4

Since there are a few space nuts around these parts, here is a ROCKETRY SIMULATOR. You can build multi-stage rockets and fire them into the sky where they can fly apart and explode as your little alien cosmonauts panic in the spinning command capsule.

(At one point I managed to make the rocket fall over and explode on the pad, and the command module miraculously tumbled away intact, rolling to a stop upside-down. They weren't impressed.)

Yes, it seems to model atmospheric drag (the command capsule can sometimes overtake the fuel tanks on the way back down), and yes orbit is apparently possible. Here's the pic related doing a very simple straight-up/straight-down flight with nobody* dying:
http://users.ecs.soton.ac.uk/prb/junk/spess/

There's some discussion and talk of 0.8.1 features on RPS: http://www.rockpapershotgun.com/2011/07/12/trans-lunar-kerbal-space-program/
Note you can press "T" to toggle stability control on, which you probably want to not explode.

* Except perhaps for the solid fuel booster stage mmmaybe landing back on the launch area. Things do overheat from usage but I'm not sure if drag can cause burn-up yet.
Expand all images
>>
No. 17078 ID: 2563d4

Oh, and a quick warning to avoid tragedy: when you hit "save" in the designer, it saves using the name top-middle, overwriting without prompting.
>>
No. 17082 ID: 2563d4
File 131049588939.png - (1.38MB , 1024x768 , KABOOM.png )
17082

This is what the flight part looks like.

Ideally the landscape isn't peppered with explosions after everything flew apart and blew up. The astronauts enjoyed the show, though!
>>
No. 17083 ID: f5fe2f

That designer looks a bit like spore.

How free is this and where can I obtain it?

EDIT: Oh, RPS has a link (http://www.kerbalspaceprogram.com/download.php) and it's totally free.

>planned features:
>Fly out to Moons and other Planets
>Build Space Stations, and surface bases on other worlds.
Fuck yeah.
>>
No. 17084 ID: 2563d4
File 131049646332.png - (451.70KB , 1024x768 , NOT_GOOD.png )
17084

>>17083
...hurr. I did kind of forget the link, but, yeah, it's in the RPS article, and early versions (like this) are free and they'll start selling it later:
http://www.kerbalspaceprogram.com/about.php

Since you can't insert parts until the next release, dont forget your stabilizers before building the rest of your rocket, or this will happen. (They were all on the solid-fuel parts, so got ejected. Oops.)
>>
No. 17097 ID: f5fe2f
File 131050169866.png - (322.25KB , 397x671 , kerbal_rocket.png )
17097

well I got over 8600 feet on this one, which is my best by a long shot. How about you folks?
>>
No. 17100 ID: 1444d5

>jettison SRBs early because they somehow melt my main engine if I don't?
>throttleup after guesstimated max-Q
>pitchover at like 150k
>mad spiralling
>eventually stabilise at 180 pitch
>no ground track indicator, no ground speed indicator
>what the hell is orbital velocity for this planet anyway?
>eventually splashdown ~500k downrange

How do I into orbit?
>>
No. 17101 ID: f5fe2f

I would like to see some working designs. I can't do anything complicated without it turning into an unbalanced mess that spirals into the ground killing everyone.
>>
No. 17102 ID: 0d7a83
File 131050794295.png - (451.39KB , 804x612 , TinCan.png )
17102

>>17097
I got 95000 with this.

Protip: Install an S.A.S module and hold down F all the time.
>>
No. 17103 ID: 2563d4

>overheating and damage
AFAICT two things cause this: running engines hard without movement, and putting one part in the exhaust path of another. (And of course you can rip yourself apart.)

><LionsPhil> Hee hee. I made a straight-line liquid/disconnect/solid, but the weight was too much so the solids just burnt out on the pad, without moving it.
><LionsPhil> Which mean that when I touched off the liquid thrusters it launched in the middle of an explosion.
><LionsPhil> THE JERRY BRUCKHEIMER SPACE LAUNCH PROJECT

>no ground track indicator, no ground speed indicator
That one's pretty annoying; you might want to poke http://kerbalspaceprogram.com/forum/index.php?board=4.0 because I haven't see it in the upcoming plans yet.

