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Found 8 results

  1. Hello everyone, i don't like squads idea of batteries. The parts in the game called "batteries" actually behave like capacitors: unlimited re-/charge rates, and low EC storage capacity. My idea of a new mod: increase the available EC-storage per mass, and to keep the balance: a) limit the "fuel" flow rate (if that is possible) or b) convert EC to another type of "fuel" and thus enable some sort of re-/charge rate. I present: Real Battery Imgur album: http://imgur.com/gallery/mb01Z With this mod you get a realistic battery behavior: Charge and discharge rates are limited (dependent on battery tech ie. Lead_Acid or Li_Ion...) and is displayed in the right click menu Charge rate degrades, if the battery comes close to full charge or becomes too hot/cold (see wiki for detailed behaviour) EC range of operation is configurable in RealBattery_mm.cfg file; What this means: Discharge RealBattery until EC is at xx% level, and recharge until EC reaches yy% level. defaults are 10% and 90%. Much higher EC per mass ratio than stock "batteries" Stock batteries are currently cloned and enhanced with the new behavior RealBattery uses Stored Charge (1SC = 3600EC) Fits perfectly in the realism suite of RO, RSS or RP-0. DOWNLOAD https://github.com/blackliner/RealBattery/releases and CKAN SOURCE https://github.com/blackliner/RealBattery WIKI https://github.com/blackliner/RealBattery/wiki Required Addons: Community resource pack (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/83007-12-community-resource-pack-060-new-resources/ Module Manager (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/50533-12-module-manager-273-november-4th-better-late-than-never/ Todo: Balancing (done some with v1.1.5) Single use batteries (currently lead acid) DONE with v1.1.4 a nice model(currently using stock battery models) charging behavior dependend on soc DONE with v1.1.0 different classes of battery DONE: Li ION with 1.1.2 1.2 upgrade system (lead acid -> li ion -> future...) stock heat system (fast initial discharge, slowdown when getting too hot/cold) DONE with v1.1.1 load balancing algorithm DONE with v1.1.3 License: MIT
  2. Hey all, I am still fairly new to Kerbal Space Program (about 90 hours) and I have recently established a space station. I have several designs for disposable launch platforms, all of which successfully get Kerbals to and from my space station. The thing is, I want to use at least a partially reusable launch system. My mind immediately jumped to NASA's late great Space Shuttle, which, as I'm certain you all know, was capable of carrying cargo to and from the ISS, as well as being able to put satellites in LEO. I have begun developing my own space shuttle, but it has numerous problems (flipping over, short range, etc.). Even with the help of Kerbal Engineer, I simply can't get it right. What I was wondering is whether or not anyone had a functioning design for a space shuttle that is capable at the very least of taking kerbalnauts (I'm guessing that's what their called) to and from LKO. Thanks!
  3. KSP Career mode, from start to first orbit. Full album at https://imgur.com/gallery/0zCVG
  4. Im not sure what to do next in career mode... I've researched Basic Rocketry, Engineering 101, Survivability and Stability and have a Science Jr and a Goo Containment Unit. Im trying to get into orbit with a ship made up of just fuel tanks and a couple of stages and of course engines but not having any luck. All I'm getting is sub-orbital missions... To try and get more thrust Im hitting the limits in parts and weight of the launchpad. Where do I go from here to get more Science?
  5. After taking a break from KSP I recently returned and decided to replay the Science Mode to get the hang of the stuff I'd forgotten plus the new additions. When I first played through the Science Mode, (IMO the best way to become familiar with KSP) it seemed to make sense to head to the Mun first and then onto Minmus. It's closer so must be easier, right? This time round and with the benefit of hindsight, I reversed that order. Getting to Minmus is only a little more complex (as you need to tilt your orbit to match that of Minmus) but you can make huge fuel savings during landings, especially if you are a cautious beginner. There are also plenty of mirror flat areas to practice your landings on. The lower Minmus gravity makes landing a slower and less intense experience whilst you're learning the ropes. Low escape velocity and orbital speed means you don't need that much fuel to get your crew (along with all those lovely Science Points) back home. You can build a useable Minmus Mission vechile without having to unlock too many science nodes on the tech tree and really get the hang of the game before heading to the less forgiving Mun. So, if you are new to KSP dont just assume that your first off world adventures have to take place on the Mun. Happy Landings.....
  6. So I'm new...ish... I was hanging out with a friend who has the game but never played it and figured I'd try it out. Next thing I know I've purchased the game and more or less dumped every free second of my life into it. I've been playing for about two months now and feel I've got a fairly solid grasp on the mechanics of the game. I'm a decent pilot and most of my designs function the second or third attempt. I've gotten quite a few mods and cherry picked the ones that ireally like that don't completely wreck my pc (CHAKA is one of my favorites but my game randomly crashes every ten minutes or so with it installed, no idea why). What I really need is help with the rocket science. My simple ships fly flawlessly and preform everything they're meant to, but I'm obviously not going to land on Eeloo with what I've had so far. Even still I can get them to the Mun but can never make it all the way back. Whatever free time hasn't been devoted to ksp has been watching Scott Manley videos or studying delta v in relation to kerbal and I still can't seem to grasp it.
  7. I'm in the process of creating a new set of beginner guides for version 1.1. The latest episode is here and the playlist here https://www.youtube.com/playlist?list=PLY4XNTtbpFqinD1Mjxyl43Ymlf0Du_Awn Thanks again (and again and again) to Squad for a great educational game. Always so much to learn. I truly do believe that many great engineers and future NASA/SpaceX employees will be employing people that started off loving this game. Would love everyone's feedback on the channel. Please do subscribe if you like (as I'd love to keep creating this content).
  8. Hi all, As my other thread evolved into what this thread was always meant to be (eventually), I figured I'd just jump right in and make my Mod Development thread. I will have a lot of questions as I am still getting my head around how c# and the api works. I have created a Git repository for the Mod as it currently is (or rather isn't, nothing quite works yet), but it will make things easier than me pasting code all the time The readme has some basic information about the mod and what I'm looking to achieve, the readme itself is still a work in progress so may have some bits missing. https://github.com/TheMightySpud/TMS_Orbital_Mechanics This is just the introductory post, I'll be adding more and having breakdowns/tantrums in other posts further down the line when things go horribly wrong So, on with the show as they say. TheMightySpud