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Zeroignite

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Everything posted by Zeroignite

  1. Today I Learned that the KAS grappel doesn't stick to potato. Then, I forgot to pack parachutes, had to bail out and do a hard RCS burn, and left Jeb on solo EVA around Kerbin. it's been so long since I made that mistake...
  2. Finally figured out my too-bright-IVAs issue: it was external light sneaking in -- from the MJ AR202 case. Turns out, somehow, it's a light source. Still was even after I deleted the emissive map. Switching to the touchsceen MJ case solved my woes.
  3. That was wonderful, +rep Both helpful and hilarious. Your video, or someone else's?Also, good to know that they sink.
  4. ...this is a mod I have been very much waiting for. Downloading hard.
  5. I'd like to start a rock garden around KSC. Right now, I have one A-class and one C-class 'roid in orbit around Kerbin. I'm pretty confident in my skills shunting them around on-orbit, but don't have a good handle on how they behave in-atmo, or on the ground. Before I installed FAR I'd have used the MechJeb aerobrake predictor, but in MJ build 217 it doesn't seem to have any notion of how FAR drag works (aerobrake node shows no speed change). Is there a good way to predict precision landings with FAR? Do dense, roundish asteroids have significantly different drag characteristics than blunt-body reentry capsules? I have RealChutes installed, and figure that using large chutes with very slow deploy give me the best odds of a reasonable touchdown speed. Or should I plan on packing massive TWR and doing a powered soft landing? How impossible are asteroids to move once on the ground? Has anyone tried using KAS + rocket/skycrane to drag them about? Finally, this might seem like a ridiculous question, but this is KSP and asteroids are just a special kind of part... do 'roids float in water?
  6. oooh. I'd ask you to recompile, but the license is CC-BY-ND...
  7. In the config file, is it possible for me to entirely disable mach cone effects? It's neat, but popping in and out of the cone as I move the camera can get distracting. Also, is anyone else experiencing a bug where they hear a loud pop noise when flipping to map view?
  8. I was getting tempted to post this myself actually... Hrm, actually, shouldn't be too hard to write a ModuleManager config for it... "if part uses or holds RCS and doesn't have crew capacity, set category to command"
  9. Do spaceplanes suck in terms of design effort and ease of flight for payload lifted to LKO? Yeah. I'd not use them for anything more than light cargo and crew transfer personally. But yes, building one that works just feels neat. Also, it doesn't take nearly as much mass as some people think... I don't think I've actually built a SSTO plane over 10 tons.
  10. You can install KSP into an arbitrary location. If you don't want to move the whole install, stick your save folder wherever you want and symlink it from the main KSP directory.
  11. I second Moho being the hardest body to get to. Once you stick it, it'll feel like an accomplishment. Oh, and a heads-up: its SoI is tiny, so you better be fairly quick on that capture burn. I recommend setting an intercept periapsis as low as possible... I've done 5km before. Which is, by the way, right properly terrifying.
  12. Ahh, tailstrikes. Even some of the best planes are still vulnerable... - - - Updated - - - Ahh, tailstrikes. Even some of the best planes are still vulnerable... EDIT: and, to be fair, the real-world pros do it sometimes too
  13. The Stock Parts Rebalance mod does something to make the the ruggedized solar panels useful: the ones without the case can't be retraced. So, if you're doing anything other than orbital ops, use the shielded ones.
  14. How about RPM integration? I'm starting an "IVA ALL THE THINGS" playstyle lately
  15. Oooh. Hm, would it be possible to use something like the "control from here" for the vectored axis of the engines, so an off-center craft goes the direction you point it on the navball?
  16. I'm definitely interested in this... guilty here of warping to stop rotation of huge ships/asteroids. I'm a little worried about the claimed increases in rot speed after coming out of warp. Hrmm... as far as orbital planet-facing, how about telling Mechjeb to hold a particular SURF orientation to establish the initial spin, then engaging warp? I would love love love to have cupolas always pointing down to Kerbin.
  17. I stage to leave LKO pretty clean. There's some stuff in long elliptical orbits from transfer burns. ...of course that means if it hits a station, the relative velocity will be extra-big.
  18. In my experience, you only really need docking for building space stations, or if you're doing refuel shennanigans. It's entirely possible to go to the whole system (and sometimes back) with one launch.
  19. ...yes yes yes yes yes. How do they look from orbit?
  20. I used to just timewarp until I got a window to my destination open... now I use Kerbal Alarm Clock and it's changed my game. Multitasking! Currently in the queue is a a transfer to Moho, retrograde burning my underpowered electric sundriver, approach tuning for Jool and Duna, and waiting ages for the first Eve window. That latter one comes by so infrequently... tempted to look into non-hohmann transfer orbits. In the meantime, I'll probably work on circularizing the orbit of my C-class asteroid "Abigor", and maybe go grab some more Mun science or toss up the start of a space station. Also, a fun thing about not warping for years is trying to pack as much much Mission Value into one launch window as possible. Last save I coordinated a colony flotilla to Duna. My current craft en-route to Jool will break into five different sub-vessels, to gather science from the primary and as many moons as I can manage. This was launched right after I installed FAR, so getting that much payload into a reasonably-sized fairing was a neat challenge.
  21. Ice cap is ideal for land speed records. Proper salt flats would be a neat thing to have on Kerbin, but don't currently exist.
  22. For those impatient with parachutes: check out the RealChutes mod. Brew up a nice config, and you'll be on the ground both quickly and with low g-loading.
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