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Zaran
Mar 26, 2010

Just remember for those who want to do a SLS, unlike the Saturn V the SLS is only 2 stages on the rocket. What looks like the third stage is in fact the service module of the Command Pod. It just has an extended (read: HUGE) Space Shuttle External Tank as its first stage, lacking the orange these days granted.

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Zaran
Mar 26, 2010

If you dont set the Tracking Station to track the asteroid they will despawn eventually when "signal" is lost to them.

In the tracking station just choose a bunch of them and hit the blue track button in the bottom left, then they will stay active and you will be able to see their trajectory.

Zaran
Mar 26, 2010

Hey SimplyCosmic, would you mind posting your photos to the Spaceflight thread: http://forums.somethingawful.com/showthread.php?threadid=3580990

It's the type of thing we really like!

Zaran
Mar 26, 2010

Danny is at it again...
https://www.youtube.com/watch?v=a0JtdvVJ_mU&hd=1

Zaran
Mar 26, 2010

A new feature of 0.23.5, Quicksave-AS
Use ALT+F5 to trigger this save mode, it allows you to name the quicksave.
Use ALT+F9 to load a quicksave by name.

Zaran
Mar 26, 2010

Deuce posted:

When RCS is on you can thrust along any axis. I forget what the default keys are for that.

IJKL are the RCS translation controls.
HN are for forwards/backwards.

In 0.23.5 if you have no active Liquid fueled engine on your craft but have RCS on you can throttle up and it will use RCS thrusters to push you forward as if they were LFE's.

Zaran
Mar 26, 2010

You hit Tab, it puts the VAB in the Space-plane Hanger mode and allows you to launch from the runway. Hit Tab again to go back to VAB mode.

Zaran
Mar 26, 2010

Who needs KAS to play with the asteroids when you can just make a catapult... :jebstare:
https://www.youtube.com/watch?v=yeRTZ3chqNw&hd=1

Zaran
Mar 26, 2010

If you have anything attached to radial decouplers make sure they are attached to the "center" of the decoupler.

I have had phantom roll forces from SRBs that have been offset 15-30 degrees from being flat on the decoupler before.

Zaran
Mar 26, 2010

Falken posted:

This is cool as hell, and I'm now doing a Duna mission in similar style.

This one is a little old but still cool:
https://www.youtube.com/watch?v=Tp6yj2k0Fpc&hd=1

Zaran
Mar 26, 2010

Zhent posted:

Since it is at least tangentially relevant, SpaceX is launching their mission to the ISS today in an hour-ish. Webcast on their website: http://www.spacex.com/webcast/

We have a load of info and chat going on about this launch in the Spaceflight Thread: http://forums.somethingawful.com/showthread.php?threadid=3580990&userid=0&perpage=40&pagenumber=104#post428279652

Also worth noting, this rocket has landing legs. Yup, the first stage will try to soft land (on water for testing purposes) with landing legs!

Zaran
Mar 26, 2010

Falken posted:

Does anyone know of a mod that has solar panels like these?

https://www.youtube.com/watch?v=PnJvQ27Felk
2:23

e: I think the bobcat historical pack might have them. But you should all watch this video too because it's neat and shows a viable alternative to doing a single launch munar mission.

In fact I do: http://kerbalspaceport.com/0-18-2-circular-solar-panel-2/ They work fine with 0.23.5 as I use them all the time for variety.

It should be noted that Orion will use the solar arrays from the European ATV as the new service pack is based off the ATV drive section.

Zaran fucked around with this message at 10:06 on Apr 15, 2014

Zaran
Mar 26, 2010

Fred Breakfast posted:

Does anyone have a link to that one youtube channel that had all the crazy mun challenges? I'm looking for the video where the guy goes to the mun and back without steering.

You must mean our resident Lord of Crazy, Abyssal Lurker: https://www.youtube.com/user/ablu444

Zaran
Mar 26, 2010

Here is how you do landing rockets, only in real life:
https://www.youtube.com/watch?v=0UjWqQPWmsY&hd=1

They are testing this system again today, a Falcon 9 with landing legs is going to try and launch from Florida today (weather is horrid, only 40% chance of good weather at the moment). The booster will turn around at Apogee and use its rockets to slow down and attempt to make a softlanding in the ocean to test the re-entry systems of the rocket booster. It will deploy its landing legs during this test!

Zaran
Mar 26, 2010

If you intend to play RSS you need to get the conversion pack for parts. I also suggest real fuels and real ISP mods along with FAR. Stock KSP you need 4200m/s dV to hit orbit, in RSS you need 10,000m/s+ dV really and getting that with stock KSP parts is a pain.

Zaran
Mar 26, 2010

I think it's the game messing up collision meshes, your best bet is to just rebuild the rocket from scratch, fixes the issue most of the time.

Zaran
Mar 26, 2010

Maxmaps posted:

Some! We went broad, from Wayland-Yutani to Google.

The guys who make the SRB's need to be rednecks who can only make SRB's... like ATK in Real Life!

Zaran
Mar 26, 2010

Im sad its not Steam Workshop really as of all the mod delivery systems I have used over the years Workshop has been the best for other games.

Granted, I have not used Curse in a while so I will hold off final judgement until it is up and running properly but I dont have high hopes for anything made by Curse.

Zaran
Mar 26, 2010

Falken posted:

About to test this. Stackable SRBs with tunable burn profiles.

Advanced SRB

Seems like it will be perfect for Shuttle SRB launches.

Not sure if it has gotten any better, but it used to be unstable as heck and the boosters would just snap in half due to all the joints.

I guess they will work better with the 23.5 joint fixes and Kerbal Joint Reinforcement mod installed.