This atrocity will get you near the edge of space:
http://users.ecs.soton.ac.uk/prb/junk/spess/Hexaboost%20Mk2.craft
Using SAS (press T) strongly reccommended until you reach the liquid stage, for which you want to throttle up but then you can get some nice ballistic arcs out of it (665572m ground distance/197095 peak height), although I don't think it has the energy for orbit. I've peaked ~653km (just short of the exosphere), but that might have been the Mk1 (which basically didn't have the near-useless stages 5/6 and didn't separate its solid boosters because it couldn't without throwing out all its SAS because I fucked up).

Asplozions has into orbit, and also into escape velocity.

This nutter has built a jet plane:
http://kerbalspaceprogram.com/forum/index.php?topic=108.0
>>
No. 17104 ID: 2563d4

>>17102
>hold down F all the time.
Pro-er tip: toggle SAS with 'T'.
>>
No. 17105 ID: 2563d4
File 131050884502.png - (859.06KB , 1024x768 , living-through-the-boom.png )
17105

>THE JERRY BRUCKHEIMER SPACE LAUNCH PROJECT
IT DOESN'T ALWAYS WORK

But, hey, they lived! Somehow. The command module is resting on its side slightly right of centre.

I have also found that if it gently bumps into, say, the launch tower while descending, the parachute can snap off. This does not benefit the crew's mental or physical health.
>>
No. 17106 ID: 221021

Look at THIS one! I've gotten to orbit a couple times with it.
>>/moo/1913
>>
No. 17108 ID: f5fe2f
File 131050986758.png - (106.68KB , 613x417 , kerbal_far_out.png )
17108

Okay I think I've got it. Pic related.

>>17103
It would also be nice if the parts had weight listed in their descriptions. It would help us get a general idea if a given setup is going to actually get off the launchpad or not, and it would also be useful for optimization.

>Asplozions has into orbit, and also into escape velocity.
How sure is he of that? Because I thought I'd achieved escape velocity, but they half an hour later my ship started falling again.
>>
No. 17110 ID: 221021
File 131051052224.png - (920.47KB , 1280x1024 , KerbalOrbit.png )
17110

Flying over the north pole in my orbital space craft. If you notice I still have some fuel left. The sun is setting behind me. (This is using the Triumvate spacecraft)
>>
No. 17111 ID: 221021

>>17108
My velocity stopped decreasing and I was still going up, and fast.
>>
No. 17114 ID: 221021
File 131051260637.png - (316.69KB , 600x1000 , 1310464694604.png )
17114

Found this on the forums
>>
No. 17116 ID: 2563d4
File 131051580836.png - (464.51KB , 1024x766 , TheKrogan.png )
17116

Rand found some 3rd party parts:
http://mod.gib.me/kerbal/mods/
The shuttle's a bit useless, some are a bit overpowered, and be careful about overlaps they allow in the editor but will blow up/detach the moment it hits the launchpad.

Which can be hilarious. If you can snap off the command module upsidedown with a detach ring still attached, you can spring it into the air.

Also a guy on RPS has posted advice on getting into stable orbit, along with SCIENCE about the planet: http://www.rockpapershotgun.com/2011/07/12/trans-lunar-kerbal-space-program/#comment-739468
>>
No. 17117 ID: 0d7a83
File 131051583577.png - (688.02KB , 1029x769 , thisisnothowyouorbit.png )
17117

First attempt at orbit: NOPE.
>>
No. 17118 ID: 2563d4

0.8.1 is out; try the Mediafire link if the main one gives you 0.8.0.

The symmetry tool is awesome but beware if a piece goes "missing" on one side---I think it has a bug that causes overlaps sometimes:
http://users.ecs.soton.ac.uk/prb/junk/spess/Sky%20Castle%20Firework.craft
Kaboom!
>>
No. 17123 ID: f5fe2f
File 131053230433.png - (125.05KB , 393x160 , kerbal_jeb.png )
17123

I fucked up so bad even Jebediah doesn't like it.
>>
No. 17124 ID: 0d7a83

>>17123
What the hell? I managed to accelerate straight towards the planet at over 10km a second with G force so high Bills mouth disappeared and the whole time Jebediah just kept smiling.
>>
No. 17125 ID: ea9dab

