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Thread: Kerbal Space Program - Build Heaps Of Fail and Launch Them Into Space

  1. #61

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    Quote Originally Posted by evil edna View Post
    its taking soooo long to load with extra stuff added and might not even open at all, fuck
    Ive found that some parts just dont seem to load, like the retro modules pack. I only use the sunday punch pack and it works fine, and has alotta cool shit that helps. Gonna look into whats involved in making parts & make some useful shit that doesnt seem to exist, like a 3 to 3 coupler for some added rigidity.


    Also, If Jeb is freaking out, shit just got real.


  2. #62
    filingo's Avatar
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    making jeb freak out is the real game tbh
    No longer Deleting all your posts erryday due to butthurt
    usually pink or pinkest flamingo in other games


    FREE NYAN CAT
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  3. #63
    filingo's Avatar
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    Quote Originally Posted by Ralara View Post
    oh yeah, it's 300 million not 3 million m/s

    doh.
    WE NEED TO GO FASTER
    No longer Deleting all your posts erryday due to butthurt
    usually pink or pinkest flamingo in other games


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  4. #64

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    Quote Originally Posted by Straight Hustlin View Post
    like a 3 to 3 coupler for some added rigidity.
    theres a reason this hasnt been made yet
    it cant exist in the current system, rockets are built up from a parent->child stack system and a module cant have more than 1 parent

    the solution is to add struts that can connect anything to anything for rigidity, which is coming at some point

  5. #65

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    Quote Originally Posted by Frools View Post
    theres a reason this hasnt been made yet
    it cant exist in the current system, rockets are built up from a parent->child stack system and a module cant have more than 1 parent

    the solution is to add struts that can connect anything to anything for rigidity, which is coming at some point
    Thanks for dashing my hopes and dreams bro It explains alot tho.


  6. #66

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    landing in daylight seems to be more survivable than landing on the darkside. Landed on water in the dark, exploded

    Added parachutes onto various detachable rocket boosters and things, don't think they work though. They open, but don't puff out. Doesn't matter,

    Always amusing to detach a stage without the engines being off.

  7. #67

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    Quote Originally Posted by KathDougans View Post
    landing in daylight seems to be more survivable than landing on the darkside. Landed on water in the dark, exploded

    Added parachutes onto various detachable rocket boosters and things, don't think they work though. They open, but don't puff out. Doesn't matter,

    Parachutes seem to only open fully at pretty low altitude, like 8km or so. According to the forums they are modifying them to work better on detached boosters, I think the xperimental 8.5 version has it.

    Quote Originally Posted by KathDougans View Post
    Always amusing to detach a stage without the engines being off.
    I made a few rockets that had no point other then launching shit loads of srb's off all over the place.

    The best is when your staging is fucked up and you go to ignite a stage and actually detach running srb's that fly right into your rocket raining hell fire and metal on the kearth below


  8. #68

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    Quote Originally Posted by Straight Hustlin View Post
    Parachutes seem to only open fully at pretty low altitude, like 8km or so. According to the forums they are modifying them to work better on detached boosters, I think the xperimental 8.5 version has it.
    yeah, I had some parachutes attached to a few things, like additional command modules and so on, I saw them activate, but unlike the "real" command module, they didn't fully deploy.

    I saw them crash into the ground still partially open, mostly because the derprocket broke up close enough to the ground to watch

  9. #69
    kzig's Avatar
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    Quote Originally Posted by filingo View Post
    making jeb freak out is the real game tbh
    One reliable, non-fatal way to do this is to detonate an SRB at ground level prior to take off, so the rocket doesn't completely explode but drops down one notch. Rockets in a vertical stack in the same stage all turn on simultaneously, and anything directly below another active engine or SRB quickly overheats and explodes.

  10. #70
    Skidrowpunk's Avatar
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    I've only made him freak once, in a gyrating capsule surrounded by exploding SRBs.

  11. #71
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    It seems you can deploy the parachute as high up as you want but it doesn't actually start slowing until 400 meters ASL, in my experience. It made for a rather quick "landing" on that mountain top.

  12. #72
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    Quote Originally Posted by Dahak View Post
    It seems you can deploy the parachute as high up as you want but it doesn't actually start slowing until 400 meters ASL, in my experience. It made for a rather quick "landing" on that mountain top.
    It will also land you safely if you deploy below the 400m mark, had that happen to me last night when I had a horribly failed launch.

