SteveD80
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Posts posted by SteveD80
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On 3/23/2020 at 10:13 AM, 4x4cheesecake said:
Nope, stock KSP allows to re-root "ghost" assemblies.
@SteveD80 As far as I know, this is a known issue but easy to work around by enabling the stock re-root tool in the EEX settings, at least while re-rooting the non-attached assembly
Thank you
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Small bug: The reroot tool does not work on assemblies that are not attached
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NavHud seems broken in 1.8, and plans to update?
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Kerbal Alarm Clock seems to have a bug setting ascending and descending node alarms in 1.8
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I would love it if the "Launch KSP" button disabled itself after clicking it for 5-10 seconds
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I have built a gas station at Minmus and Ike. I think I have also built a ferry capable of flying between them with enough delta-v to ignore transfer windows. And so my question is: Should my ferry leave Minmus/Ike directly to interplanetary transit, or would it be better to get close to Kerbin/Duna before departing?
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2 hours ago, capi3101 said:
I use FAR, and I find that having 3500 m/s atmospheric and 1.25 TWR at launch usually guarantees that I'll make orbit with enough gas left in the booster to "self-clean". Actual mileage varies by design, of course.
That's about what I'm doing without FAR. On heavy launches I have a tenancy to have nearly a full Kerbodyne S3-7200.
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I have a few tourists who want to orbit the sun. I put them in a ship and fly them past Kerbin and take them home. The contract does not complete.
I am running:
Docking Port Alignment Indicator
KER
NavHUD
KAC
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Can anyone give me a rule of thumb for atmospheric delta-v to get to orbit. Due to the limitations of the transitional version I have been arriving in orbit with far more fuel than I would like to.
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I toyed with using puff's for my last stage on crewed vessels. And I will use them if I want extra thrust on a monoprop only vessel, but more often than not I just use RCS thrusters on those.
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13 hours ago, Snark said:
Yah, the problem is that your CoM is too far away from where all the drag happens (those heatshields). Put simply: You want your center of mass to be at the same end of the ship as your center of drag. Your problem is that you have them at opposite ends.
If your problem is that CoM and CoD are at opposite ends of the ship, then you have, broadly speaking, two options:
One approach is to add drag to the retrograde end of the ship, as folks here have been suggesting (i.e. more control surfaces, airbrakes, etc.). Personally, I'm not a fan of that approach for Eve landers, mainly because you also need the ship to be aerodynamically stable during ascent, and putting airbrakes etc. at the top end will work against that.
The other approach, which personally I prefer, is to put the heat shields on top of the ship, and enter prograde rather than retrograde. That way, you can put lots of fins at the back end of the ship (where the engines are), and not only do they help to keep you stable on reentry, but they also serve double duty by helping with stability during the ascent phase as well.
I'm not worried about the assent, the airbrakes and fins are attached in such a fashion that they are jettisoned prior to take off. Though on another thread someone suggested sticking an extra heat shield on top to act as a counter balance for drag.
I vaguely remember reading about a mod that allowed the shielded docking port to be used as an attachment node in the editor is this (still) a thing?
Edit:
I have been unable to get the rear facing landing to work. I am currently trying prograde entry and am getting further. Is there anyway to attach to shielded docking ports in construction? Is there anyway to stage docked components (I want to carry up the heat shields on the bottom of my lander and move them to the top, and then ditch them through staging when I open my parachutes)?
Also, are there any stock fins with a heat tolerance greater than 2400K?
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10 hours ago, Magzimum said:
You need a lot more control surfaces near the top. All those giant 10m heat shields cause enormous drag. A lot of people use airbrakes for that (enable pitch, yaw). Given the number of heat shields, I would think 30+ airbrakes.
There have been several threads on the same topic. I think this is the most recent one:
Well I've gotten rid of 5 heat shields and added 90 airbrakes and am still having problems. I will read through the thread you linked.
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I am trying to make an Eve lander. I am testing it with Hyper Edit. It will finish landing and return to orbit, but currently it flips at around 3000 m/s on descent. I am thinking that I should fill the bottom tank; it is currently empty and exists to provide a launch platform.
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Building an Eve landed I have come across two minor changes that I feel would be helpful to many.
1: Make stages collapsible, similar to sets of decouples and engines, but add it to the entire stage. I have lots of parachutes on two separate stages and lots of engines on other stages, construction would be much easier if I could collapse stages that I am not working on.
2: Adjust explosions to be somewhat more realistic. Empty fuel tanks should not explode when they hit the ground.
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On 10/28/2016 at 7:45 PM, Red Iron Crown said:
That is correct. The Rhino's Isp is 0.001 at Eve sea level pressure, it's essentially producing zero thrust.
Well so much for that lander.
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I am getting a 0 reading for delta-v and twr with atmospheric Eve using a Rhino.
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NavHud is one of my 4 must haves. My Minmus Mining base would be useless without it.
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3 hours ago, zolotiyeruki said:
Agreed with Bishop. I'm holding off on playing 1.2 until my top-3-essential mods are ready (KAC, KER, PA). We're close, it seems.
(posting to follow, too. Sorry!)
What is PA?
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I have a contract to put a new station in solar orbit. I had an interplanetary tug in orbit before the contract showed up. If I attach the completed station to the tug to put it in a solar orbit will the contract complete?
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4 hours ago, Hype365 said:
Is this mod going to be OFFICIALLY recompiled for KSP 1.2? All mods I use are done through CKAN for convenience so I would really love an official update. Thanks in advance.
I do not have the skill required to maintain this. I wanted to use it and lucked out with it compiling to 1.2 with no changes.
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On 10/12/2016 at 9:52 PM, jrolson said:
Virus free?
I hope so I've been using it for a long time and I did not make any changes to the code.
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I am trying to build an SSTO, and am struggling with gaining altitude. It seems to top out around mach 1 and even with a TWR > 1 it slows down if the nose is pointed up.
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Feature Request:
Accept decimals in the year field.
Due to the new communications system I would like to put a set of relays around Kerbol. To facilitate this I would like to be able to set alarms at .25, .5 and .75 years. Nothing urgent, I will be doing it manually before an update is likely, but the feature would be nice to have if it's not too much work. -
Is there a setting or mod that will prevent the velocity reference from changing if I am targeting an object on the ground? I have missed my target because the velocity switched from surface to target.
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
in KSP1 Mod Releases
Posted
Feature request:
I would like ability to lock the connectors on RTS-1 Resource Transfer Stations with a hot key. I find that the game is more stable if I don't leave the lines lying on the ground and it would be nice if I could retract them with just a key press.
I hope this is an easy to implement feature that you like, but in any case thank you very much for your hard work. These mods greatly enhance my play experience