>>17124
Well, apparently blowing up on the launch pad can do it, see >>17105
>>
No. 17127 ID: f5fe2f

>>17124
>>17124
I detached my first stage, and the main engine for the second stage fell off, then shit started exploding.
>>
No. 17128 ID: ea9dab
 

>Kerbal Space Program Provides an Accurate Representation of Life as a Cosmonaut
>>
No. 17129 ID: 2563d4

Quarter of an hour of mucking around with rockets:
http://www.youtube.com/watch?v=TGKeAxIHsMw&hd=1

If that sounds like too much rockets to you, highlights are at 6:23, 9:30, and especially the one that follows it.
>>
No. 17130 ID: 28e94e
File 131056639067.png - (2.36MB , 1680x1050 , sas.png )
17130

Okay, so fucking around with mods has taught me three things:

1. Do not leave long columns of fuel to hang freely. They will sway, hit another column and kill everybody. They are also the only thing known to man that will scare Jebediah. A single column is of course fine as long as it doesn't snap in half or something.

2. If you use the large fuel tanks from >>17116
then do not ever use the 3- and 4-column couplers, ever. You will hit the tower during liftoff and the whole thing will explode.

3. If you can steer, you're not using enough SAS.
>>
No. 17131 ID: 4183c9
File 131057198056.png - (118.36KB , 800x600 , space.png )
17131

The circled object is not a star, but the liquid fuel tank stack that propelled cowards Bill and Bob and cocaine-addict Jeb into space for a short while.
>>
No. 17132 ID: 2563d4
File 131057368793.png - (629.86KB , 1024x768 , banana-rocket.png )
17132

Building rockets that are to the right kind of scale to the tower without using extra-large third-party parts is hard. (You can see the lateral struts, though.)

You may think it's due to that cluster of SAS and boosters at the top. It's not. That's the only thing stopping it flopping over to the left, and if you launch it like that it does clear the tower but you need to ditch the first stage before it turns you over and drives you into the ground. Without blowing it, and all the adjacent fuel, up.

Fun one, this.
>>
No. 17133 ID: 28e94e

>>17131
That's nothing. Once I tried using a cluster of large solid thrusters (again, mod parts) to get my giant rocket off the ground. The rockets were haphazardly bolted to a set of decouplers on the bottom of my main engine (a cluster of 8 liquid thrusters). The decouplers immediately failed and at least one rocket exploded on takeoff, but my main engine fired up in time and I took off successfully. Not long after, my main engine breaks up (it used 4 very long columns of fuel tanks, held in place by chains of lateral connectors, which are fragile at best). As I'm starting up my last thruster, I zoom out... and see that one part of the sky is filled with stage-1 and stage-2 rockets still burning away the last of their fuel. It was quite pretty.
>>
No. 17134 ID: 4183c9
File 131057549673.png - (69.80KB , 800x600 , jebneverrunsoutofcocaine.png )
17134

Right after this screenshot, the engine's limitations hid Kerbal from sight forever. Also, the faces have remained the exact same since the last stage was detached.

Interestingly enough, my previous screenshot was taken during a flight that used no mods whatsoever, and it has the same number of stages as this mod-assisted directionally-limited deep space exploration flight. It was also the most successful unmodified flight, while other flights with far more engines and fuel and stages have all failed, either catastrophically or just by being most unimpressive overall.
>>
No. 17135 ID: 221021
File 131057811749.png - (387.27KB , 1030x800 , KerbalBlackhole.png )
17135

OH GOD WHAT IS THAT
>>
No. 17136 ID: 4183c9

>>17135
It's the gigantic black hole that was born when Krauser the Second raped the center of the universe.
>>
No. 17137 ID: 221021
File 131057991730.png - (1.50MB , 1030x800 , KerbalLander.png )
17137

Well, I got to the point that even making circularized orbits with vanilla parts was too easy for me. I started wishing there was a moon to make a mission to. Unfortunately there is not, but someday they might add one, so I decided to start testing out landers. After a few tries I got one to land safely with fuel to spare and nothing broken.
>>
No. 17138 ID: 542540
File 131058308088.png - (678.17KB , 1025x770 , hellion.png )
17138

