Elukka, yes, they do! Almost to the point of bugginess in some cases.
#151
Elukka, yes, they do! Almost to the point of bugginess in some cases.
^ Pretty solid achievement. I find it more difficult to get those low orbits compared to higher orbits. I've gotten an orbit around 110km, and amazingly enough, was nearly perfectly circular.
yeah I have no idea how people do a stable low orbit. I can't find the sweet spot between mass and thrust that lets me do it, atm the lowest I've been able to do is 73km orbit with an 8 stage rocket. But the rocket is pretty much uncontrollable until stage 4 where I dump the tri-stack, so I can't start my arc early enough without totally screwing it up and losing too much vertical speed.
Granted I usually have a full fuel tank in my last stage when I hit a stable orbit, but losing altitude while keeping a stable orbit is hard.
Last edited by Bentguru; 22nd Jul 11 at 3:10 PM.
1 Command module+chute -> 1 Decoupler -> 1SAS module -> 4 Liquid Fuel Tanks -> 1Liquid Engine
Thats the design most use, but i find i can't adequetly control it to get a good orbit with it, it requires very tight flying. If you have the wobbly rockets pack, then a pair of lateral decoulers with SRB's on could make it a littile easier, but that looks to be it.
I don't know what i'm talking about, ignore me.
Thousands of years ago, Egyptians worshipped what would become our ordinary housecat. The cats have never forgotten this.
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Carl attach 4 solid boosters as low as possible to that design, with decouplers on fuel tanks. Decouple just as they run out of fuel, if placed and timed correctly they will collide just above command module and scare Jeb but won't harm the rocket in any other way (they might shave chute off though :P).
Jebediah is the only reason I'm still playing the game, so far the is only scared with that trick above or when the engines explode.
Stable orbit of 62.5km achieved on my 3rd orbital attempt! \o/
Had a bit of help from these links though:
http://www.youtube.com/watch?v=VgbTA1mac3I
http://kerbalspaceprogram.com/wiki/i...orial:Orbiting
#159
I read Stingra's post as saying "Rocket Coaster Tycoon" and imagined a whole new game.
#160
#161
i'd totally buy that game deadguy. so long as it has jeb.
*mildly disgusted with negative price discrimination*
Haha, Nice!
Try for Apoapsis 36021m (2355.7m/s), Periapsis 35207m (2358.7m/s)Originally Posted by Bentguru
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Last edited by rowan sjet; 24th Jul 11 at 2:41 PM.
#164
Achieved my first (hopefully stable, albeit elliptical: gonna leave it running a couple of hours to check) orbit today. Perigee is ~240km, apogee is ~315 km. It helps when you know what all the shit on the HUD means.
Many Kerbals died to bring us this information.
Last edited by JAL-18; 25th Jul 11 at 7:51 PM.
#165
latest release is a crash-fest for me. Too bad, the auto-symmetry feature makes for fast and easy kick-ass face melting rockets.![]()
Ra Owa : AAHHHH!!!! ITS A ROCK!
Troubleshooter : Wha... oh... Pfffttt... Prove it. :}
Ra Owa : ... [sputtering] ... o.O ... Its SCIENCE!
submit some bug reports troubleshooter. Helps them track stuff down.
#167
Going to test the new version on the laptop and see what it does... there's clearly some rendering issues... want to see if its video card/driver related first.
#168
After 15 hours my ship was still in orbit!
Unfortunately for the crew, there was not enough fuel left to deorbit. A recovery mission is in the planning stages at KSC.
#169
After 15 hours my ship was still in orbit!
Unfortunately for the crew, there was not enough fuel left to deorbit. A recovery mission is in the planning stages at KSC.
#170
It would be interesting to see what they plan to do with the crew aspect of the game. I can see that potentially adding a lot to the experience.
It's awesome that they used Riess' painting in the loading screen.
Don't know if it's been mentioned before, but one tip that isn't intuitively obvious (or at least wasn't to me): you can get your liquid rockets to ignite at the same time as your solid boosters if you drag the icons for the liquid nozzles down onto the booster stage. It makes a significant difference.
Unfortunately, the lack of structural parts means that there's only so big a rocket you can make without it being a floppy, uncontrollable mess.
