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About egoego

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  1. Just wanted to add that those formulas are actually in the wiki: (the formula may look difficult if you have no mathematic background)
  2. I made some more experiments regarding the "Always Show Closest Approach for Target" setting. It appears to only affect approachs to targets that are planets/moons. My previous test where with targeting other vessels, where I could not find a difference between this setting ON or OFF. The guide is now updated. I really am bad at formating forum posts and I fear it wouldn't fit in one post, so it would need to be splitted, which might make formating more complicated. On the other hand spliting it will make linking to different sections possible. If you want to do that work, feel free to do it.
  3. I did indeed. Thanks for point that out. (Should be fixed now.)
  4. The option you are looking for is named "Show Space Center Crew". More settings are explained here:
  5. The game difficulty settings have a slider for Re-Entry heating, ranging from 0% to 120%. You can change this setting in the ESC menu if you go to Settings > Difficulty Options. Maybe you accidentially moved this slider. Otherwise you can try to pull it up to max and see if it feels better for you.
  6. I don't feel like it does really fit into the Space Programm theme of KSP to have commercial air flights in it. It's like asking NASA to do American Airlines' job.
  7. This little documentation is almost done (I skipped audio and graphic settings) but a question remains: Always Show Closest Approach for Target I couldn't see a difference in behavior of the closest approach markers with this option turned on or off. Did I miss something or is this currently bugged?
  8. Yes. I hadn't thought of this but run a test and added the results to the document.
  9. After reading what you want to actually do with your compass (targeting a mountain for example) I have to agree with you that you need more than just the NavBall. Aside the mods others have mentioned that can probably fullfill all your needs, I can see why you would want your compass in the game. (Maybe you don't like to use mods.) But your idea of using your mouse to get a bearing on a target is not as easily accomplished as you might think. It is possible to get a bearing on your mousecursor, but it would be the bearing of the line from the camera through your mousecursor (we call this line A). Unless your mouse cursor is hovering over the center of your your ship, the bearing of the line from the ship to your target (line B) will be different. To be able to calculate the target bearing for your ship, you need to know which point of line A is your target. The first intersection of line A with terrain is a possible candidate. But others could be possible too, especially when you don't point on any terrain (sky, space, ...). It would be easier to use a compass showing you the bearing of the line from the camera through the ship (line C) or better through the center of the screen (as your ship will be centered there most of the time anyway). As long as your view is centered on your ship, line C will be parallel to line B and you can use your camera bearing as your ships target bearing. Using your mouse to target something will give you more freedom and convienience in choosing targets, but actually implementing a way to get a bearing without waypoints might be easier through a camera following compass. EDIT: I made an image explaining this: It is possible to calculate line B from line A with some rules on how to choose your target, but if you are not carefull you could endup on Mt. Hell instead of Mt. Heaven.
  10. I use the Navball for this. An additional compass might make planes a bit easier, but I don't feel it (compass) is really missing in this game. I am pretty sure RL physics has a way higher precision than douple. Higher precision and higher number range is very usefull when you remember that KSP is a space game, where vessels can meet in orbit with vastly different speeds. (Also, from my point of view, only people with multiple mods or very old computers complain about RAM usage. Plus, physics precision doesn't have such a big impact, most of the RAM is filled with resources like textures.) I agree with you here. Especially the sorting stuff. I would like to add a wish for being able to sort all kinds of lists, contracts, Kerbals, vessels in the tracking station, ... I always die a little inside, when I read people saying how easy things are to change in any software. But just because the change that the user will end up seeing is only little, doesn't mean there isn't a lot of work behind the scenes to do to make it happen, to make it work and to not break anything else in the process. Plus testing and deployment take time too.
  11. It shouldn't happen with a 10x time warp, but when time warping on rails, the orbit simulation becomes less accurate (time wise), which means that only some points on the orbit are calculated. With high time warp values (1000x) it can happen more easily that an important event like entering an atmosphere can be missed by the lower resolution used for rails calculation. (I see that happen a lot when I drop down from Minmus to do a aerobreaking but with 10000x timewarp i skip right through.) Maybe your PE was so high, that your path through the atmosphere was too short and the 10x timewarp was enough so the simulation missed it. Depending on where/when you entered timewarp you could have hit the atmosphere or not. Or you don't have the orbital drift compensation enabled and the PE drifted out of the atmosphere.
  12. I haven't landed on Duna myself yet, but your landing looks very inefficient. Canceling yout your horizontal movement and takeing a free fall doesn't look safe (I do this on Minmus sometimes, but even on Mun it is dangerous). The most efficient landing is an inverse launch (aka gravity turn). Start at a low orbit (just above atmosphere) and burn retrogate to get your PE into the atmosphere (no idea how low you need it on Duna). This way you will travel a long way mostly horizontally through the atmosphere and slow down through air resistance drag. You also seem to have way too few parachutes (atmosphere on Duna as very thin). Add more and then some extra and have them open at very low pressure ( see the table here ).
  13. A rise of forum questions about what all those settings in KSP do lead me to a little project on a lazy weekend. It is still work in progress but some questions might already be answered by this. If anybody finds some errors or has other improvement ideas, please let me know. There is no copyright on this, so feel free to share as you like or use it to make a better version yourself. EDIT: If someone wants to make this into a Wiki entry or thinks it's better in the form of a forum post, feel free to do so. EDIT2: Updated the link to the latest version.
  14. Thanks bewing, your answer put me on the right track to discover the behaviour of the first option. Turns out that with this option OFF you neither see vessel labels nor brackets for other vessels if you are in physics range of them. If it is ON then you see brackets and the distance and if you hover your mouse over them you get the name too. I haven't been able to trigger the wrong vessel warnig in any way yet. So for now I assume this option is pointless.
  15. I am currently going through all the settings KSP has and try to learn what they do. (Picture of the settings screen I am talking about in this post): There are a few that I can't figure out: Show Vessel Labels - I don't know what labels this should turn off when disabled. I can only think of the labels shown in map view when hovering the mouse over a ship, but those appear no matter the state of this option. What labels does this option control? Show Wrong Vessel Type on Launch Confirmation - I never have seen a message asking me to confirm to launch a wrong vessel. How would the game decide if a vessel is the wrong vessel I am launching? In what situations would I get such message.