This little beauty is the Hellion Mk IV. The bottom rockets' fuel supply will take you out of the atmosphere, and the lander on top will take you wherever else you want to go. Stacked SAS modules for optimal stability without compromising steering.

http://www.mediafire.com/?hgta0ordj2cl58q
>>
No. 17139 ID: 2563d4
File 131058352567.png - (507.85KB , 1024x768 , spaaaaace.png )
17139

http://users.ecs.soton.ac.uk/prb/junk/spess/Thor%20Duo%20XL%20Mk2.craft

This is the physically largest non-oversized-parts rocket I've managed (and about the right scale for the tower), and as I write it appears to be merrily escaping into the depths of space way beyond any kind of orbit with fuel to spare, so should at least be energetic enough.

It does use some structural 3rd-party parts from >>17116, but I'm not sure that they're attaching how they look---the horizontal structuals have connections on their topsides that lie flush to the rocket nozzles' connections, but I'm not sure if there's really a join or of the whole thing is mechanically one pillar.

User Manual:
- Turn on SAS and don't turn it off until the ship is down to the last two liquid stages unless you like large explosions.
- Time the launch for when the top of the ship is not wobbling toward the launch tower.
- Take off at default throttle only. If you raise it, it'll rip itself apart. If you lower it, it'll unsteadily topple into the launch tower.
- Throttle up gently to full once clear of the tower, else the solid engines will run dry too far in advance of the liquids and it'll falter badly during the climb.
- Never ignite a stage before the previous one is clear. There's enough debris ejected that the explosions will cook off the fuel in the stages still attached. This is a very pretty chain reaction but somewhat outpaces the rate at which you can skip ahead to ejecting the command capsule.
- The capsule separation stage has an escape thruster. Its function is to drive the pilots violently into the ground when the rocket turns upside-down. If you run out of fuel in space it is also your last-ditch hope for a de-orbit burn.
- If you modify anything, you need to move the chute back up the stage list to the top, else it fires too early and is destroyed by the escape thruster.

Follow these simple guidlines and you too can have many happy days of drifting helplessly through the featureless cosmos in the remains of your Thor Duo XL Mk2. (2083K now, 812m/s and slowing at about .1m/s/s---I don't think they're coming home.)
>>
No. 17140 ID: f5fe2f

>>17139
One of your attachments on stage five is lopsided. There are two fuel tanks on stage four that aren't actually used for anything.
>>
No. 17143 ID: 0d7a83
File 131058764584.png - (19.18KB , 200x74 , intothesun.png )
17143

So what's the highest speed you've gotten?
>>
No. 17144 ID: 2563d4
File 131059013767.png - (739.00KB , 1024x768 , goodbye-world-NOPE3.png )
17144

>>17140
I think you're getting confused by/missing the third-party parts. A bunch of the connectors show as fuel tanks because they allow flow-through, but have no capacity of their own. All the solid boosters are aligned top-ring to hazard-band here and it launches close enough to straight for the mass and thrust involved that I don't believe one side is short.

>>17143
A straight-up launch got 3250 m/s, escape thruster included, which Dylan reckons is escape velocity, but this side of a timeskip I'm not checking. Left to its own devices >>17139 did in fact eventually succumb to gravity and failed to miss the ocean. I am not a very good rocket pilot.
>>
No. 17160 ID: 2563d4
File 131060407756.png - (521.17KB , 1024x768 , 10megametres.png )
17160

I AM BAD AT ORBITAL TRAJECTORIES

But this is a very very stable, if a little slow at one point, rocket for getting into spess with a fairly capable orbiter. The only third party part it uses is a 1-to-4 adapter, again from the set Rand found. Turn on SAS and crank it; this launch I tilted it at 100KM (during the last four-gang liquid phase) and tried my damndest to burn down to the screenshot fuel reserve pointing at the north horizon (read: I twisted through the sky mostly in a 180-degree arc of the intended direction):
http://users.ecs.soton.ac.uk/prb/junk/spess/Thor%202%20Quad%20Mk3.craft

