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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.
49 posts omitted. Last 50 shown. Expand all images
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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.
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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.
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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.
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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.
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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.
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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.
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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
>>
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.)
>>
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
>>
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)!
>>
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.
>>
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.
>>
No. 17252 ID: 4183c9

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

I adjusted the bottom node, re-download the booster from the same link.
>>
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
>>
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.
>>
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.
>>
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.
>>
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.
>>
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.
>>
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.
>>
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!
>>
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.
>>
No. 23081 ID: 67e8b2

>>18268
>Earth

Isn't it called Kerbin?
>>
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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