RoboRay

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About RoboRay

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    Rocket Surgeon

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  1. I lag my target on purpose to ensure I never reach Ap ahead of it. This way, I can maximize fuel efficiency with the "once around" rendezvous technique I described above. I burn only as much propellant as I would use to circularize normally, with none wasted pushing my Ap higher to enter a slower orbit and drop back to a target behind me. (Or waste time having to wait a lot of orbits for my phasing to cycle all the way around the planet and catch up to the target the long way around.) Trying to launch directly to rendezvous requires perfect timing and ascent profile, and usually some additional propellant expended on corrections, which is why we don't try to do it in the real world. Soyuz flights to the ISS used to do a similar but longer, three-orbit approach to rendezvous, but started doing once-around just a couple of years ago. I have Phase Angle in my "Target Info HUD" (everything in it hides itself when I don't have a target selected for automatic decluttering) and find it useful for all kinds of things, not just launches. YMMV, but I find it a really critical parameter in understanding situational awareness of your positional relationship with your target.
  2. I use Phase Angle to Target for this. I launch when the phase angle is 340 degrees (target is 20 degrees west of the launch pad) and I usually reach Ap no more than 100 km behind the target. I don't completely circularize, just bring Pe up out of the atmosphere then continue easing Pe upward until I get a close rendezvous on the next orbit.
  3. Unless you get extremely discouraged by lots of mistakes and a huge learning curve, absolutely! Start by throwing out everything you know about playing KSP, but keep what you've learned about orbital mechanics and spacecraft maneuvering. This is almost a completely new game. The tech tree is radically different from the stock one. It fixes everything I hate about the stock one, too. If you find KSP boring now because the things that used to be huge achievements are now trivially easy, RSS/RO/RP1 is for you.
  4. I did a quick test in 1.8.1 and the current version seems to be fine.
  5. I actually waited for that moment to get the screenshot.
  6. Yeah, but it struck me that the issue you noted with tech tree progression is kind of related to the one I was struggling with this weekend and helped me figure out how to express it. One of the things I really like about the RP-1 tech tree is that it doesn't force you to stack a lot of short tanks because you "don't know how to make tall tanks" yet. It's really the diameter of the tanks that drives difficulty. I like building rockets that look good and a stack of the same little texture pattern over and over doesn't do that. I tend to use several different lengths of tanks to break up the texture patterns and, with UKS granting wider tanks at the same tank it grants longer length narrower tanks, I end up not using the longer tanks much at all.
  7. I also think sorting the SRB and tank parts into tech tree nodes by diameter would work nicely. Right now, it seems like you unlock a tech node and get the shortest tanks in two or three different diameters, then unlock the next node and get the next longer lengths for those same diameters. So, you end up cobbling rockets together from lots of short tanks and never using the longer ones because you've moved on to larger diameter tanks by the time you unlock the long ones. Having to use lots of short tanks isn't a difficulty challenge... it's just an annoyance for aesthetics and artificially inflates the needed part count for a craft. If you want to retain length progression with the tanks, I would still suggest sticking to one diameter per tech node. So, you would end up with something like: Short 1.25m tanks > Long 1.25m tanks > Short 1.875m tanks > Long 1.875m tanks > Short 2.5m tanks > Long 2.5m tanks > etc. Keeping the little probe tanks off in a parallel side node still make sense. The excellent RP-1 tech tree is structured something like this and it plays through very nicely.
  8. Started a stock solar system career after being away from KSP for a year and playing nothing but RO/RSS for a couple of years before that. So, I decided building a space station would be a good way to get back up to speed with the game and see what all has changed. I'm digging the X-20 mod and Restock, btw!
  9. For most of them, you turn them on and off just like in the real world. Very few rocket engines can be throttled up and down. Unless you're using the engine to land, it's really not needed and would make the engine far more complex/heavy/expensive to design and build.
  10. For what it's worth, the parts seem to work fine in 1.8.1. I haven't tested everything, but what I did test worked as expected.
  11. As valuable as I am finding Restock, there are some nifty little new parts Ven made that I've been missing. Thanks for bringing this back to life!
  12. As per its description, Near Future Aeronautics is only supported up to KSP 1.6.1 and CKAN support is not possible. The FAQ for the mod explains why for both.
  13. SMURFF will give you a very stock-like gameplay experience in RSS. You'll still have to build larger rockets than you needed on Kerbin, but everything will work pretty much the same.
  14. I recently hopped back into KSP after being gone for a year and, having played RSS/RO in 1.22 and 1.31 pretty much exclusively for my last couple of years, I was looking forward to just puttering around in stock KSP 1.8 for a bit to get used to the new and updated game mechanics. But, wow, it's ridiculous how I can go anywhere and do anything with such tiny little rockets. Now I'm debating on rolling back to 1.7.x so I can try JNSQ...