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Author Topic: Kerbal Space Program  (Read 110344 times)

smjjames

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Re: Kerbal Space Program
« Reply #90 on: July 17, 2013, 01:18:54 PM »
Looks more modernized.

smjjames

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Re: Kerbal Space Program
« Reply #91 on: July 18, 2013, 07:54:46 AM »
The JoAtSP (Jool Atmospheric Science Probe) mission is a success. :D

Would have been cool if there were actual clouds to descend through.

tuto99

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Re: Kerbal Space Program
« Reply #92 on: July 20, 2013, 02:25:38 AM »
I am always ready.

matty406

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Re: Kerbal Space Program
« Reply #93 on: July 23, 2013, 08:25:43 AM »
This is my first working VTOL plane. You'll need the B9 Aerospace pack.
Place this file in '\Steam\SteamApps\common\Kerbal Space Program\saves\[your save file name]\Ships\SPH'
Instructions are included on the plane.

Actually don't bother with the main engines, you'll have a better flying experience with the VTOLS in horizontal mode.
« Last Edit: July 23, 2013, 08:40:45 AM by matty406 »

TheMooCows

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Re: Kerbal Space Program
« Reply #94 on: July 23, 2013, 08:45:35 AM »
What can you even do with a plane?

atomic7732

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Re: Kerbal Space Program
« Reply #95 on: July 23, 2013, 01:29:03 PM »
fly, fly away my birdy

vh

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Re: Kerbal Space Program
« Reply #96 on: July 24, 2013, 10:54:14 AM »
eve landing




yes i used rcs fuel tanks as lander legs because FUQ DA POLISE
« Last Edit: July 24, 2013, 12:02:24 PM by vh »

smjjames

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Re: Kerbal Space Program
« Reply #97 on: July 24, 2013, 08:33:10 PM »
Maybe you have mods that you forgot to remove which are conflicting with the VAB somehow?

vh

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Re: Kerbal Space Program
« Reply #98 on: July 26, 2013, 06:39:12 AM »
<osmotischen2>design a craft that can send one of those orange fuel tanks into orbit along with rcs/sas/drone module for docking

matty406

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Re: Kerbal Space Program
« Reply #99 on: July 26, 2013, 06:44:00 AM »
<osmotischen2>design a craft that can send one of those orange fuel tanks into orbit along with rcs/sas/drone module for docking
To refuel in orbit?

Unreal2004

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Re: Kerbal Space Program
« Reply #100 on: July 26, 2013, 06:46:00 AM »
Is your Kerbal a Steam installation?  If so try to check the game cache first, if that fails just delete the folders inside the Kerbal Space Program folder and have Steam check the files again, it will replace the ones you deleted and should be a "fresh" install.  This always fixes my game issues with Kerbal after an update.

vh

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Re: Kerbal Space Program
« Reply #101 on: July 26, 2013, 06:52:39 AM »
<osmotischen2>design a craft that can send one of those orange fuel tanks into orbit along with rcs/sas/drone module for docking
To refuel in orbit?

yeah i was going to dock it to this 'core' piece and then send it off on an intersteller journey with a nuclear engine or something. possibly i might dock a lander and try to visit and return from eve

matty406

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Re: Kerbal Space Program
« Reply #102 on: July 26, 2013, 08:42:55 AM »
craft able to get an orange fuel tank into an orbit around 80,000 meters. It has a set of tinny fuel taks that supplement the first stage, and these need to be jettisoned as soon at they empty.

vh

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Re: Kerbal Space Program
« Reply #103 on: July 26, 2013, 08:52:18 AM »
what version and mods do you use

vh

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Re: Kerbal Space Program
« Reply #104 on: July 28, 2013, 03:19:02 AM »
suck it gravity i've figured it out.

launch vehicle:
final configuration:

the engines in the final stage can drain from either the orange or the grey tanks, so depending on how much fuel you need to dock, you might have extra fuel, or end up with a slightly lower amount. in this image, i have an 80x114 orbit with low inclination and i have around 10% of excess fuel left before i start draining the orange.