The planet is certainly turning under me, but I don't think I'm going back this side of days of sim, because I'm losing speed at <.1m/s/s. Oddly I'm getting SAS twitches and G-Force spikes into the red.
>>
No. 17163 ID: 2563d4
File 131061649904.png - (643.63KB , 1024x768 , orbit-attempt-coming-home-chute.png )
17163

After an orbit and a half of the planet, if powered (downwards, due to overspend climbing), our valient heroes prepare to touch down on the dark side, opposite the space centre. Even Bill stopped panicking as the craft gently approached the ground.
>>
No. 17164 ID: 2563d4
File 131061660505.png - (605.86KB , 1024x768 , orbit-attempt-coming-home-tragedy.png )
17164

Sadly, they had apparently touched down in a minefield.

6354341m ground travel, 6389332m total. Goddamnit, parachute. You had one job!
>>
No. 17169 ID: 544101

This game is awesome, but I've had more than my share of 'Challenger' scenarios, and haven't gotten into space yet.
>>
No. 17171 ID: 0d7a83
File 131062476414.jpg - (20.47KB , 402x438 , crazy J.jpg )
17171

>>17169
You need a fuck-ton more S.A.S modules.

Also what the hell is going on here?
>>
No. 17172 ID: 544101

Okay, got into space and reached a six-figure height. Unfortunately I alt-tabbed and now it doesn;t seem to want to display again, so I can't say the final score.

Only used one S.A.S. module too!
>>
No. 17174 ID: 544101

>>17172

Oh yeah, and now despite me not being able to see anything, I can hear some sounds that seem like they belong in Event Horizon.

But that doesn't matter, because where they're going, we won't need eyes to see.
>>
No. 17175 ID: 544101

>>17174

Oh wait, no. That was just the spaceship burning up as it re-entered the atmosphere before exploding horribly.
>>
No. 17176 ID: 731373

>>17171
That is Jeb being Jeb.
>>
No. 17187 ID: 4183c9

>>17171
COCAINE.
>>
No. 17190 ID: e17291

>>17171
I've seen Jeb grin like an idiot while his rocket was spinning out of control and careening wildly into the side of a mountain. The man is almost unflappable.
>>
No. 17193 ID: 4183c9
File 131066601919.png - (88.02KB , 800x600 , jebthecocainistandtheamazingpanicduo.png )
17193

>>17190
I've seen Bob smiling in a landed capsule while Bill and Jeb had no face. I've also seen the whole crew scream in horror while the horrible wobbly construct I call a "rocket" was accelerating straight upwards and then collectively rejoice when ALMOST EVERYTHING BREAKS AND THE LAST ROCKET BITS ATTACHED TO THE CAPSULE SPIN THE WHOLE THING LIKE AN UPSTANDING AFRICAN-AMERICAN BETWEEN A TV, WATERMELONS AND KFC.

Right now I'm at picrelated K on the return trip, slowly but surely accelerating, and Jeb is being Jeb, while Bill is cautiously optimistic (he's smiled a couple of times) and Bob just doesn't know what to do (his mouth is opening and closing like a fish and he managed a subtle smile at one point).
Sometimes it seems like Bill and Bob start panicking the second they are strapped into their space seats, while Jeb is almost exclusively a combination of cocaine-addict and the Portal 2 space sphere.
>>
No. 17194 ID: 4183c9

>>17193
Shit, I just realized I'm at 1500K and doing 1200m/s, constantly accelerating.

These guys are dead, aren't they.
>>
No. 17195 ID: 2563d4
File 131066784737.png - (422.45KB , 1024x768 , orbit2-landing7.png )
17195

>>17190
First, look at pic related (after two unpowered polar orbits and an energentically slowed re-entry, woo). Then, look at the below.

>>17193
>I've seen Bob smiling in a landed capsule while Bill and Jeb had no face.
I just posted such a thing over on the forum, in fact:
http://kerbalspaceprogram.com/forum/index.php?topic=257.msg2140#msg2140

Jeb---a man who grins all the way down backwards on a burning pipe of jet fuel before it runs out and I hit the emergency thruster, then becomes mildly peturbed at the capsule gently tipping over.
>>
No. 17196 ID: 2563d4

>>17194
Thankfully there's no atmospheric heating yet, just atmospheric braking.