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They're planning to add support strut systems to fix that next update if possibble. e.g. a double sided tri-coupler. This also means thinsg like the wobbly rockets pack big (Orbiter style) Fuel Tanks could have multipule connection points top and botto to keep them more stable.Unfortunately, the lack of structural parts means that there's only so big a rocket you can make without it being a floppy, uncontrollable mess.
#172
I wish there was a persistent world mode or something: it would actually be awesome to plot an actual rescue maneuver for trapped orbiters.
Not to mention dodging all those spent stages!
Jebediah never stops laughing, he is evil
Jeb is a new internet meme, whatch him pick up his own tvtrops page in the near future.
Is it ever possible to escape gravity? I went far enough to make three trips to moon and back but I still can't escape "-10m/s cuz gravtylulz"...
@KON Air: Yes, but you need to get pretty fast, somthing like 3500 M/S at engine burnout at most alltitudes.
No, no what I mean is, I'm way, way further then 10000 km but I'm still getting drawn by 10m/s towards Earth (or Kerbal?). Is it like a constant no matter what? Shouldn't it be like... I don't know down to 5m/s or a lot less?
@KON Air: If you get above escape velocity then no matter how much kerbal pulls at you it will never bring you to a complete stop, (you'll just get closer and closer to zero is all). So if kerbal has started pulling you back you didn't get fast enough.
#179
aka, you just went into a ridiculously elliptical orbit, and as there are no other gravity wells, you'll eventually return to kearth.
That's what I thought but its too ridiculous for tiny astronomical knowledge. I mean... I BEAT THE GAME DAMMIT LET ME FLOAT INTO THE SUN SO I WIPE THAT SMIRK OFF JEBS FACE.
@Ammon Ra: Sopmone over ion the main forums got a direct anwser, get sufficently fast and you will actually escape, you will get slower and slower, but you'll never actually start falling back towards kerbal no matter what. You just have to get rediclously fast to do it. (What actually happens for the curious is that you enter into a state where your ground track rate reletive to Kerbals surface is allways so high that your centrapidal force overcmes the force of Kerbals gravity so you continue to spiral outwards no matter what, And since the furthar away you get the weaker the gravity is, if your going fast enough your velocity, depsit dropping slightly all the time due to Kerbals gravity wllnever drop sufficent to reach zero).
#182
Jeb is God.
It took me awhile but I finally got a decent orbit using a fairly simply rocket ~110k up. Found the orbital tables on the wiki and got close with a tiny amount of fuel left to spare. I have tried more complicated lifting systems (multi-stage, triple-LFE, tons of SFBs, etc.) but none seem to give me the precision of a single LFE with 6 SFBs strapped at the bottom.
I have tried a few of the mods that add parts and while I enjoy them, I still can't make a damn Space Shuttle system and I wants it so badz. Also, we need satellites, and the ability to create our own space stations. A persistent world would be too awesome. Also, a better starmap once in space and moon to land on. I don't ask for much...![]()
@FooF: there's a thread in the projects and releases section of the developer forums that containes a littile .jar file calculator for you, it will even calculate transfer orbits and escape veloceties for you.
Deadly G-force, bob already could not handle it, the other guy is screaming for help.
Jeb is still laughing, by god he is the devil
You actually killed one with G-Forces? HOW...
#186
0.9 is up, and they are now accepting donations! Anything over $7 becomes a preorder. http://kerbalspaceprogram.com/forum/...e;sa=view&id=2
#187
A combination of 0.8.5's copy and angle snapping plus 0.9.0's staging being so much more intuitive to manage, made it so I can practically rebuild the Super Applebee Mk.II within 20 minutes instead of the hour long slog it used to take.
0.9.0's struts means i can basically halve the number of SAS modules on it.
This bad boy can easily lift 6 spare tanks of fuel into space, in theory it should be able to lift 8, but i need to somehow make the rocket sit a bit higher on the launchpad.
E=mc^(OMG)/wtf
Lots and lots of decouplers?but i need to somehow make the rocket sit a bit higher on the launchpad.
