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AndreyATGB

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Everything posted by AndreyATGB

  1. Only way I see it is to set up a resonant elliptical orbit around Kerbin with apoapsis at the Mun's orbit. You then circularize when their position is satisfactory. Keep in mind that it's going to be tough to get it to be perfectly circular to avoid a Mun intercept. Hyperedit won't make it stay in the same orbit, the game slightly changes your apoapsis and periapsis every time you time warp.
  2. I can't blame you, but you'll be pissed when it goes on daily deal/flash.
  3. -KAS is great for any surface-based refueling, docking ports are not fun when translation isn't possible. -MechJeb has a lot of information and is extremely customizable. I personally deleted all stock windows and made my own that fit my needs. I haven't used flight engineer outside of VAB, but I don't think it has info like air needed for jets to work. It seems better in the VAB though as you can adapt TWR for any planet/moon and it shows individual stages as well. It might have been my ships fault, but flight engineer caused a second or two pause when adding or removing parts, it seemed to calculate dV and such. Also worth noting that MJ is the source of rather frequent FPS drops (like the game skips a frame every 10-30 seconds). -Haven't tried Kethane, I might though after rebuilding my stuff in 0.21. It seems like a good end-game thing to do once you're familiar with the game. -FAR is very rewarding but you'll find it difficult with a keyboard, and at the moment it renders ASAS useless in atmospheres.
  4. This is how your KSP folder looks like: Put the Keramzit folder in GameData like this, note folder structure.
  5. Is MJ developed sort of like CyanogenMod? Like it has a github repo where everyone can submit patches but they have to get approved. Or is r4m0n actively developing it?
  6. In his defence, it makes sense to have the larger side pointing outwards, but this is KSP so..
  7. I don't think MechJeb could cause severe FPS drops, only way to find out is for the people having that issue not use MechJeb and see if it does indeed cause it or not.
  8. Is mechjeb still the source of the half-second or so stutters every few minutes? I've gotten used to it by now when it happens, but it shouldn't be causing severe frame drops. If you use a lot of struts, it'll lag in space, that might be the cause.
  9. WOW! This is exactly what I needed to play with FAR. I would've liked to give it a try, but I wasn't going to redesign my landers and everything to fit in other fairings. This is awesome, I'll definitely be looking over this thread for FAR compatibility.
  10. I don't think liquid engines overheat faster close to Kerbol, but you're gonna need an insane amount of dV to circularize at 5000km, probably over 30k. Did I mention you can't timewarp?
  11. 8k is too much, most I've seen is 5400 if you burn too much and lower the Pe way under Moho's own. Basically if you have an intercept on the second intersection between your orbit and Moho's then it'll be a lot more since you're catching up with your lower orbit. Best is to intercept Moho at the first node, either ascending or descending don't remember which, then you'll need around 2900 to circularise.
  12. MechJeb for info, tried a few times without it but going to map every 5 seconds kept screwing me up. I'll keep trying. EDIT: Another circularization later, now I've got 1.91 liquid fuel and 2.33 oxidizer. EDIT2: Here's my best manual attempt.
  13. The bar is always there in the tracking station, I guess for map view it's hidden to avoid clutter.
  14. If you really insist on putting it higher, just dock some engines and push it. Though you're probably never going to de-orbit it from high speed docking, you need at least 50-70dV to lower Pe under 67km, which you won't do by just docking.
  15. Then I can't wait to see the 1440p version if this is HD.
  16. ^even my pretty good PC cries just seeing that.. As for asparagus: due to the smaller TWR of KSP engines, I find it necessary for any significant payload. It might be overkill for light payloads or low gravity landers, but it works very well regardless. It definitely doesn't look realistic at all (hell, they're all flying boxes to be honest) but they all get the job done. I find asparagus very rollable, this ability increases with stages. My 250t lifter probably spins at 20-30RPM by the time the last stage is jettisoned. Unlike real-life, I just time warp to kill it, but the rolling (+lag) make manual control impossible. It also requires insane amounts of struts to keep it together, my rule of thumb would be: -all stages must be connected to payload -all stages must be contented to the previous stage -"complete the ring", basically the last stage strutted to itself on the other end, making a circle or square around the lifter -connect them to each other as much as possible -winglets on last stage helps with the spinning in the atmosphere, it still isn't enough though but at least it doesn't go helicopter mode by 50km.
  17. Kind of obvious analogy here, but Laythe is most probably going to be the Titan of KSP. Ammonia (vs. methane) oceans, (cyro)volcanism, atmosphere all check with Titan (Except that Titan obviously doesn't have oxygen).
  18. I would like to use FAR but it hates ASAS as it is right now. Smart ASS from MechJeb is useless with FAR, it'll just wobble until it inevitably stalls or breaks apart. I might use it in .21, it should cope a lot better with FAR.
  19. You can circularise yourself to avoid the nodes running away. As for lander, use RCS to make it maneuverable in space, or does this only happen in Duna orbit because that wouldn't make any sense. If it's larger than a pod, fuel and engine use RCS to move it.
  20. Anyone else's autopilot in general seem to just not control pitch/yaw/roll randomly? I also noticed it needs to be disabled and enabled if I turn RCS on/off. It's really annoying, it starts executing a node I made then randomly drifts off target and regains control after as much as 5-7 seconds. It doesn't touch the controls during that time at all, it's not that my ships aren't maneuverable. Happened in 2.0.8-68 and the latest 69. Didn't see it in the 2.0.8 on the front page.
  21. You have 3 options: 1. Make an unmanned lander to save him, if you use a seat it'll be under 10t. 2. Unmanned rover to refuel if you have docking port, though highly recommend using KAS as mentioned above. Docking on land is terrible. 3. Make a better manned lander and land next to your old one, basically same as 1 just larger.
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