They'll live as long as you have a chute.
>>
No. 17197 ID: 0d7a83
File 131066846082.png - (439.71KB , 1027x768 , webreakfornobody.png )
17197

The U.S.S NO HOMO has achieved Ridiculous Speed.
Next stop: Ludicrous.
>>
No. 17198 ID: 4183c9
File 131066879783.png - (176.94KB , 800x600 , royalwatstraight.png )
17198

>>17196
Well that was a disappointment.

But I think Jeb ran out of cocaine during that 2h40m trip.
>>
No. 17205 ID: 2563d4
File 131069389116.png - (236.38KB , 640x480 , antigravity.png )
17205

Note, if you can just about read it, lack of speed. I was experimenting with sub-orbital powered landings on the laptop (hence craptacular graphics settings) and apparently having two heavy liquid stages explode from an uncomfortable impact was enough to nail the command module to the sky.

Firing the escape thruster made it teleport to the ground for takeoff, though.
>>
No. 17206 ID: 180ec2

I've built another spacecraft to deliver the Kerbal Space Station into orbit.
>>/moo/1925
My spaceship gets to orbit with a full stage unfired. That's the one I use as the space station. I activate the engines and use about half a tank to circularize, then detach the command module and fly down to the surface, leaving the space station with one and a half tanks of liquid fuel for manuvering, and three command modules with dedicated rockets that can detatch in emergency and function as escape pods.

Note: this craft requires the Sunday Punch Wobbly Rockets modpack. I couldn't get a stable rocket to carry the full space station up vanilla. Or perhaps I was just too lazy to try anymore.
>>
No. 17209 ID: 8aa931
File 131069872317.jpg - (352.96KB , 1903x1044 , hey lady I know.jpg )
17209

well I think it's safe to say they aren't coming back. Now to try those mods.
>>
No. 17210 ID: e17291

>>17209
Jeb is just so fucking pumped to get a chance to explore deep space.
>>
No. 17211 ID: 8aa931

This game would be hellaciously easy to model for, request any kind of part in here and I can try to make it.
>>
No. 17212 ID: 28e94e

>>17211
How about a set of connectors that links a large top (3 columns linked to the triple coupling, or 4-5 columns linked to one of the mod couplings) to a small bottom (1 column)? Would that even work?
>>
No. 17216 ID: 2563d4

>>17212
No; the heirarchy of the rocket is currently a strict tree. I'd link the forum post but the site has been replaced with a default Apache install and the world's ugliest 404 pages, so I guess they're in the middle of a server move.
>>
No. 17217 ID: 2563d4
File 131074376317.jpg - (199.38KB , 1200x750 , kerbalspaceodyssey.jpg )
17217

>>17216
http://kerbalspaceprogram.com/forum/index.php?topic=295.0
http://kerbalspaceprogram.com/forum/index.php?topic=101.msg455#msg455

Bonus content, some Riess fanart.
>>
No. 17218 ID: 4183c9

>>17211
Really small solid boosters. Something in the bracket of SAS module and half of the regular solid booster.

And if it's possible, superfast-burn solid boosters, where it gives ridiculous POWERRR but consumes fuel equally quickly.

And again if possible, high-power sideways decouplers, so that my bottom-heavy long-rocket doesn't turn into a suicide-by-eight-solid-boosters-pod. The rocket always started flipping turnways and stopped pointing "up", and if I didn't let the solids burn out (i.e. let the guys die in the crash), the solids would all race past the rest of the rocket, on an inwards trajectory and smash the pod in a coordinated impact.

AND SOME WAY FOR THE FUCKING HUGE LIQUID ENGINE FOR THE HUGE LIQUID TANK FROM THE MOD TO STAY ATTACHED TO THE FUCKING THING ON LIFDOFF WHENEVER SOLID BOOSTERS ARE USED. The fucking engine stays on the ground EVERY TIME.
>>
No. 17219 ID: 2563d4

>>17218
>Really small solid boosters. Something in the bracket of SAS module and half of the regular solid booster.
These are in Sunday Punch's latest version of Wobbly Rockets:
http://kerbalspaceprogram.com/forum/index.php?topic=79.msg1068#msg1068
>>
No. 17222 ID: 8aa931
File 131076240143.jpg - (95.67KB , 640x480 , wing1.jpg )
17222