Also, request, any chance you could replace the final stage liquid engine with one of my TK31's and do a littile video, i'd like to see the look on everyones faces at the acceleration, (i would not recommend replacing any of your other stages with one, besides probably not getting you as high, (it is meant as a booster to get stuff off the ground afterall), i suspect the thrust of 8 of them ould ri[p your poor littile rocket to shreds...
p.s. the lowered number of SAS modules is probably as much down to the tuned SAS values, I provided them to the team in a thread, though they may have found team by accident at the same time or earlier. Eitheir way i'm still happy my values proved so good.
#189
By last stage do you mean the one with the 8 engines burning or the single engine + 6 tanks that i left unused?
Single enmgine and 6 unused tanks, i'm pretty sure using it on the 8 engine bit would tear your rocket to peices. There should be a link to the KSP forum thread i setup for the engine earlier in the thread, but let me know if you need it again, i cna allways upload it somwhere and give you the link.
#191
Just downloaded this, and gave it a try.
Ladies and gentleman, introducing The Deathwish
Although it has a ridiculous start-off, it did get up to almost 90km, and landed safely.
I had originally tried a more spiral design, but one side kept colliding with that little overhang on the top of the launch tower.
Afoxi, been playing about in KSP and decided to recreate your liquid stages. And found that if i atach 2 SAS modules and apply a bit of manual work on the way up i can actually use a sequance of 3 LFT and one of my Booster Engines, (plus struts everywhere), below each of your 3LFT + LFE, (I.e. added on to the bottom of the first liquid stage to be fired), i can not only not have it spin out, but it does the work of all your SRB's put together in terms of getting it up. The Struts are makign a real diffrance to the stability of rockets using my Booster engine. Also nice to finnially have somthing to attatch them to where they actually work as boosters. Upto now i haven't really had a stack design that is stable, and big enough and heavy enough to justify it. They'd allways hit diminishing returns from atmo drag before they hit their limit in terms of effect. (1 LFT and 1 engine plus a capsule is real funny though, 300MS+ and 3K altitude in about 8 seconds).
#193
The TK-13 rar files on the kerbal forums are broken, can you somehow reupload them somewhere else along with the modified Super Applebee?
@Afoxi, sure. Give me 15-20 minutes to compress and upload, (Probs won't need that long but...)
EDIT: Linky!
I've included every modified part used in the modified applebee design, The only diffrance between the non-new engine parts and the vershions you should have is that i've enabled the "fuelcanflow=True" tag. Not actually used on this design, but since i'm unsure if it would create an error...
Also weird that the file on KSP should be corrupt as i littrially haven't changed anything between that one, the new one i just uploaded, and whats in my mod folder. Weird...
Last edited by Carl; 14th Aug 11 at 4:47 AM.
#195
This is a lot of fun, thanks for the heads up. Had some really laugh out loud disasters and miraculous escapes and a long lost in space mission with no more fuel and then after a couple of goes made a single orbit and reentry in sight of the launch pad but it wasnt visible on landing. Next attempt will be to orbit and land with the launch pad in sight on landing.
I tried a winged shuttle design as there is a wing with lift there, but on top of a stack it wasnt stable on takeoff as the wings pulled the nose around.
#196
booly, yeah, that's my one consuming goal. Afoxi was able to get one of my baby shuttles to orbit, but he is clearly a far better kerbateer than I.
You had chance to have a play then Afoxi?
#198
Still can't keep the shuttles on track but moving the fins down the body seems to help.
This was my closest one orbit return trip today, using stock parts.
Someone asked for time acceleration, now I know why!
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#199
Booly, yeah, it's a matter of shifting the wings fore and aft relative to the capsule to get a decent weight & balance. The other challenge is that fuel tanks have a dry weight that throws off stability once they empty.
Anyway, yeah, just do a really simple shuttle (capsule + tank + engine (I like the Sunday Punch K-2X), with 2 wings and a tail) and immediately pitch over on launch. Throttle back, and see if you can bring the nose up from the horizon manually, then get rid of your pitch input and see how quickly the nose pitches back down.
If you have really crazy pitch reactions (or none at all) then you need to move the wings. If the nose won't rise, shift the wings forward, etc.
#200
I have no words for how awesome this is.
Just started. Achieved 80 whatever thousand meters with a terrible unsustainable design.
Tomorrow I'll try some more serious stuff.
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