the final stage isn't separable but i'm thinking now it would be a good idea

__________________________________________

launching sector 1 of a space station to which the orange fuel tanks will be attached.
the rest of the rocket is the same except i've replaced the jumbo-64 with this.
i have less fuel to work with now, but it weighs a 10th of the last lift so it should be pretty doable



upon completion of the construction (to be done in orbit), the craft should have around 13,400 delta v, or if carrying a 150 ton payload it will have 6800 delta v, enough to reach eeloo, drop the cargo, and return.
« Last Edit: July 28, 2013, 05:14:09 AM by vh »

vh

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Re: Kerbal Space Program
« Reply #105 on: July 28, 2013, 07:52:01 AM »
surface to air missile thing i made.
you need to put the lander legs down before launching or you will end up with quite a few popped tires

in sph: http://i.imgur.com/lloVQog.png
on runway: http://i.imgur.com/IBUpvWr.png
launch: http://i.imgur.com/v6Wpc7W.png , http://i.imgur.com/bVTrnMW.png
multiple launches: http://i.imgur.com/DzRxJZg.png
finish launching: http://i.imgur.com/ZeK6AIL.png

you can actually switch to each of the rockets in order to guide it exactly to the target since i've attached a drone core to each
the lights are blindingly bright

vh

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Re: Kerbal Space Program
« Reply #106 on: July 29, 2013, 06:43:04 AM »
single stage delivery system


tuto99

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Re: Kerbal Space Program
« Reply #107 on: July 30, 2013, 05:44:55 AM »
[08:34] <+Arrow_McKnee> Kerbals speak with reversed English

vh

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Re: Kerbal Space Program
« Reply #108 on: July 31, 2013, 09:39:08 AM »
i'm trying to place a large 32 man rover onto the surface of eve.

rover launch vehicle gets the rover into orbit


then two thrusters will dock onto the rover and push it to eve


parachutes slow down the rover on approach

blotz

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Re: Kerbal Space Program
« Reply #109 on: July 31, 2013, 01:31:57 PM »
wats the green thingies

smjjames

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Re: Kerbal Space Program
« Reply #110 on: July 31, 2013, 06:45:13 PM »
wats the green thingies

Those are the tops of the SAS, in low res.

vh

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Re: Kerbal Space Program
« Reply #111 on: August 02, 2013, 02:46:36 AM »
the iiL-5 interceptor.

maximum speed: 930 m/s with a full tank, possibly up to 1000 m/s
minimum speed: 60 m/s
maximum altitude: 20km +
twr: 4.5 with full tank

high manuverability
unstallable
sas keeps direction straight you can literally go afk for 10 minutes




Unreal2004

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Re: Kerbal Space Program
« Reply #112 on: August 02, 2013, 04:19:43 AM »
Have a question for you guys, what are you running for your graphics settings?  The photos I see almost always have jaggies or is it just .jpeg artifacts?   

vh

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Re: Kerbal Space Program
« Reply #113 on: August 02, 2013, 05:45:19 AM »
everything to the lowest except i can sneak in some aerodynamic effects

Unreal2004

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Re: Kerbal Space Program
« Reply #114 on: August 02, 2013, 05:53:25 AM »
Ah ok, I thought it was a .jpeg issue at first.  I have not played it lately since its almost unplayable with the stutter every 3-5 seconds.  Waiting for that bug/Unity fix but I think its a long time out.  Maybe I will try today and show you guys some of my creations.

matty406

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Re: Kerbal Space Program
« Reply #115 on: August 02, 2013, 09:32:19 AM »
I have not played it lately since its almost unplayable with the stutter every 3-5 seconds.  Waiting for that bug/Unity fix but I think its a long time out.
Oh I thought it was just me with that problem.
anyway here's my SAM platform that kips wanted to see.
Ironically there's no pics of the actual platform, but of it's launches.

vh

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Re: Kerbal Space Program
« Reply #116 on: August 08, 2013, 12:13:57 PM »
ha thats cool

and here's a duna mission that took a while to successfully complete


tuto99

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Re: Kerbal Space Program
« Reply #117 on: August 08, 2013, 01:38:38 PM »
Wow lol. XD

matty406

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Re: Kerbal Space Program
« Reply #118 on: August 08, 2013, 06:04:02 PM »
omg lol there's about 3 that've just fallen flat on their faces

smjjames

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Re: Kerbal Space Program
« Reply #119 on: August 09, 2013, 08:11:12 AM »
Could you post the craft file for that and the launch platform? Not trying to copy your thing (except maybe the chassis, only so many ways to do a large chassis like that), just wanted to see how you set it up as I want to get a rover onto Duna and Mun (yes I know, completely different conditions) and I'm not sure how I should go about the whole disconnection from the rockets and then landing.