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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1448668 times)

Girlinhat

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7005 on: November 07, 2013, 09:34:06 am »

I usually use an ASAS on my lander stage.  MOST times, my lander is light enough that when landing on Mun or even Duna, the ASAS torque is enough to lift it off the ground.  Mechjeb helps here, as I can instruct it "point directly to the sky" and it'll do so, then I extend landing legs and let it settle.

Sheb

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7006 on: November 07, 2013, 09:35:00 am »

I don't see any RCS thrusters on your final stage.

That's a really good point, I appear to have forgotten the RCS thruster. Well, ship's launched already, but I'll definitely think about it for the MkII.


 
I am more curious as to how is he going to separate the lower stage with no decoupler. :P


Ooops, apparently I plugged in a SAS instead of adecoupler. Well, I'll use the time-honoured method of blowing up your lower stage with your engine.
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Sean Mirrsen

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7007 on: November 07, 2013, 09:37:28 am »

The 909 won't be able to blow up a reaction wheel unit. It just doesn't generate enough heat.
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LoSboccacc

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7008 on: November 07, 2013, 09:49:14 am »

I use 4 symmetry thanks and engines on the descent stage, since the new leg made impossible for me to manage to land upright

Then I simply shut down the two top engines and let the torque from the bottom one lifting me upright.
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Sheb

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7009 on: November 07, 2013, 10:00:05 am »

Actually I didn't even get to try to blow up the link with the 909. Since inerty wheel let fuel through, all my lander's fuel was burnt by my penultimate stage.

Well, at least Jebediah wasn't killed by the fiery remains of the rescue mission. Time for another attempt.

P.S. My launcher is so overpowered that I actually went to the moon without the central engine of my asparagus stalk.
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Krevsin

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7010 on: November 07, 2013, 11:28:52 am »

Interest check: anyone up for a modded bay 12 kksp reality edition 2?

This time we can do it proper using
Antenna network to transmit science requiring satellites and stuff
http://forum.kerbalspaceprogram.com/threads/56399-0-22-Remote-Tech-2-Build-those-satellite-networks%21

Realistic tech tree starting with planes requiring to grind biomes for science, courtesy of treeloader's traditional tech tree
http://forum.kerbalspaceprogram.com/threads/53192-0-22-TreeLoader-Custom-Career-Tech-tree-Loader-1-0

Far and deadly reentry, to make it proper, and mechjeb that now unlocks progressively along the thech tree
How about TAC crew support mod?

Yeah, it's not 0.22 yet, but it can easily be updated...
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Sheb

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7011 on: November 07, 2013, 11:46:29 am »

Mission is an half success. I landed on the moon, ~20km from Jebediah, but he then killed himself trying to EVA-Jump to the ship. Now I'm stuck in orbit of Kerbin with not enough fuel: I have to EVA and push the ship. I estimate I'll need ~20 more EVA tank before hitting Kerbin's atmosphere.
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BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7012 on: November 07, 2013, 11:52:43 am »

You'd probably be better off making another ship with a cradle capable of pushing the orbiting ship into the atmosphere. Or just go pick up Jeb.
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Girlinhat

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7013 on: November 07, 2013, 11:55:55 am »

You'd probably be better off making another ship with a cradle capable of pushing the orbiting ship into the atmosphere. Or just go pick up Jeb.
Problem there, is you end up running in 1x time because it REALLY doesn't handle collision and warp.

Sheb

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7014 on: November 07, 2013, 11:59:59 am »

Yeah, my peristuff is still over 1m km. Time for operation "Let's push stuff with rockets, nothing could go wrong!".
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LoSboccacc

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7015 on: November 07, 2013, 12:25:25 pm »

How about TAC crew support mod?

Yeah, it's not 0.22 yet, but it can easily be updated...

Problem is the relay network command station requires a crew of 6. We can do without either, but it would become a full time job just keeping those green things alive if we go for both, and relay network is really useful for making this a collaborative game (no network and you will not be able of transmitting juicy science back so missions won't be possible to run as a standalone sequence of solo runs)
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Mephansteras

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7016 on: November 07, 2013, 01:05:21 pm »

Well, went to Mun. The first Kerbal to go there managed to die due to a miscalculated lift off. He ran out of fuel without me noticing and hadn't managed to get into Orbit yet. Oops. RIP Dermin.

Jeb went next. I'd modified the rocket design a bit based on the science the first Mun mission netted me. Turns out it was worse for fuel efficiency, so while Jeb landed safe he definitely doesn't have enough fuel to get back. So he's kicking it on the Mun while I design a rescue rocket.

Oh, well, what's KSP without at least one 'Rescue Jeb' mission, eh?

At least the science from his landing got me the 3-man crew pod, so getting him into the rescue ship will at least be straightforward.
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Krevsin

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7017 on: November 07, 2013, 01:30:09 pm »

How about TAC crew support mod?

Yeah, it's not 0.22 yet, but it can easily be updated...

Problem is the relay network command station requires a crew of 6. We can do without either, but it would become a full time job just keeping those green things alive if we go for both, and relay network is really useful for making this a collaborative game (no network and you will not be able of transmitting juicy science back so missions won't be possible to run as a standalone sequence of solo runs)
Ah, I understand.
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Glloyd

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7018 on: November 07, 2013, 01:45:10 pm »

So the more planets mod finally happened and it's pretty awesome.

Problem is, the DL was removed for legal reasons. I managed to snag it before it was removed though, and I'm going to give it a shot. I'll let everyone know how it goes!

EDIT: rbray updated his cloud mod to work with the new planets! Now I really can't wait until I get home...

EDIT2: It's still available on reddit for those that care.
« Last Edit: November 07, 2013, 02:36:05 pm by Glloyd »
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WillowLuman

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7019 on: November 07, 2013, 01:46:51 pm »

Yay!
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