Jump to content

ExtremeSquared

Members
  • Posts

    311
  • Joined

  • Last visited

Posts posted by ExtremeSquared

  1. 17 minutes ago, tater said:

    You still need to know what DST is, else UTC doesn't help, you would be off by an hour if you convert to ST vs DT (we should stop with the DST crap).

    That's the rub, I guess. I can't be bothered to keep track of this. I have definitely woken people up with 7am phone calls before because I knew they'd be up by 8am and they live in a place with spuriously changing timezones.

  2. Consider that aerobraking can give you 5-10g of deceleration. RCS would need a pretty large fraction of that to compete if the craft is aerodynamically unstable, and RCS TWR is usually an order of magnitude or two less than 1.0. Give it a big 'ol airplane tail instead. Detach the tail once it's safe to open drogue parachutes.

  3. 14 minutes ago, kspnerd122 said:

    so we should copy my entire game as i still want a game with updates rather than ending updates(as in, i want to get updates on my main file but on my modded save i do not want them because i still want the modern version of ksp that recives updates as normal.

    This is absolutely the normal way to do things. This used to be common knowledge among people who use mods. Modded KSP really should always be played out of an isolated folder for minimum drama.


    Let's not forget that it's a good thing that less computer literate people and younger people are playing and modding -- KSP should be accessible for everyone -- and the issues arising from this will always congregate in the Kopernicus thread.

  4. 21 hours ago, steve_v said:

    ..for the record I've met more than one "tech journalist" who didn't really know much of anything beyond the marketing hype he'd sucked up. Not saying it was you, not at all.. but I kinda have to put it out there.

    Not to go off on a tangent, but there's a VTC/VoIP article on the BBC News front page today that was so flagrantly wrong I un-bookmarked BBC News.

  5. I like the slower Kopernicus release cadence. It seems like a great way to maximize the quality to effort ratio given a finite number of coding hours regardless of the number of contributors. Other mods update unreasonably often.

    And I can see being antsy in the pre-1.2 stage of KSP development, where the core game went from a crippled wreck to a slightly less crippled wreck every update. But now KSP is a mostly-working product sort of coasting through late development. You don't miss out on much at all being a couple KSP releases behind.

  6. Complex transfers with gravity assists. The game's course plotting is flat-out wrong so much of the time and floating point errors eat up enough delta V in complex transfer schemes that a 10% delta V allowance sometimes ends in mission failure. It's  not worth the "cool factor". I've done a few, and now I just brute-force all transfers with a 20% allowance minimum.

    Edit: And by the way, the trick to transfer to small bodies in very different planes like Moho or Dres is to transfer at ascending/descending node so that the nodes and ap/pe overlap. Then set up a burn at the orbit intercept point to achieve intercept on a second orbit. Optionally correct the planes at the ap. This allows near optimum transfer deltaV to Moho every time with basically no planning. If you really want to save more deltaV to Moho, combine the launch/transfer, and launch directly NE or SE just before Kerbin noon. This way you eat up plane change with the launch stages of your craft and get an Oberth effect boost by starting the transfer burn in atmosphere.

  7. 4 minutes ago, Flavio hc16 said:

    this, i hope the engine didn't hit the barge, because it looked like it

    I think the legs have crush cores and hard stops. If the hard stops are hit, I'd assume booster structure damage would occur before engine contact. Anyone have some schematics?

  8. Been trying to track down the problem where contract deadlines are smaller than Hohmann transfer times and failing completely. This is the nature of the contract system. I suspect transient sets of conditions happen in the randomized contract generation -- maybe hasty plus conglomerate modifiers -- which cause this issue. So it causes an unexpected problem a couple times in-game and then when actively seeking the issue, it becomes impossible to track down again.

    My vote is that best fix for this is just "be careful when accepting OPM contracts". Changing the base modifiers to increase contract deadline time would make it too easy the rest of the time. And near-impossible contracts popping up is nothing new to KSP.

  9. 6 hours ago, Bej Kerman said:

    While you're at it, can you add an extra warp level for longer transfers?

    Might be better left in mods. The behaviour where fast warp blows through planets and SOI changes is likely not appreciated in stock play. Might be ok with more intelligent de-warping code, but that's still a bit unpredictable.

×
×
  • Create New...