# ruairiau

Members

27

## Community Reputation

13 Good

• Rank
Bottle Rocketeer
1. ## History and Parts Pack and the Free Update for KSP Enhanced Edition get a new release date!

Is there any chance Squad and Blitworks could expedite the 1.6 DeltaV tools? The game is not really playable to any great depth without this.
2. ## Eyeballing DeltaV and TWR

Thanks for the correction. I used to play the PC version some time ago and blindly trusted mods to calculate the TWR and deltaV; so this exercise has certainly made me understand the maths a little more. I tried building some ships last night using this 'eyeball maths' and found the TWR was easy to calculate but deltaV gets complicated real fast by staging and fuel lines.
3. ## Eyeballing DeltaV and TWR

Being a console player, I don't have access to DeltaV or TWR stats which makes it difficult to build ships without using external tools. What I'm trying to do is come up with some rough approximations that I can do to get places. The idea is 'eyeball maths'; being able to quickly look at a ship stage and roughly know if it's up to the job. For any newer players, here's a really basic and overly simplified explanation of the terms (but it's enough to be dangerous). TWR - Thrust to weight ratio; it's how fast you're gonna accelerate off the launchpad. 1 or less and you're not flying. About 1.5 is 'good'. Anymore and you're wasting fuel and probably gonna blow up. DeltaV - Think of it like the fuel needed to get to places. Use a DeltaV map to see how much DeltaV is required to get somewhere (and hopefully back!) ***If you think my maths is wrong or your have an easier way to eyeball, please comment below. TWR = Multiply the total mass by 10 (for gravity) then divide by the sum of the Kn of the engines. e.g. Mass:14t Engine: (1 * LV-T45 "Swivel") 167Kn 167/140 = About 1.2 - Woot, it flies! DeltaV = Multiply Isp * 10. Then multiply by ratio of fuel divided by roughly 3 (Natural Log) DeltaV = (Isp*10) * ((ratio)/3) Ratio of fuel = Total mass of stage divided by total mass of stage with empty fuel tanks. Isp = look at the engine Isp and multiply by gravity (10). So, if a rocket is 20t, and 10t without fuel, then the fuel ratio is 2. Then divide this by 3 (natural log) = 0.66. Then multiply this by the Isp of the LV-T45 "Swivel" (350 *10) 3500. 3500*0.66 is roughly 2300m/s.
4. ## Time warp bug possibly fixed?

Yeah totally fixed for me. Not had one crash and I was plagued with this bug. The one good thing to come of it is that I'm now more regimented when it comes to saving. I used to just quicksave at random or before trying something stupid. Now I have a system for saving; I name each savefile accordingly with one letter or number - I use one letter or number because it's really fast to do. So when I'm on a mission, I create these quicksaves... s = (start) on the launch pad - handy if a mission is a complete failure, e.g. I forget solar panels or some mission critical thing. I can just reload and recover. o = (Orbit) self explanitory a = (aligned) Orbit aligned to target t = (transfer) After I've completed a transfer burn. Handy if I timewarp and forget to deploy solar or comms. i =(intercept) When I intercept a planet, moon or target. d= (docking) When I'm about 100m from docking with a target l = (landing) When I'm about to do a landing retro burn t = (touchdown) 1,2,3... = I use numbers when I complete an objective. 1 for the first, 2 for the second etc. Obviously I don't use all for every mission. But I found it really handy to get into rhythm of doing this and this god awful bug drilled it into me.
5. ## PS4: Ships keeps spinning out of control, how to disable pink markers?

Not sure what you mean. If you want to see all the controls, it's in the game. There's a little icon with a joystick (next to the contracts icon, the fuel icon etc.) at the side of the screen. It lists all the controls.
6. ## PS4: Ships keeps spinning out of control, how to disable pink markers?

On Xbox you hold RB then press the axis to change translation; so for forward/back that would be RB + LT (forward). Or change to docking mode, an make sure you're in LIN mode (it's A on Xbox to toggle LIN/ROT), then use LT/RT for forward/back. I'm sure the controls are very similar for PS4.
7. ## KSP Enhanced Edition 1st Patch is live!

I'm not getting the time warp bug; it's gone. I also have Advanced Tweakables enabled. I've honestly not come across any game breaking bugs yet. The only 2 issues I've found are: 1) Some dips in framerate when setting maneuvers. 2) Occasionally the Warp increase button will not work (RB) until you press LB first. This seems to happen when the warp loses focus, then you return. Great work guys!!
8. ## KSP Enhanced Edition 1st Patch is live!

Things are looking good. I've not had the timewarp big yet. Usually 1 day of warping would stop you from being able to save, change ship or return to base.
9. ## Should I buy KSP Enhanced Edition?

The game is certainly playable on console. It does have a game breaking bug where you cannot save if you warp for too long in game time - so avoid the high speed warp and quicksave often. I've not experienced any other major issues and I wouldn't say to wait.
10. ## Should I buy KSP Enhanced Edition?

I wonder if they'll bring that control scheme to PC. And yeah, I agree. Oddly for such a complicated game, controlling via the controller is easier than keyboard and mouse for some (if not most) tasks. I feel that statement could cause a war.