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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1507408 times)

Boksi

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #795 on: July 23, 2011, 06:54:44 pm »

There are payload mods, such as this or this(both pages feature other parts as well), but you won't really see the explosions unless you're really close.
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Saint

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #796 on: July 24, 2011, 09:58:50 am »

I'v discovered that at around 2000 km, gravity ceases to take effect and you no longer are pulled to kearth.
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Jay

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #797 on: July 24, 2011, 11:23:49 pm »

I just finished an hour and a half livestream of me playing this and making stupid decisions in listening to the suggestions from the audience :P
You can watch it here.
EDIT:

Uhh...  What.
EDIT2: WHAT.
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I have lost complete control of this game.
« Last Edit: July 25, 2011, 02:48:49 am by Jay »
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Sensei

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #798 on: July 25, 2011, 02:26:50 am »

Is there a way to get fuel tanks onto radial couplers? I modded them to allow surface attachment, but they go on sideways and are always invalid (red).
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Rose

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #799 on: July 25, 2011, 04:47:43 am »

Is there a way to get fuel tanks onto radial couplers? I modded them to allow surface attachment, but they go on sideways and are always invalid (red).

Not directly, but you can attach them under solid boosters.
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Sean Mirrsen

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #800 on: July 25, 2011, 08:47:04 am »

Directly is also feasible, but since they're inherently more explosion-happy, having them wobbling around on radial connectors makes for quite a thrillride.

When they're on solid connections, though...



And, unrelated:


Pod racer!
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Ultimuh

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #801 on: July 25, 2011, 01:27:34 pm »

I have no idea how you guys manage to do those things.
When I try building something crazy, things go haywire at launch.
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KaguroDraven

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #802 on: July 25, 2011, 02:03:42 pm »

When I try to build normal stuff things go haywire. This might be becouse I am horrible at lineing stuff up right so stuff ends up at different heights.
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Sean Mirrsen

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #803 on: July 25, 2011, 02:20:05 pm »

If you're doing something crazy and it fails, it just wasn't crazy enough.

What we do is Just Crazy Enough To Work.

Also, in case anyone's wondering, the proper way to set up surface-attach for fuel tanks is:

1) Open the parts.cfg in the fuelTank folder.

2) Under node definitions, add a new line "node_attach = 5.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1"

3) Change the attachment rules line to "attachRules = 1,1,1,1,0"

4) Save, close, run KSP.

The fuel tanks have an odd problem with the origin vector, so you have to make them face along the X axis, and specify offset on it as well.

When you have these tanks though, making an orbit-capable vehicle becomes almost cheatingly easy. For instance, you can slap 8 of them around a 3 meter tank, then add an engine under each. This flying barrel will be able to reach orbital speed.

edit: also, sometimes, when something you build goes haywire not at launch, but at creation (look in the log for any breakings at 00:00:00), you can fix it by disconnecting the part in question and reconnecting it again. Sometimes the physics engine just freaks out and applies undue forces to the craft, and the remove-attach process seems to fix some of these glitches.
« Last Edit: July 25, 2011, 02:22:25 pm by Sean Mirrsen »
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Rose

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #804 on: July 25, 2011, 02:27:03 pm »

Some, but not all.

I've had a lot of trouble with the big boosters.
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Sean Mirrsen

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #805 on: July 25, 2011, 02:39:09 pm »

As a rule of thumb, you should never let the large liquid fuel engines touch the ground. I've taken to constructing supporting launchpads out of connectors that hold up the rocket before launch, or at the very least prop up the vehicle on some solid boosters.
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Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
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Rose

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #806 on: July 25, 2011, 02:56:47 pm »

I've found that a ring of large solid boosters, each of which with a small solid underneath, to work well.
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garfield751

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #807 on: July 25, 2011, 07:08:39 pm »



i dont need to use the SAS for Stage 6 at all. also the bottom 3 outer boosters overheat and explode. otherwise it gets the ship into space nicely.

Ultimuh

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #808 on: July 25, 2011, 08:14:09 pm »

I wonder how many people will have to change their ships when (some day) economics are implemented?
I mean, Parachutes can be attached to several parts now, so they can be used again.
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Akura

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #809 on: July 25, 2011, 08:31:06 pm »

Have they fixed that thing that causes stuff dropped from a radial decoupler to fly towards the center of gravity(often exploding right in front of, or even colliding with the ship)?

Because it's really making it difficult to design ICBMs and MIRVs.
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