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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1485312 times)

Deadmeat1471

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #375 on: July 13, 2011, 10:47:24 am »

When did we say SAS weighed a negative amount?
...Getting back on topic here, has anybody been patient enough to complete more than one orbit in one run?
I haven't :P

I say we make it a challenge - post your orbit x 2 rockets?  :P
I'd guess it will need a proper 3 stage rocket to achieve this.

A full vanilla design that works!
Spoiler (click to show/hide)

That looks good! I'll try this one :D

*It really works! I think i'll try a variant on this and try to do a double orbit.
« Last Edit: July 13, 2011, 10:54:39 am by Deadmeat1471 »
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jetex1911

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #376 on: July 13, 2011, 10:48:38 am »

No, what I meant was that the parachute only unfolds and switches to brake mode when the main command pod hits 300m or so.

Really? For me, it's 500m.
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Sordid

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #377 on: July 13, 2011, 10:52:36 am »

I personally find it interesting that Kerbal is essentially a Pangaea-like with a supercontinent on one side of the planet and a giant ocean on the other.

What I've noticed is that the continent we launch from looks suspiciously like Africa.

Who knows why the developers (themselves based out of Mexico City), decided we should launch from Mozambique...

Probably so that we could just blast straight up and get a view similar to the Blue Marble picture.
In related news, the update seems to have fixed the draw distance problem, Kerbal no longer disappears from the universe around the 1500 K mark.
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dennislp3

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #378 on: July 13, 2011, 10:57:56 am »

Anyone know how to make rockets that are still boosting decouple without smashing into eachother/the main ship?

Every time I make something that does this, the rockets fly inwards instead of outwards or straight, resulting in a collision.

I'm basically trying to make a multi-warhead missile, or MIRV.

Spoiler (click to show/hide)

Although I'm aiming to still make the main pod controllable after launching the warheads, such that I could bring it back to the launchpad after firing.

\ \

I wanted to make it so that the main rocket fires a rocket forward with others attached to it, then activates the radial decouples.. but you can't control decouplers that are separated from the main pod.

you have you make sure that your decouplers are at the TOP of the booster or engine you are going to be ejecting to ensure it flys away from the ship.

you can also use multiple decouplers like so if you don't want to remove the engines and replace them all

DE <==Decoupler at the top is not actually attached to the engine but will still stop it from aiming towards your main rocket
  E
DE

or

DE
  E
  E

just DONT do

  E
  E
DE

this is because the decouplers use an explosion to eject the engine away from it and if it applies force to the bottom of the rocket which is already likely facing
inwards it will simply make it go towards your rocket. Though the issue is not present as much when the engines are empty. I like to use the double decoupler design regardless because it adds stability to my rocket and makes its flight more predictable and less...chaotic.
« Last Edit: July 13, 2011, 11:02:35 am by dennislp3 »
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Dsarker

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #379 on: July 13, 2011, 11:03:16 am »

Just talked to a physics guys. Possible reason for the different differences due to weight could be drag. We could potentially work out the air density, if it hasn't been done already.
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Simmura McCrea

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #380 on: July 13, 2011, 11:43:03 am »

Spoiler (click to show/hide)
That one worked a little too well.
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BloodBeard

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #381 on: July 13, 2011, 12:21:20 pm »

Spoiler (click to show/hide)
That one worked a little too well.

Good lord. Was that vanilla or extra parts?

Burnt Pies

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #382 on: July 13, 2011, 12:27:33 pm »

I think I just accidentally put myself in orbit after burning my remaining fuel to attempt to get back to Kerbal.

The round orange fuel tanks are definitely cheating. One of them and a 4-coupler of small solid boosters and I can get to at least 1000km, more if I hadn't been screwing around.
« Last Edit: July 13, 2011, 12:29:20 pm by Burnt Pies »
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RF

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #383 on: July 13, 2011, 12:29:12 pm »

Spoiler (click to show/hide)
That one worked a little too well.

Hahah, awesome. Ship file, maybe? ;D
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Simmura McCrea

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #384 on: July 13, 2011, 12:48:54 pm »

Capsule + parachute
Decoupler
Space orange x 3
3m liquid fuel rocket thing
3m decoupler
3m to 1m cone thingy
long SRB, with 4 small SRBS around it

The small SRBs will explode pretty quick, just ignore that, it's fine.
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Tilla

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #385 on: July 13, 2011, 01:03:45 pm »

Stolen Borrowed from the Something Awful thread, a tribute to our heroes.

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Sensei

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #386 on: July 13, 2011, 01:13:43 pm »

A full vanilla design that works!
Spoiler (click to show/hide)
I have made that exact same design.
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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #387 on: July 13, 2011, 01:21:59 pm »

I can't figure out why my radial decouplers aren't working properly anymore. Boosters attached to the decouplers seem to fire off or disconnect at the wrong times.
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rutsber

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #388 on: July 13, 2011, 01:23:41 pm »

My latest rocket has 21 vanilla solid boosters in a triangle around the center. it goes form 0 to 300m/s in about 3 seconds up to 3000 m and then it explodes. Obviously a success compared to the last one that just corkscrewed and blew up.

EDIT:Just added 24 rockets around the outside. went 316.5 m/s which must have been the limit in about 2 seconds.
« Last Edit: July 13, 2011, 01:30:50 pm by rutsber »
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Dutchling

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #389 on: July 13, 2011, 01:46:41 pm »

This game went from insanely hard to almost easy when I discovered that at least half of your ship should be SAS "{

max height: 403 000 meters. Now I'm gonna try some of the extra parts from the first page

EDIT: pic
Spoiler (click to show/hide)
« Last Edit: July 13, 2011, 01:53:22 pm by Dutchling »
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