FancyMouse

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About FancyMouse

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    Junior Rocket Scientist
  1. Just tried (in 1.3). Drag value (in aero action menu) shows there's absolutely no drag change upon opening/closing intakes. Now I can probably get rid of the habit of adding closing intake to action group.
  2. Picture? Right click both docking ports and none of them give you Undock button? Or is it there's no effect when clicking Undock? Is there Autostrut running through this pair of docking ports?
  3. emmm - bring a parachute? Or you already have it and it's still not enough time (I'm not familiar with OPM planet characteristics)?
  4. Well, you don't need to stay in your (Ap=Kerbin, Pe=1Gm) orbit until you enter Kerbin SoI - after visiting your LSO, you could burn to an appropriate orbit at apoapsis (i.e. keep your orbit tangent to Kerbin's orbit), so that the next time or maybe the second next time when you orbit back, it meets Kerbin. So the whole trip is like almost exactly 2 or 3 years because you would be returning to almost exactly where you start. The other way to think about it is just another LKO rescue mission at a grand scale.
  5. Sun is renamed in the same way, which I noticed before Mun.
  6. Yes. Just press F2. Most mods even respect F2, so you don't even need to uninstall those mods just for the purpose of F2.
  7. I just observed that under time warp (most obviously at 50x), Sun position is not updated frequent enough so that it jumps to its next position every second or so. On my machine it is reproducible in stock KSP with fresh settings.cfg by just launching anything from KSC, don't do anything but 50x warp, and just watch the sky (or watch your shadow). I've not noticed this behavior in 1.2.2, only since 1.3. I understand it could be some optimization, but it really annoys me - enjoying the scene of the sky at time warp is something that I enjoy from this game... Do people also see this behavior? If yes, is there any hidden config setting or even something involving a quick c# coding that could fix it? Thanks.
  8. Even better, you don't need to reroot before saving - all you need to do is to build rockets/modules/whatever normally, then after clicking "merge", you can reroot the incoming inactive ship before attaching it to the main ship. I've never touched subassembly feature once I discovered rerooting inactive ship is possible.
  9. I don't know why nobody is mentioning argument of periapsis - from my experience, this is the key to matching a target orbit around another body (especially polar orbit). It starts from this - tweak the mid-course correction so that the argument of periapsis lies on the target orbit plane. Visually, it will be the periapsis marker of the maneuver lies on the same plane with the target orbit. Remember, you're not trying to match inclination at this step - you're trying to match argument of periapsis. So if it ended up with a highly inclined capture trajectory, it's fine. Because it's mid-course correction, delta V spent is minimal. Second maneuver, you would capture into an elliptic orbit (this delta V is unavoidable), then third maneuver correct the inclination at apoapsis (this delta V is minimal because we're at apoapsis of elliptic orbit), then you'll be in the same plane as the target orbit, and then it's routine Hohmann transfer or any transfer you'd like to do. It sounds very efficient to me, since the big boys are the capture burn and the same-plane transfer, which is not avoidable anyway.
  10. Is it by design that the integrated CP generator of IXSMainHull doesn't get changed? Looks like the one in QuantumSingularity reactor got changed but not IXSMainHull. I would assume it's a simple bug :-) And, I'm not seeing the most recent changes in github (since 1.14.4). Is it just because you're not pulling changes in real time? If so, I'm totally fine - I just want to make sure I'm not looking at the wrong repo.
  11. You probably misunderstood. "Land and taxi" means you land anywhere nearby, and then you stay on ground, "drive" on your landing gears to your destinations. Of course you would need a small amount of jet engine power to keep yourself going forward instead of using electricity for rover wheels. It doesn't require anything special - just a normal plane can do the job.
  12. Then you're only relying on your full deployment. This is exactly why you're seeing excessive speed problem - because you didn't semi deploy at all. The point of semi deployment is exactly to avoid being too fast at low altitude.
  13. How does that work? 0.37 (I assume you're not off by a decimal point, since you can't set 0.037 to chutes) is greater than Duna ASL pressure (~0.067), which means your chute is never going to have semideployment stage - it goes right into full deployment when it hits radio altimeter value. 0.37 looks like a value that I would use on Kerbin, but absolutely not on Duna. How is it useful?
  14. It's actually changed quite a while ago - back in 1.2.1 The thing is, this key binding stays in your settings.cfg. So if you copied your old 1.2 settings.cfg to 1.2.1 or something like that, then you'll still have backspace as the key. And then if you start fresh new in 1.3, you'll get the surprise. I get the surprise when I copied over my settings.cfg to my 1.2.1/1.2.2, and then people talked about the backquote and I was confused why I'm still in backspace. Poking around settings.cfg gave me the answer.
  15. Haven't been to Duna for a while but what I remember: 1. Chute min pressure in VAB isn't enough - min for chute/drogue is 0.04/0.02, but you can set them to 0.01 in flight. From what I remember, VAB default min isn't enough. To be on the safe side, if I'm just targeting a landing without location requirement, I just slide pressure to min and altitude to max. If I need a precise landing (like landing something near my base), then these settings are my in-flight controls. 2. Without engine, it's more likely to hit the ground at a higher speed. Duna isn't that flat, and if, say, you hit a slope at 10+ or even 20m/s - you'll get in a small trouble. One possible solution is to use retracted airbrakes as "bumpers" that are designed to pop upon touchdown, to get rid of extra mass as well as soften the landing.