Zaran
Mar 26, 2010

Does it vibrate itself to bits and kill the crew like the real one likely would have?
:jebstare:

(Im not kidding, Ares I would have been a death trap to people riding it. Even though it had Launch Abort they could not use it as the SRB would burn the capsule to ashes as it passed by after punch out.)

Zaran
Mar 26, 2010

C7 has left the KSP Dev Team: http://forum.kerbalspaceprogram.com/content/283-Squad-Wishes-C7Studios-the-Best-in-his-Future-Endeavors

Zaran
Mar 26, 2010

If you pack it some extra fuel and don't add too much payload to it, you can land and return to orbit on the moon if you are careful. Minmus is easy with a little extra fuel.

Zaran
Mar 26, 2010

Maxmaps, the Ionic company logo uses a NASA owned photo of an ion drive as it's O. It's not an original creation by the submitter. I'm on a mobile right now so I can't track the original but I'm pretty sure you can't use that image (I hope I'm wrong as I like that logo).

Zaran
Mar 26, 2010

The media group have had early access to .24 for over a week now. They are just holding onto videos until Max/Squad give them the go ahead to do the release.

Zaran
Mar 26, 2010

It was the same tank, they called the Atlas the "stage and a half to orbit" rocket and for its time it was very very complex.

Zaran
Mar 26, 2010

Seems somewhat opposite of real life then, fuel for a Falcon 9 v1.1 is about $200,000 USD. The cost of the first stage booster alone (engines and tanks, no fuel) is about $45 million USD (off the top of my head).

Zaran
Mar 26, 2010

There is real life precedence for over-throttling engines on launchers!

Two examples:
1) Space Shuttle Main Engine
- During launch phase the SSME engines would be run at 104% for liftoff, throttling down for MaxQ then back up to 104% and then slowly throttled down as the launcher ascended to manage the G force load on the crew.

2) Antares AJ-26-62 (NK-33) Engines
- They run these engines at 108% thrust during launch for the first stage, as far as I can tell for at least the first two minutes of powered first stage flight.

Normally an engine will be rated for "100%" thrust during design and qualification testing. Once the engine is flying it may turn out that they can safely run the engines at 105% thrust so instead of re-qualifying the engine at the new thrust level they just call it over-throttling.

Perhaps we could get a science upgrade option for engines to allow us to dump "spare" science into getting an extra 3-10% thrust from an engine later in the tech tree. It may mean that a way for the UI to know if the engine can go over 100% is needed so it would lock to 100% for engines that are not upgraded, or just redefine 100% for the engine for simplicity perhaps (probably the better option game-play wise).

(In real life launch news, SpaceX are hoping to launch a Falcon 9 today that should return the first stage booster for a soft rocket powered landing in the ocean for recovery just off the coast of Florida while also delivering 6 satellites to orbit at once! Info here: http://forums.somethingawful.com/showthread.php?threadid=3580990&pagenumber=169#post432168903 )

Zaran fucked around with this message at 11:31 on Jul 14, 2014

Zaran
Mar 26, 2010

thehustler posted:

Small nitpick, usual throttle setting for the SSME is 104%, the only time the engines will throttle up to 109% is during aborts, and only if absolutely needed to cover an range shortfall.

Fixed, I was going off the top known usable throttle there.


Gau posted:

Wait, how do you get the throttle above 100%?

In game? You cant currently.
In real life? You increase the pressure in the combustion chamber by running your turbo-pumps faster or increasing tank pressure for pressure fed engines.

Zaran
Mar 26, 2010

I am calling the cash KerbKoins, and may write an plugin that inflates or deflates the worth of the currency every other day by up to 95% for that authentic Bitcoin experience.

Zaran
Mar 26, 2010

The Windows 64bit install has shown up on SteamDB: http://steamdb.info/app/220200/depots/

Along with a new experimental build uploaded 13 minutes ago.

Zaran
Mar 26, 2010

This patch launch is feeling more and more like a real rocket launch, you get so close then part of the countdown sets off an alarm and its back to the start of terminal count. :jeb:

Zaran
Mar 26, 2010

The unofficial repack of B9 will likely update for 0.24 eventually.

Zaran
Mar 26, 2010

Tiny updates to the experimental builds (the 1.5GB one is 32bit and the 750mb one is 64bit) uploaded to steam about 30 mins ago.

Zaran
Mar 26, 2010

TasogareNoKagi posted:

For the the probably tiny number of people who don't follow the spaceflight thread: you can all relax. Zaran will let us know the second there's a dev status update or release build posted. He likely has multiple reply windows open right now, each one with a prepared post addressing every possible contingency.

Im not that prepared, a new build ID has been pushed to steam, not sure if its an update or just setting up for something else.

Zaran
Mar 26, 2010

A new build was just pushed to the "Q&A and Staging Area" depo on Steam. Potentially a release candidate build!

Zaran
Mar 26, 2010

I hear there is some kind of hype train that is within the range safety no-train area. Working on getting the train to crash.

Zaran
Mar 26, 2010

Not today. :(

@Maxmaps: Outlook far brighter yet in dismay all I can say is not today.

Zaran
Mar 26, 2010

Also keep an eye on the SteamDB history page, it gives you a good idea whats going on testing/QA wise.
http://steamdb.info/app/220200/history/

Zaran
Mar 26, 2010

Honestly, get a clean install of KSP and put it in a separate folder (works with the Steam version, I use steam and have 5 different 23.5 installs) and install Real Solar System with Realism Overhaul and just try to get to orbit.

If you want a challenge that is.

(Protip, you will want FAR and at least 12K dV, to give you some wiggle room)

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Zaran
Mar 26, 2010

Win64 just hit scratchpad, just OSX to go!

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