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Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

Action groups really save you a lot of pain when deploying sub-systems

   
Made in gb
Longtime Dakkanaut





Norfolk

They're also a lot of fun when you setup launch escape systems. I've got 3 separate actions groups for those. The first (the abort button) cuts all engines, decouples the command pod/payload and engages a few seperatrons. Pressing 1 once the seperatrons are finished will detach the escape tower (to which the seperatrons are connected) and engage the parachutes. Finally 2 gets rid of the tower in the event of a successful launch.

Yes I do sometimes just launch a rocket to play with the launch escape system.

EDIT: Here's a good example of how useful action groups are. I just put a probe into a polar orbit around Ike, on that probe there are 9 (yes 9) antennas and the 4 science modules. I forgot to assign an action group to turn them on, took a while. Not as long a burning from LKO to Kerbin escape using a nuclear engine admittedly but still a fairly long time.

This message was edited 1 time. Last update was at 2013/01/03 21:20:03


Treasurer/Dakka Thread Person for Warpath Wargames Club Norwich

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Made in gb
Longtime Dakkanaut





Norfolk

Hope no one minds me indulging in a bit of blatant self promotion. Today I've started a lets play KSP series, this is my first attempt at such a thing so everything is rather amateurish and I've not really got the hang of things yet but I thought some of you might want to watch it at least.




Any comments, criticism etc would be appreciated and I'll try to record at least one more episode today or tomorrow

This message was edited 2 times. Last update was at 2013/01/05 12:25:49


Treasurer/Dakka Thread Person for Warpath Wargames Club Norwich

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Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

I have to say it was pretty good

The only thing I might suggest is having a bit of a script prepared for each section of the video/flight, but the delivery and content were still good.

   
Made in gb
Longtime Dakkanaut





Norfolk

Thanks for watching I appreciate it. I did actually have a vague script written but rather than commentating over recorded footage as some people do I'm doing all of this live so I'm not particularly likely to be able to stick to a script beyond the absolute basics, as episode 2 will show thanks to some iffy flying on my part. Sorry about the peaky audio I'm still getting to grips with both bandicam and my new headset mic. Getting everything setup correctly is proving to be somewhat tricky, hopefully future episodes will be better in that regard. I'm also already getting bored of this basic mission nonsense, expect me to start doing ambitious/strange missions soon.



Treasurer/Dakka Thread Person for Warpath Wargames Club Norwich

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Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

I look forward to docking

   
Made in us
Humorless Arbite




Outside the DarkTower, amongst the roses.

Do you have a link?


This is one of my fav's, use the num pad to control it.
http://forum.kerbalspaceprogram.com/showthread.php/27934-PLUGIN-PART-0-14-0-17-1-Tosh-s-SUNBEAM-LASER-open-source-fork


The free fall bomb still works in 18.2 but the missiles dont for some reason.
http://kerbalspaceport.com/cst-gravity-bomb-0-18-1/

For this link dont download the missiles, just grab the rail gun. Note you need to load the shells into the railgun to get it to fire.
http://www.kerbalspaceprogram.net/2nd-day-kerbal

Every Dakkanaught gets a 4+ Pinch of Salt save.
When you suffer a Falling Sky hit, roll a D6 - on a 4+ the hit is ignored as per the Pinch of Salt save. On a 1-3 panic insues - you automatically fail common sense tests for the next 2 weeks and get +7 to your negativity stat. -Praxiss


 
   
Made in gb
Longtime Dakkanaut





Norfolk

 SilverMK2 wrote:
I look forward to docking


Er yeah I won't be using anything based on that rocket though.

Treasurer/Dakka Thread Person for Warpath Wargames Club Norwich

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Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

Trying to build a probe carrier

However, when I launch the probe, then go into the tracking centre to control the probe, I don't get an option to leave the flight and the probe still running, I have to end the flight.

Anyone have any thoughts on how to fix this?

   
Made in au
Stubborn Dark Angels Veteran Sergeant




Behind you

Just been putting ships into solar orbit. I almost got to Jool, except my primary drive system for jool ran out of fuel, and I didn't want to use the lander's fuel simply because I needed it to get to Laythe/bop orbit. Also got to Duna, which was fun, did a drive nine intercept with 13 parachutes. Ended up overshooting duna and landed on the moon.

 
   
Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

I can get into orbit around the sun at the level of Duna and Jool but can't seem to intercept them and get into orbit

   
Made in gb
Longtime Dakkanaut





Norfolk

You've got to time it right otherwise you could spend years playing catch the planet. I took me 3 in game years to a get a probe to Eve because I didn't launch at the right time, during those 3 years I was able to land a probe on Duna and in a follow up mission get a probe in orbit around Ike.

Treasurer/Dakka Thread Person for Warpath Wargames Club Norwich

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Made in au
Stubborn Dark Angels Veteran Sergeant




Behind you

Yay! just did an eve descent with my powered lander. Delta V is more to come out of Eve than Kerbin.....However, I am pretty good for it. Got the aerospikes for an ascent to clear 3/4 of eve atmosphere. THEN try for kerbin...

 
   
Made in gb
Longtime Dakkanaut





Norfolk

Going for an Eve return eh? I'll be impressed if you manage it you need a simply obscene amount of dV simply to achieve orbit.

This message was edited 1 time. Last update was at 2013/01/20 14:17:37


Treasurer/Dakka Thread Person for Warpath Wargames Club Norwich

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Made in au
Stubborn Dark Angels Veteran Sergeant




Behind you

Doing something else for a bit. Jool aerobraking aimed at Eeloo. Achieved it after 2 hours solid of waiting.

 
   
Made in au
Stubborn Dark Angels Veteran Sergeant




Behind you

Got a close call coming back from Eve. My ascent vehicle proved amazing. Then redocked with mother ship and got into solar orbit. Almost got into Kerbin orbit, but realised that I was about 400 meters away from the mun surface, my mothership wrecked it's engine bay on a mun arch. I was forced to jettison my main ship and came down in my lander on kerbin. JUST.

i used 2 poodles and a mainsail to lift from eve, just you need to use an aerodynamic flyer to get to orbit from eve landing.

 
   
Made in gb
Long-Range Land Speeder Pilot






Could someone explain it to me? I can get a rocket to lift off, and I know the theory of going into orbit, but I don't know how to put it into practice. thanks
   
Made in gb
Longtime Dakkanaut





Norfolk

It would be easier if you could give us an idea of what you're actually launching and which version of the game. But basically you're playing a balancing game trying to get enough dV (difference in velocity) for what you want to do, having enough fuel to get said dV and having enough thrust to cope with the weight of the craft.

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Made in au
Stubborn Dark Angels Veteran Sergeant




Behind you

Once you get to about 10Kilometers up, turn to the side slightly, at a 5 degree angle about. When you get to about 30 km up, turn to a 45 degree angle. From there, about 60/70km up (depending on where you want your orbit) turn about 90 degrees, and get the orbit working. Then turn 270 degrees and burn to circularise.


 
   
Made in us
Arch Magos w/ 4 Meg of RAM






So question
I can go into orbital view, and click my theoretical path and adjust it but it doesn't seem like my nav computer actually will follow the path i'm setting

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Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

I believe that is just to set waypoints for burning rather than programming an autopilot.

I've never used that feature though, so I could be wrong.

   
Made in gb
Longtime Dakkanaut





Norfolk

Yep, the navigation system is definitely not an autopilot, you want Mechjeb for that. All the navigation system does is let you plan your burns and gives you an estimate for dV and burn time. Despite that it's probably the most useful addition to the game for some time, once you understand how it works.

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