Jump to content

FullMetalMachinist

Members
  • Posts

    817
  • Joined

  • Last visited

Everything posted by FullMetalMachinist

  1. What you're asking about is a little over my head, but I know there is a sharp increase in drag as you transition from about mach 0.8 to 1.2. You can try searching for "transonic drag" or something similar for more specific information. This is what I found after a couple minutes.
  2. I've been taking an extended break from the forums and the game. This update looks to be the one to bring me back. I just have to say thank you to Squad for being one of the best developers out there, and for continuing to give us FREE STUFF!
  3. That's just it, though. By being forced into arbitration, you no longer have that choice available to you. You could never be part of a class action lawsuit, even if you decided there was merit to it and wanted to.
  4. @Snark the issue is that the OP wants science from space near the sun.
  5. Are you certain about that? It seems to me that the only way to do that would be for the game to calculate how much dV a craft has (which to my knowledge it doesn't do) and then offer an orbit change whose cost is within that number.
  6. When you look to see if that requirement is being "checked", where are you looking? If you're opening the contract window in the VAB while building your craft, it doesn't check off there ever. You have to launch to the pad and look at the contract window there.
  7. I'm not worried. I also wasn't aware that you represent me. I can recall no such promise, and I've been playing since 2012. Link?
  8. Well, since he said "kerbal franchise" I took it to mean "any news on KSP 2, or Kerbal Kart Racing, or any other K-named game?" Squad won't necessarily be involved in those. But I agree, we're unlikely to get an answer. This thread is an exercise in futility. In fact, I'm not quite sure why I'm still here...
  9. To be fair, he's asking for one from Take Two, not Squad. Now, I'm under no illusions that they'll give one any more than Squad would. But you know, just being clear and all.
  10. @capt: scarlet there is a way to do a 'poor man's' docking camera in stock. First make sure that you have advanced tweakables turned on in the settings. Then right click the docking port on your ship that you want to use for docking at select 'control from here'. Then press 'v' to cycle through the camera modes until you get to 'locked'. Then right click on the docking port again and select 'aim camera'. Then rotate the camera view around until it's at the back of your ship looking toward the front. Then zoom all the way in. The camera view will clip through the ship and you'll be left with the outline of the docking port around the edges of your screen, and will have a usable docking camera viewpoint.
  11. You could also use TCA: Doesn't look like it's updated for 1.3 yet, however.
  12. Let me see if I get this correctly (business practices are confusing to me). Take Two bought the intellectual property that is KSP. Squad remains it's own separate development company. But Squad is partnered with TT to continue development of KSP. That all correct? If so, I could see how some people are (or could be) concerned. After all, that means that TT now has the final say on anything KSP related. However, I'll echo my previous post and say that by looking at TT's history, I'm pretty optimistic.
  13. Looking at Take Two's list of published games, I'd have to agree. Look at GTA V, when it was getting ported to pc, it was delayed by months because it wasn't ready. That didn't make the community happy, but I think it was the right call.
  14. Well, this was...unexpected. I can't really have anything negative to say though. I've more than gotten my money's worth from KSP. I hope this turns out well, and best of luck for those at @SQUAD and everyone involved.
  15. The only downside I've found is that for unmanned craft, being in hibernation means you can't create or edit maneuver nodes, even if it has a connection to Kerbin. Which means that any time you want to mess with a node you either have to turn that option off or drop out of time warp. For what it's worth, I have hibernate when in warp turned on almost always. I don't think it's that big of a deal to stop warp to edit or create a node.
  16. Mechjeb has a tool that finds transfer windows and will even create the maneuver node for you. I haven't used it since v1.1.3, but it worked for RSS back then, I assume it still does.
  17. Yep, they changed that when 1.2 came out. It was seen as an exploit, so the devs changed it. After all, if the probe core doesn't have power, how can you communicate with it to tell it to turn the power on? The situation is slightly different if it's a manned ship. In that case, you can turn the power back on because a kerbal is there to physically flip a switch in the command pod. So a ship without power that does have a kerbal aboard can turn the power on.
  18. Close, but not quite. The default is indeed the back quote key, but it's not the one by the enter key. It's the one to the left of the 1 key, also has the tilde (~) on it. The difference is subtle, but it's there. Single quote: ' Back quote: `
  19. Ah, my mistake. Hard to tell the difference from just a screenshot (for me at least).
