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Zeroignite

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Everything posted by Zeroignite

  1. Core samples from a C-class potato, the first I wrangled into orbit: Installed Near Future, snagged a passing A-class. Turns out these magnetoplasmic engines are not bad at 'roid hauling --- your mass ratio is gonna suck no matter what you do, so take advantage of great Isp and accept long burns interrupted by empty batteries. And then figured that some of the parts would be ideal for a sundive. Lemme tell you, the pulsed inductive thrusters from that pack not only look good, they sound absolutely fantastic. I probably should have packed some more solar panels though.
  2. Six-axis action groups is rather a lot to setup. Engines as RCS... very overkill, very Kerbal, probably useful for moving those heaver asteroids around.
  3. I'm interested, but put my vote in for a new instrument, and atmospheres so thin they don't affect the spacecraft at all.
  4. Don't copy the folders/directories you don't want changed. At this point I'm running a massive hybridization between this, other mods, and stuff I rolled myself.
  5. My solution: With all those displays, I can actually have access to more info than by using HUD overlays.
  6. What is the core design behind Kraken Drives anyway? How do you produce phantom forces reliably?
  7. Used to use MJ heavily for smartASS, ascent, landing, info, orbit manipulation, burning nodes, and fine-tuning approaches/rendezvous. Never used it for docking. Nowadays with RPM (which admittedly uses MJ for a lot of the info backend), I find I can hold and burn a maneuver more precisely by hand. Precisenode transfers are a bit fiddly, but between that and the Alexmoon calculator I do ok. Ascent autopilot is still super-convenient, especially with FAR where you need to avoid any sharp control inputs or suffer rapid unplanned disassembly. A bit ago I found that unless you want meter-accurate landings, flying them manually spends a lot less delta-V, and now that I have FAR I can't use it for atmo'd worlds. I do miss the aerobrake predictor.
  8. So some of my longer, bendier rockets are tricky to keep prograde, and having to microcontrol every launch gets tedious after a while... Is using MJ ascent autopilot, set to start turn 100m off the pad, shape parameter ~45 pretty reasonable, assuming the rocket has a good thrust profile? Seems important to get the turn going pretty soon before you have vertical speed to try and overcome, and lessened drag for pointy-on-top rockets makes a shallower ascent work fine. So far I'm spending ~3.1-3.3km/s to get into orbit --- reasonable?
  9. Is the Warehouse module designed for compatability with Extraplanetary Launchpads? Now that I'm running FAR, lifting wide/oddshaped payloads is a no-go and I want a reason to have large beautiful stations
  10. I think any of the instruments that don't physically collect a sample should transmit at 100% --- i.e. crew/eva reports, the thermometer, barometer, Seismic Scanner, Gavmax, and possibly Atmosphere Analysis. I do think the data sizes need balancing... imo seismic and gravity scan should be pretty expensive, since those would have large data sets, wheras thermometer and barometer should be only a couple mits since it's literally a small scalar number. The atmospheric probe is an odd case... 200 mits of data generated makes sense, but there's currently no way to downthrottle antennas and I don't want to cover a plane with enough batteries to do that large a transmission.
  11. Does SundayPunch count as unfashionable? That was removed due to the stock game catching up and the mod going end-of-life Hooligan Labs Airships I keep waffling on; it comes in and out of my games. On the one hand airships are neat, on the other they are all kinds of fiddly to design properly and aren't exactly fast or easy to lift sensibly. Protractor I now find a bit superfluous due to the AlexMoon transfer calculator, so it's been relic'd. Paintable Rockets was awesome but I spent more time fiddling with color schemes in the VAB than actually designing or flying anything. Chatterer I removed after realizing I set it to off most of the time, and after having sudden SSTV transmissions make me jump.
  12. I've hung a (Bobcat Colonization) base from a Mun Arch (Step 0: Construct Extraplanetary Launchpads infrastructure on Mun) 1: Shuttle a colonyload of kerbals to the EL fab site 2: Build base, load up 3: Sub-orbital hop as close to the arch as possible 4: Lots of fiddly hovering across the surface getting closer to the arch 5: EVA a kerbal, attach a KAS anchor, jetpack up to the apex underside of the arch 6: Winch the base up very, very carefully. ------------ I kind of want to build a base hanging over a Mohole.
  13. Ok, dynamic pressure disassembly is awesome. I'm re-learning how to build planes for FAR (I think I like it!), got a good one operational, and cruised over to the Pyramid complex. ...and ripped the wings off about 2km away, flying too fast and being non-gentle on the controls. I throttled up, flew the plane in "cylinder with tailfins" mode semi-successfully, but had to eject Jeb to clear the ridge west of the complex. EDIT: how do Procedural Wings play with the current version of FAR, KSP, and VesselViewer?
  14. I seem to play a few hundred hours, then take a three-version-break, then come back That seems to be enough change (both in the game itself and the mod environment) to keep things fresh for me.
  15. That is a really great post, and I totally agree. This is something I learned firsthand when making maps for KSP back in v0.18. The rainbow-shaded maps are some of the hardest to read. On the other hand, selecting a color scheme, using non-linear ranges, and especially adding topo lines and hillshading helps tons.
  16. What would be best is if you could configure the minimum and maximum values the color-coding would scale to. For example, say you want to get a detailed a picture of some midlands as possible... set "sea level" to 1000m and peak to 2000m, so the entire color is compressed into that range. Small-elevation-change features become much more visible.
  17. I went out to solar orbit, grabbed my first-ever asteroid (a C-class), and hauled it into a currently fairly elliptical but equatorial orbit. Holy crap those things are heavy and obnoxious, especially to turn. The asteroid "Abigor" went through several atmo passes to get a sub-Munar apoapsis... wish I could find a calculator for FAR aerobraking. Things were probably made a bit more complicated due to me forgetting to pack the monopropellant and RCS...
  18. So how do people do super-heavy ships with FAR active? At some point you gotta start building horizontal...
  19. Y'know the one thing that would make this perfect? RasterPropMonitor support! Right now, running Science is basically the only thing that makes me need to bring the game UI up. It would be so great to be able to get science alerts and run experiments directly from within IVA.
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