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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1504063 times)

da_nang

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3075 on: December 14, 2012, 12:34:11 am »

Is this a enough scoops?
Spoiler (click to show/hide)
The efficiency of the scoops is pretty low when they are stacked in front of each other.
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alway

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3076 on: December 14, 2012, 01:47:14 am »

Am I doin it right?
Spoiler (click to show/hide)
Protip: don't turn off the SAS. Even thinking about doing so has been shown in studies to cause this craft to crash.

In other news, scoops have very high impact resistance. Further study regarding their use as landing devices for watercraft is advised. Well that didn't work.
« Last Edit: December 14, 2012, 02:06:02 am by alway »
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Leonon

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3077 on: December 14, 2012, 02:27:51 am »

Ram intakes work much better at the altitudes that you'd need more than one intake per engine. You can attach them to octagonal struts if you want to put them on radially.
« Last Edit: December 14, 2012, 03:01:55 am by Leonon »
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alway

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3078 on: December 14, 2012, 05:20:00 am »

Luckily, that isn't an issue for this craft. It can't make it above 3000 meters before spinning out and crashing. :P
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andrea

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3079 on: December 14, 2012, 11:46:15 am »

First update on Kerbal 1, the first spaceship that will bring kerbonauts to another planet! and, maybe back to kerbin too. but that is an extra.

as I said earlier in this thread, it is going to be a modular ship, assembled into orbit, and therefore relatively large.
This poses a problem however: strength of docking ports. the spaceship will be very long, and therefore wobbly.
the standard solution could be a tricoupler, but I find that solution unappealing, since it makes building the rockets harder ( I would need a tricoupler on either side, where I would normally place probe and engine)

what could the solution be? well, for example moving docking ports on support beams on the sides.
Spoiler (click to show/hide)
I just docked the first 2 engine stages ( one of which kept part of the last rocket stage, which I will use to refuel any moducle that will not be full at docking).
you can see between the 2 engine stages my first attempt, that comes from necessity of keeping engines clear. it has 3 ports mounted on an L beam. due to difficulty of repeating the design with sufficent accuracy, for the rest of the ship I'll use a new method. beams mounted on radial nacelles/fuel tanks ( depends on how much I can lift). for this first link they are 6, but I am not sure if I should switch to 4 for the rest of the ship. any adviceon that?
either way, this kind of docking allows for a sturdy rocket. and they are not as hard to dock as I feared, I linked engine modules on my first attempt, iwthout any trouble.

by the way, if I slapped a capsule on the engine modules, I am sure I could get to most places in the solar system. but where would the fun be if I didn't overengineer it?

edit: while continuing to use the 6 port docking for the whole ship is heavier, it probably makes aligning ports for docking easier. wasn't a problem this time, but why risk trouble? besides, I have launchers that can handle it.
« Last Edit: December 14, 2012, 11:48:50 am by andrea »
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Funk

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3080 on: December 14, 2012, 02:49:25 pm »

The efficiency of the scoops is pretty low when they are stacked in front of each other.
in R: thay do in KSP i havent noted any any fall in efficiency, even with ones placed faceing backwads.

im now thinging of just useing small rockets for better thrust to weight ratio
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The Scout

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3081 on: December 14, 2012, 04:55:14 pm »

.16 is all sorts of fucked up. Been flying for 40 minutes, no fuel lost.
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Thendash

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3082 on: December 14, 2012, 05:04:41 pm »

My space station, which is heavily based on the ISS
Spoiler (click to show/hide)
Hopefully next patch has more optimizations. As it is, the station is just large enough that it makes docking anything else a huge pain. I'd like to add more living hubs to the end, 2 more solar arrays on the left and right, a tower with a solar array on the top (like on the ISS), and a tower with a docking hub so that I don't risk smashing my solar panels while docking and have a place to store my tugs.
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BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3083 on: December 14, 2012, 08:28:12 pm »

Solar sails. Am I doin it rite?
Spoiler (click to show/hide)
I think it really needs some action grouped engines at the big solar tip to turn. There's certainly space. Otherwise it's almost impossible to aim. The center of mass is just under the attachment of those diagonal ion/battery/xenon stacks.
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Skyrunner

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3084 on: December 14, 2012, 09:08:52 pm »

I think I've got the hang of docking, now. I'm planning to put a roughly 800 ton ship in Mun orbit, so it's currently orbiting Kerbal and being refueled and stocked with the supplies that make most of its tonnage. It's 644 parts.

Spoiler: Huge ship. (click to show/hide)

I need to make a refueler now... Dx
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BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3085 on: December 14, 2012, 09:11:50 pm »

How many lights is that?!
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Mageziya

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3086 on: December 14, 2012, 10:14:27 pm »

The launch pad grass has a very high reflectivity. A little bit of light causes it to glow brighter than the sun.

Anyway, I managed to get a dinky little probe into orbit around the Mün, and I'm a bit proud of it.
Spoiler (click to show/hide)

Now, how did the probe get there? You see, I got this idea to attach small probes to the sides of my Kerbal bearing rockets, allowing me to deploy probes into whatever precarious positions the Kerbals got into. Now, I was making control node corrections to the Mün, and I realized I wouldn't actually get in orbit to properly deploy it. I proceeded to let it go, hoping it would go on an epic journey to other parts of the solar system, since I was in a position where I would of been slingshot out of the system. Later when I checked on it I saw it was being slingshot by the Mün, so I took advantage and used its dinky little ion engine to put it in a pretty nice orbit.

But what happened to the Kerbals? Let us just say they had an unfortunate accident with a big white and gray friend.

Edit: Added picture of probe.
« Last Edit: December 14, 2012, 11:13:42 pm by Mageziya »
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Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

Leonon

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3087 on: December 14, 2012, 11:42:32 pm »

I sent a rocket with 7 probes on it to Mun. After crashing 5 of them to various extents I finally got one down there in one piece.

Technically that's my 7th try since I reloaded it once. Two earlier probes landed with all their sensors and batteries but lost their solar panels.

My first permanently functional thing on Mun, I'm so proud.
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Mageziya

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3088 on: December 14, 2012, 11:49:37 pm »

Funny thing, I've never actually landed anything on the Mün.

I almost did it when I deployed the probe, but as I was descending, I realized something.

I didn't know when to start slowing down. I also didn't have much fuel left, so if I started too early they would of died for sure.

Started to slow down too late. At least they died instantly, and not a slow and painful death.

EDIT: I suppose I should of posted this earlier, but either way, since alway mentioned intake resistance.
« Last Edit: December 15, 2012, 12:04:54 am by Mageziya »
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Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

sneakey pete

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3089 on: December 15, 2012, 12:07:40 am »

I've currently got an Apollo method mun landing mission touched down on the moon now. Slightly different in that the lander only has one stage, the same engine is used for descent and ascent. Remains to be seen if i've put enough fuel on said engine...
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