  20. It's just a catch-all term for any way of providing positive, active (as opposed to passive) control for your ship. For example: fins that move to steer your rocket (only works in an atmosphere), RCS thrusters that rotate your ship using compressed gas (basically little tiny rocket engines), rocket engines that gimbal (change the direction they thrust to push the ship in the opposite direction), and reaction wheels. Reaction wheels are basically flywheels that, when spun, provide torque to the ship around it. There's a pretty lengthy discussion here about how and why they work:
  21. I'm going to expand on @Spricigo's excellent advice above. The reason that you're having such a hard time, is two-fold. When you first launch that rocket, the only control authority it has is from the reaction wheels in the command pod, which is not very much. The other reason is that (as was said above) you're essentially trying to throw a dart backwards. It naturally wants to flip around, and you have no way of countering that natural tendency. Another thing is that you have way too much thrust in your first stage from those four boosters. I also agree that you should get rid of two of them, and ignite the main engine at the same time. You could also probably add a little fuel tank to the first stage to give you back some of that dV that you lost from not using those two solid boosters. I also concur with using a swivel instead of the reliant. It might seem like the reliant is better, but trust me, you really need the gimbal that the swivel gives you. Also, make sure that second liquid fuel engine is a swivel as well (and when you unlock it, you're going to want to use a terrier there instead). That way you can get rid of those basic fins near the top which are almost certainly causing you some drag problems. I also agree with @bewing that the Stayputnik is doing you more harm than good.
  22. Regular time warp (sometimes referred to as 'on-rails' warp) is what you get when you're in space and hit '>' to go faster. Increments are 5x, 10x, 50x, and so on. During this time warp all physical calculations are suspended. That means you can't fire your engines, can't turn your ship, and can't run into other ships. Physics time warp has slower increments of 1x (obviously), 2x, 3x, and 4x. In this warp, all physics calculations are still being performed, but with more time in between each clock "tick" (a sub-second increment where all the physics calcs are done over again). This can lead to some problems with stuff breaking at 3x and 4x, but 2x is usually fine. To activate physics warp, hold alt (or whatever the mod key is for Mac/Linux) and tap '>'.
  23. I'm going to assume that you are running version 1.2 or higher, as that's when this was introduced. Press esc to pause the game. Click on settings, go all the way to the bottom to the UI section. There is a slider for the nav ball position.
  24. So it breaks down like this. Parachutes have 4 modes. 1. Unarmed. This is how they are when you first launch your ship. They're just sitting there, waiting for something. 2. Armed. This is when they have been staged (activated with the space bar through staging) or if you have right clicked them and clicked "arm". At this point they're ready to deploy, but haven't yet. If you armed them accidentally, then you can right click and disarm them. 3. Semi-deployed. This is when they first deploy, but they aren't generating their full drag yet, but they do give some. 4. Fully deployed. This is when they are completely open and making the most drag. In addition, they have several colors. (I'm going from memory here so this might not be 100% accurate) Unarmed and safe to deploy is a grey icon on a grey background. Unarmed and risky to deploy is a grey icon on a yellow background. Unarmed and unsafe to deploy is a grey icon on a red background. Semi-deployed is a yellow (I think?) icon on a grey background. Fully deployed is a green icon on a grey background. Damaged/deployed-then-cut is a red icon on a grey background. This needs an engineer kerbal to fix it / re-pack the parachute before it can be used again. The default behavior for parachutes is that when you arm them they will wait until you are falling down in the presence of an atmosphere and it is safe, before they deploy. So you could stage them in space, and they won't deploy until you've gone mostly through reentry and are going slow enough so that it's safe to deploy. In regards to you not being able to slow down enough to get the grey 'safe' icon: are you able to keep pointed retrograde? I didn't have any problems with that when I tried it last night. Make sure that your reentry isn't too steep. My Ap of 85 km and Pe of 25 km reentry profile worked perfectly. I slowed down enough to deploy my chute at around 8 km. Could you be more specific about exactly what is going wrong? Ideally a screenshot during one of your failed reentries where you are going too fast would help the most. Do note that for the parachutes to go from semi-deployed to fully deployed does take some time. So if you're worried about not slowing down quick enough (meaning you hit the ground before they are finished being fully deployed) then you can raise the fully deploy altitude in the right click menu of the chute. Note that this value is meters above the ground below you, not meters above sea level, so if you come in over a mountain you should still be okay.
×
×
  • Create New...