OK, here's a winglet for proof of concept.
http://dl.dropbox.com/u/21315217/wingletretro.7z
>>
No. 17223 ID: 4183c9

>>17222
Do those things actually do anything? My experiences say they just add weight and maybe look cool.
>>
No. 17225 ID: f5fe2f

>>17223
They do. But since we have our easymodo SAS modules, which work better in every way, winglets are kind of redundant.
>>
No. 17230 ID: 8aa931
File 131077450076.jpg - (41.70KB , 640x480 , decouplerrender.jpg )
17230

OK, here's a more powerful decoupler. Gimme some feedback if anybody's using it.
>>
No. 17231 ID: 4183c9

>>17230
how do i ge
>>
No. 17232 ID: 8aa931

OK, this thing should ONLY be used with the big boosters. It tends to detonate the smaller ones.
http://dl.dropbox.com/u/21315217/powerdecoupler.7z
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No. 17235 ID: 2563d4

>>17223
Whatever supposed benefit they have seems to be to be completely outclassed by their weight and ability to throw your balance off by being sliiiightly misaligned. (Apparently there is a config option for vertical snapping, though.)
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No. 17240 ID: 8aa931
File 131079302828.jpg - (44.70KB , 640x480 , looks safe.jpg )
17240

>>17235
I just copied the config from the other winglet exactly for that one.

OK, here's a faster burning, completely fuel inefficient motor. I'll make a sweet retro nose cone for it later.

http://dl.dropbox.com/u/21315217/fastbooster.7z
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No. 17249 ID: 4183c9
File 131082212210.png - (207.53KB , 800x600 , fastboostertestresults.png )
17249

>>17240
Stacking them seems to cause overheating in later stages. The previous rocket (with one stage less) exploded soon after I deliberately detached the pod early, sending the SAS module and decoupler shooting past the pod into space. The previous version of that didn't explode but it still overheated seriously.
The regular solid overheats in later stages as well, although it only goes to 50% and then starts dropping.

If it's intentional, great! If it's a bug, it's one that doesn't need fixing. Basically, it's perfect!

Pic related, it's the 4-stage all fast-solid rocket test flight. A huge success!

Power-decouplers make the flight fun to watch from top down. And it's eco-friendly to boot! No heavy space junk polluting seas and grass plains (just microscopic particles of asbestos and heavy metals and poisonous chemicals and and and)!
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No. 17250 ID: 4183c9

>>17240
>>17249
Also the fast-solids can't be stacked top-to-bottom with a decoupler, but without the decoupler they can be stacked - with mildly amusing results: you get the most boost out of 3 fast-solids, where the bottom two overheat and explode in relatively slow sequence. With four, the bottom two explode almost simultaneously and with five the bottom four explode at once.
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No. 17251 ID: 2563d4

>>17249
Given the forum, I don't think anyone quite understands heating, except for the obvious source of "being in the way of a jet exhaust". What the developer has stated is that it does model conduction---adjacent parts work as heatsinks. One day radiators are planned for proper hard sci-fi craft.
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No. 17252 ID: 4183c9

Also also the fast-boosters work great as first-stage kickstart boosters, just as planned.
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No. 17255 ID: bcf350

I adjusted the bottom node, re-download the booster from the same link.
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No. 17258 ID: bcf350
File 131084273527.jpg - (23.24KB , 640x480 , render.jpg )
17258

Here's a nose cone to make it look like a rocket from the 50s
http://dl.dropbox.com/u/21315217/noseconeretro.7z
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No. 17259 ID: 2d430e

this is going to sound awful but what does one do with the decouplers? (side ones) and where can I find a link to the symmetry tool? I just had some *interesting* results with 4 large boosters. The ship got off the ground (oh yes) but rapidly destabilized and broke in half.
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No. 17260 ID: 2563d4

>>17259
You can attach solid rocket boosters to the radial decouplers, so you can fire them away when they're empty.

The symmetry tool is the little widget just to the right of the part tabs. Click it to cycle through how many parts to fit around the axis. If you're using the tri-coupler it'll stick to three for those parts.
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No. 17278 ID: 2563d4
File 131093116242.png - (1.05MB , 1024x768 , screenshot5.png )
17278

Wheeeee!