  13. #73
    evil edna's Avatar
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    i dont fit a chute, it helps to focus the minds of the pilots on not being awful

  14. #74
    BLEURRRRGH's Avatar
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    Quote Originally Posted by Dahak View Post
    It seems you can deploy the parachute as high up as you want but it doesn't actually start slowing until 400 meters ASL, in my experience. It made for a rather quick "landing" on that mountain top.
    I tend to wait till I'm about 1km ASL before deploying it. I once deployed it early and then it somehow fell off, so ... well ... the command pod crashed and exploded.

  15. #75

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    Quote Originally Posted by evil edna View Post
    i dont fit a chute, it helps to focus the minds of the pilots on not being awful
    Chutes are for pussies. VTOL or bust.

  16. #76

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    My new hobby is seeing just how much G forces I can subject my little kermen to. 39.6g is my record thus far. Its a tricky game of balance, Put too much on and the rocket tears apart, put too little and you dont get alot of g force


  17. #77
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    I've been messing around to see just how fast you can hit the ground and survive, I built a drop test rig with the medium boosters as legs and tried to see how far and fast the capsule could drop without killing everyone, I've verified that you can easily drop the capsule from over 100 metres and it'll survive if it has 3 modules below it (SAS units for example)

  18. #78
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    Quote Originally Posted by Straight Hustlin View Post
    My new hobby is seeing just how much G forces I can subject my little kermen to. 39.6g is my record thus far. Its a tricky game of balance, Put too much on and the rocket tears apart, put too little and you dont get alot of g force
    You can get silly G's by hitting the atmosphere at high speeds, or landing on the ground cusioned by exploding rocket parts - I managed over 120g in one explosive landing.

  19. #79
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    KSP version 0.8.5 is now released as an official update!

    Here’s the changelog:

    New:
    * Added copying of parts (and sets of parts) by holding Alt while clicking on them.
    * Replaced tricoupler textures and UV mapping (UV map by Dippeggs)
    * Parachutes can now deploy automatically if jettisoned along with other parts (allowing for parts to be safely landed)
    * Stage decouplers can now share fuel across stages.
    * Added Keys to control the camera in the VAB (+/- for zooming, pgup/pgdown for scrolling)
    * Added Keys to control the camera in flight (+/- for zooming)
    * Added some sound effects for the parachute opening
    * Added cfg-definable parameter for parachute autodeployment delay
    * Added a debugging console to the game (can be toggled with Ctrl+Alt+Shift+C)
    * Right-clicking the Symmetry Button will now step the symmetry mode back.
    * It is no longer possible to select a part of the ship while the mouse is over any interface items.
    * Added toggle key to switch between precision or instant input modes (Caps Lock)
    * Pitch, Yaw and Roll gauges change color to indicate mode (orange for instant, cyan for precision)
    * Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules

    Bug Fixes:
    * Fixed the staging lock LED not turning purple after launch
    * Icons no longer show a transparent border floating around then mousing over disconnected parts.
    * Fixed a bug where deleting a symmetrical part would sometimes leave it’s counterparts floating around.
    * Fixed a bug where creating a new stage with a decoupler and then removing it would generate errors.
    * Fixed most sound volume decay over distance problems.
    * Fixed a bug that caused a massive performance drop when fuel tanks emptied (fuel tank switch lag bug)
    * The Flight camera will now remain always centered on the ship’s center of mass.
    * The Screenshot function will now create a Screenshots directory if one isn’t found.
    * The altimeter will now go past 999,999K correctly (it will move up to 1000M, then 1000G, 1000T and so on)
    * Fixed a bug that could cause large ships to explode at 5,000m altitude.
    Note: We expect there will be some server difficulties because of the sudden rush of traffic. Please bear with us as the server explodes

    Cheers

  20. #80

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    I cannot steer at ALL. Not being a flight sim junkie I simply brainfart and explode trying to get my head around roll, pitch and yaw, especially on a rotationally symmetrical rocket with no indicator of where "up" is.

    We keep getting up into the 50-100km zone with plenty of fuel left and then wrestling with the controls for a minute just trying to point sideways. Current strategy is to send the stupid thing flipping about crazily then hold the SAS button when it's sort of pointing the right way.

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