Let's Play Kerbal Space Program

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Balthelion
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Re: Let's Play Kerbal Space Program

Post by Balthelion » Sun Feb 17, 2013 2:27 pm

Recorded the 2nd episode but its 62 minutes long :o
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Re: Let's Play Kerbal Space Program

Post by Grim » Wed Feb 20, 2013 10:59 pm

Gimme gimme gimmme
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Re: Let's Play Kerbal Space Program

Post by Balthelion » Wed Feb 20, 2013 11:19 pm

doh, forgot to announce its release yesterday :P

Episode 2: Quality Assurance Issues
http://www.youtube.com/watch?v=gkCidB6W ... YP&index=2
Watch in 1080p!
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Re: Let's Play Kerbal Space Program

Post by Grim » Thu Feb 21, 2013 5:25 pm

Yayy :)
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Re: Let's Play Kerbal Space Program

Post by Grim » Thu Feb 21, 2013 6:30 pm

You weren't kidding when you said you were bad at planes :p Wheel splicing much?

Btw that crash was just caused by the flat spin. Your wings were angled so one engine was higher than the other so flamed out at different times - one engine still on while the others have died = spin!
Also the difference between the 2 engines are that ones an approximation of a turbojet (the 'basic jet engine') and ones a ramjet (the 'turbojet engine' - confusing I know!). Turbojets are good low altitude at most speeds because air is plentiful. Ramjets are meant for high altitude and high speed (think mach 2+) flight so suck at low altitude, though they're better than they should be in KSP. Thye literally 'ram' the air through the engine to compress it a lot, which allows for reeeally high exhaust velocities in relatively low oxygen environments :)
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Re: Let's Play Kerbal Space Program

Post by Balthelion » Thu Feb 21, 2013 10:53 pm

And The Bal version:

Stick jet engines on plane.
Stick air thingies on the front to make engines "better" somehow
Attempt takeoff (this step usually harder than it seems)
Get to 15k-18k altitude without crashing, burning or flaming out.
Activate a rocket engine and pray the apoapsis reaches space - because it'll never make proper orbit.

This might be where the toroidal ones come in (based purely on the fact that thats what the F-302's in stargate do: 2 jets and a toroidal) but i've yet to use those effectively since they burn fuel reaaaaaaally fast.
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Re: Let's Play Kerbal Space Program

Post by Niliak » Fri Feb 22, 2013 12:24 am

Balthelion wrote:doh, forgot to announce its release yesterday :P

Episode 2: Quality Assurance Issues
http://www.youtube.com/watch?v=gkCidB6W ... YP&index=2
Watch in 1080p!

I have just been crying with laughter at your second attempt on that monstrosity of a rocket! :lol: :lol: :lol: :lol:
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Re: Let's Play Kerbal Space Program

Post by Balthelion » Fri Feb 22, 2013 12:47 am

Every time i manage to build a great rocket, and one thats also fuel efficient and capable of going to the mun and such, they release a new version of the game, and (after manually updating) i have to start again :P

But the trial and error phase is much more amusing to watch :P
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Re: Let's Play Kerbal Space Program

Post by Grim » Fri Feb 22, 2013 1:45 am

You can just copy ships across from older versions bal - just copy the .craft files into the ship folder and it usually works fine!

Also the aerospikes work better if you use the rocket fuel tanks rather than the jet fuselage ones - theyre meant to be different types of fuel I think!
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Re: Let's Play Kerbal Space Program

Post by Balthelion » Fri Feb 22, 2013 1:53 am

Yeah the "Rocket Fuel" tanks have added oxydizzer or something over the "Jet Fuel"

It can sometimes be fussy with copying designs though. (Parts changing size, connection points moving, etc). Should indeed be able to salvage the space station rocket since taht was 18.2 i think (Although a mission with that is unlikely to end in disaster, you're gonna laugh at the monstrosity that gets taht thing into orbit :mrgreen:

A possible idea for episode 3. Hell, The Kerbal Space Agency could use a PR win.
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