Goody1981

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About Goody1981

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    Bottle Rocketeer
  1. Pics look amazing! Nice work.. I currently play with Stock Visual Enhancements (which I believe is EVE and Scatterer bundled together), plus a different skybox implemented through Texture Replacer. I'm guessing these are similar things to what your mod does, and it's a sort of "one or the other" type deal?
  2. Can't give enough love for this mod - it makes the stock engines look soooo much better! Other mods for improved visuals - Planetshine, and Distant Object Enhancer.
  3. Thanks! (And great pic )
  4. Thanks for the reply but I think you missed my point somewhat. Orbital velocity is dependent on altitude, the lower you are the faster you need to go. I was never saying 174 m/s was orbital velocity at ground level... but it IS an orbital velocity somewhere very high (13,000 km I'm told) That makes a lot of sense - thanks! And similar (I now realise) to what @Red Iron Crown was saying about getting rid of my Cartesian plane thinking haha... hard to ditch those high school physics lessons! Thanks all for the replies ...think I get it now
  5. Ahh I think I get what you're saying - being in orbit is about the energy you have. In my example you have 174 m/s purely horizontal only at your Ap. To be in a (circular) orbit you need that horizontal velocity at all parts of your orbit, which takes more energy.. is that getting close? Thanks to the other replies too, but I can't see how you can lose that horizontal velocity? Only one force once you are coasting - gravity pulling you straight down. Which only affects vertical velocity. What force changes your horizontal velocity?
  6. Thanks @Rocketthrust @Red Iron Crown for replying.. Had a feeling that it would be out of the SOI, so ok, we can't do this in the game. But say we could get to that altitude.. why wouldn't we still have that horizontal velocity? Isn't one of the most fundamental parts of projectile motion (and as soon as we are coasting, we're a projectile) that horizontal velocity and vertical velocity are separate, and there is no acceleration in the horizontal plane, therefore nothing to change our speed? I've played thousands of hours in the game, so I know intuitively that the periapsis should be below the surface without a prograde burn at Ap to bring it up, but I still can't see the answer to my question of if orbital velocity is 174m/s horizontally, and we're going 174 m/s horizontally, why aren't we in orbit?
  7. I haven't checked any of this out in the game because I just thought about it, and not at home. In my head, what I'm about to suggest shouldn't work (and I'm sure it doesn't) but I don't know why! Kerbin's rotational velocity is 174 m/s, and we all know the reason we launch East is because we already have that horizontal velocity, so why not use it. So even if you launch straight up, with no gravity turn at all, you still have that 174 m/s horizontal velocity. Now, presumably there is some (very high) altitude where the required orbital velocity is 174 m/s. So, if you launched straight up, set apoapsis at that specific altitude, and coasted all the way up to it - when you reached the very peak of your trajectory, your vertical velocity would be zero, and your horizontal velocity would be 174 m/s. And if you have a horizontal velocity of 174 m/s, and the required orbital velocity at that altitude is 174 m/s... then why wouldn't you be in orbit?!
  8. Have you tried object thrower in the alt-F12 menu? Leave the menu open, change "unarmed" to "armed", then middle-mouse your way to cleaner lines on your ship (maybe practice first haha)
  9. Just to elaborate on (and reiterate) what sebi.zzr said above (in case you didn't do this too)...disabling the torque in the command module (and reaction wheels if you have any) should stop any pitching forward. It does this because it doesn't know it's not a plane/rocket, and 'W' usually means 'pitch forward'. I believe you can also get rid of this problem by driving in docking mode (is docking mode still a thing?)
  10. Love this.. Thanks!
  11. Ah ok... thanks heaps for taking the time to reply
  12. Let me preface this post with "I know absolutely nothing about the inner workings of the device that allows me to play KSP". As far as I'm concerned, it works through magic. So if what I'm about to write is mind-numbingly bone-headed and has absolutely nothing to do with anyone's KSP crashing... forgiveness please. I go through periods of intense play, then a month off, repeat until computer outdated, upgrade computer, etc. I was playing the current version a month or so ago, getting some crashing quite often (no doubt due to mods - I play with a lot... I think stock is beautifully stable) so I took a break. For absolutely no reason other than I know nothing about computers, I uninstalled KSP, reinstalled it (same version), and freshly downloaded and reinstalled all my normal mods, plus a few more new ones to try... (ps anyone seen Recoupler?!). Because I'm an idiot I think that once the installed version of KSP has crashed it's now "unclean". However, this time I did something different. Normally with the mods, I do the typical thing where you copy the required folders/files into GameData - whatever the particular mod has, I put in. BUT, as quite a few of my mods require Module Manager, this would sometimes result in 2 or 3 different versions of MM in my GameData folder. My reasoning/understanding was that there was a specific version of MM required for each mod, so they all need to be there (I think this happened when different mods had different versions of MM bundled with them). This would result in a glitch on the loading screen, when MM is loading all the patches, it would say "3403 patches loaded" (or however it's written) and then there would be the same writing over the top of that. I'm guessing one of the other MM versions loading ...other assets? The same assets? Dunno. Anyway, this time I just put the latest version of MM and didn't copy over any older ones (ie ones with lower numbers... this took a lot of strength on my part, to deviate from the instructions of the mod makers). But now my KSP has no crashes at all (again, all the same mods as before plus extras), and I don't get that weird "writing on top of writing" in the loading screen. Just wanted to put it out there in case anyone else does the same thing and maybe it's a fix? (Until I find out that I absolutely needed all those MM versions and everything gets stuffed :p)
  13. Shut up and take my money!
  14. Fantastic ...thanks so much for the quick reply