Playing about with powered landings. After a few hops I got one to fall over gently enough that it could skim across the landscape. It's absolutely fine until you hit the slightest bump.
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No. 17279 ID: 953355
File 131093171630.png - (0.96MB , 1296x998 , fatboys forever.png )
17279

>>
No. 17351 ID: 2d430e

can we see a few more examples of working orbital craft?
my ships suck and I am horrible at using decouplers.
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No. 17365 ID: 2563d4

>>17351
There's a whole subforum for that now:
http://kerbalspaceprogram.com/forum/index.php?board=15.0
My most successful one, that I got a stable orbit in and landed again (although not with quite enough fuel to land under power) is in the old rocket thread, here---the Thor 2 Quad Mk3:
http://kerbalspaceprogram.com/forum/index.php?topic=78.msg1451#msg1451
It's got buckets of SAS so if you point it in a direction then turn it on, it should effectively be nailed to the sky at that angle.
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No. 17444 ID: b152cf
File 131164048858.jpg - (219.67KB , 1222x988 , to infinity and beyond.jpg )
17444

Should have figured this would make it's way here, i've been playing a few days and got some good rockets. Mods are pretty fun for this adding many more ways to die a horrible fiery death.

Also, pic = my best flight yet.
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No. 18268 ID: 8c0848
File 131825747588.png - (257.10KB , 533x1461 , Page 1.png )
18268

/v/ related comic
>>
No. 18269 ID: 8c0848
File 131825750906.png - (255.69KB , 533x1800 , page 2.png )
18269

Also Kerbal related.
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No. 18746 ID: 629d25

Just so everyone knows... there's now a giant rock orbiting the home planet of these little green men known as Mun that you can land on or (more likely) smash into. Hooray for a moon!
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No. 23069 ID: 4a20fa
File 135596333870.png - (544.67KB , 1024x768 , hexaNG-ITSFULLOFSTAR.png )
23069

If, like me, you sort of forgot to pay attention to this, the new demo has a Mun to land on, and a new mapping mode that plots what orbit you're on (which feels like cheating after 0.8, but it only tells you what you have, not how to get places).

And, apparently, you can also get yourself into a crazy orbit around the Sun, instead of Kerbin. So long, brave Kerbonauts.

The buy-the-beta version has spaceplanes and spacewalks.
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No. 23081 ID: 67e8b2

>>18268
>Earth

Isn't it called Kerbin?
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No. 23387 ID: 8fee8e
File 135743947996.png - (476.16KB , 1152x720 , screenshot628.png )
23387

For those interested
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No. 23388 ID: 8fee8e
File 135743959281.png - (433.34KB , 1152x720 , screenshot633.png )
23388

Launching 2nd lander module
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No. 23389 ID: 8fee8e
File 135743967588.png - (256.67KB , 1152x720 , screenshot635.png )
23389

Insert fitting music from 2001 here
>>
No. 23390 ID: 8fee8e
File 135743977458.png - (480.64KB , 1152x720 , screenshot638.png )
23390

final corrections and approach
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No. 23391 ID: 8fee8e
File 135743981587.png - (524.06KB , 1152x720 , screenshot639.png )
23391

bam
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No. 23392 ID: 8fee8e
File 135744054602.png - (517.94KB , 1152x720 , screenshot644.png )
23392

all 3 landers docked. only 6 habitat modules and 3 more landers for the bow half + 3 more fuel tank & main engine stacks to attach to the aft...
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No. 23393 ID: 8fee8e
File 135744108669.png - (210.26KB , 700x393 , 168b72_KSP_2012-09-27_01-16-25-900.png )
23393

KSP solar system (mildly outdated since i'm not in-game atm)

blue is where i'm coming from, purple is where i'll swing by on my way to the green. then i go home again, having deposited about 30 settlers in each planet/system i visit.

http://kspwiki.nexisonline.net/wiki/Celestials

that's all for now, folks
>>
No. 26107 ID: a5c85a
File 139710129378.png - (1.74MB , 1920x1080 , Pk4xW64.png )
26107

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