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TheGadfly

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Everything posted by TheGadfly

  1. Hi, I'm interested in editing an existing modded part to have a clickable crew access point (hatch). I have no experience in Unity and programming in general so, is there a quick and dirty crash course guide that I can use to cobble something together?
  2. Currently, Kerbals have infinite life spans and won't die just sitting in orbit. If you got into solar orbit accidentally, you will have a lot of trouble getting them back as you will need a ship that has much more dV (delta V, or change in velocity, ie "mileage") than the first. Start with a probe core and add a capsule (it should be empty then). Make sure to add solar panels or an rtg. It will need enough fuel to get to solar orbit, make maneuvers to catch up to the stricken craft, and return to Kerbin (you do know how to change periapsis and apoapsis right? if not, check the tutorial) Practice your rendezvous or you will have to ship in need of rescue. Don't sweat it, we've all been there.
  3. This is an amazing mod. I noticed your "to do" list, and I wonder if that includes making heat-resistant fairings sides, like the aeroshell on the cancelled Constellation Kepler and Asimov landers? About 6:00 minutes in.Anyway, this mod really cleans up the parts list, and it works wonderfully so far.
  4. I noticed that FAR includes a "ModuleManager.dll" which is added from Deadly Reentry. Do I need to consolidate the two?
  5. I just press F2 to switch, and the engine stays on. If you want to switch via some other means, you have to turn it off first, yes. The craft was accelerating away and getting into the trajectory you saw later, but the game unfortunately de-spawns uncontrolled craft moving within the atmosphere a certain distance from the player, which is why I made a second launch. EDIT - just did another test, and it looks like the throttle is cut when you change ships. I didn't realize that before. Still, if the game didn't do that, and if the game didn't de-spawn atmospheric craft, the second stage would still make it to that high apoapsis on its own, as I demonstrated. That part was under SAS control only until the fuel ran out, so it was a "fire and forget" thing once I got the angle right.
  6. Did you mod the booster? Putting just a regular Rockomax tank of that size on top of the booster just results in a long hover for me.
  7. Hey guys, Someone suggested I post in this thread, and I thought I would chime in with something I completed a few days ago. I mainly used mod parts for probe cores, prettier fuel tanks and fairings, and the 600 kN thrust engine from KSPX (which might become a stock part anyway). Now, it doesn't qualify as an entry, but I'm 100% sure it can be tweaked to use stock parts only. Maybe it can serve as inspiration for anyone else working on the challenge. Cheers!
  8. Thanks everyone, this makes a lot more sense now (for one, SoI = sphere of influence, duh!). It's nice to know that my ship isn't experiencing sudden and rapid direction changes and G-forces as it transfers to orbiting new bodies. Tracking the 'absolute path' (is that the right term?) might be helpful to someone new like me visualize what's really happening. As a layperson, this has given me a whole new appreciation for the difficulty of calculating precise orbits, moonshots, and dockings in the real world.
  9. Sorry, but there are a lot of terms that I'm not quite familiar with in your post. Again, I'm really new to this. Could you elaborate on SoI and patched conics modeling, to start? I'm guessing with patched conics you're sticking ellipses and parabolas together?
  10. I'm pretty new to the game and spaceflight sims in general, and have only completed Kerbin orbits with my own spacecraft. I decided to try the tutorials for any extra tips. I was doing the Mun orbit transfer mission and I noticed that the two orbits intersect at a nearly perpendicular angle. It seems a strange path for a drifting spacecraft to take. Also, when I recaptured orbit with Kerbin, I noticed that my velocity figure above the Gimbal suddenly changed. I would imagine that such sudden changes shouldn't be possible. So, does KSP simplify things to save on CPU cycles, or am I seeing things incorrectly?
  11. Hi all, I just bought and downloaded the game a couple days ago. It's really interesting, and I love how open-ended it can be. I have yet to shoot a successful orbit, but I have made successful liftoffs and splashdowns using the parachute. I've found that controlling rockets and planes is much easier using joystick with the sensitivity sliders at the minimum, and from the cockpit view. I have to wonder though - how does the spaceship and capsule (with and without SAS) orient itself? I don't see thruster jets unless I add a thrust pack. I also have to ask what happened when I accidentally shot my Kerbal into deep space - it seemed to be going on a trajectory perpendicular to the other planetary orbits, but then suddenly took on a circular orbit around Kerbol. Did I miss something about the ship's trajectory? Anyway, it's a wonderful piece of software, and I can't believe how few guys are part of the development team. Thanks for you hard work, I sincerely wish for the continued success and growth of KSP!
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