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Dunbaratu

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Everything posted by Dunbaratu

  1. I can't figure out how to make a rover stop and stay stopped. As long as there's the slightest slope, the rover will start to roll. There seems to be no way to park it other than deliberately breaking the tires so the wheel no longer works like a wheel. Even rightclicking and disabling the wheel simply removes the ability to control it rather than stopping it, it still rolls freely after doing that. You can lock the wheel to stop it steering but that's not the same as locking it from rolling.
  2. So wait, when this effect is described as "skipping back into space" by the popular press, they're lying then? Because if all that's really happening is "the air slowed it down some, but not enough to completely kill the orbit" in no way is that even close to the act of "skipping" a stone on water. When skipping a stone, the stone would not have bounced up entirely on its own without the water being present. It still would have fallen and hit the ground of the water was missing. Therefore the water's presence is in fact *causing* the stone to bounce upward, imparting a force upward on the
  3. But a related question I have is this: If you Do remove parts from the parts folder for a ship that currently exists in flight, what happens? Does it keep the ship around but remove those parts from that ship? Does it keep the ship and NOT remove the parts, therefore causing a bug where it potentially crashes the program because the vehicle is making a reference to nonexistent data? Does it remove the ship entirely if it references nonexistent parts? And similarly, what does it do to ship designs you've already saved in the VAB using the deleted parts? Will it crash the game if you try t
  4. The only reason for wanting a high thrust once you're in orbit is to cause your burns to be closer to pinpoint accurate. The maneuver nodes are calculated based on the assumption that you can provide all the delta-V you want in a single instant at a single location on your flight path, which isn't entirely true but is often close enough to true when doing very large orbital movements where you're still close to the same point in your elliptical geometry after several minutes of thrusting. But the downside to having high thrust is that it makes it hard to "STOP" your burn at exactly the point
  5. The success rate of rocket launches is nowhere NEAR good enough to risk carrying radioactive waste by rocket. Once it's in orbit, then yes it's a great way to keep it from contaminating anything and in space you won't even notice the radiation compared to what the sun already puts out. In fact there's not much reason to bother sending it to the sun. Just get it away from earth and that's good enough. The problem is what happens during those first few minutes of flight trying to get it up out of Earth's gravity well. A success rate as high as 99% would still be too risky, and in reality it
  6. How are people making rovers that the Kerbonauts are sitting in and driving around? I can't figure out how to make a Kerbal stay on board like that.
  7. I was trying to avoid the problem of carrying around the takeoff fuel on the rover itself.
  8. Build your rovers with a self righting mechanism (haven't any of you watched Robot Wars in the 90's?) like in these pictures: Mine are built from stock landing legs parts - mounted on the roof of the vehicle. To get mine to work I had to rightclick them and operate them selectively one at a time instead of using the "G" key to do all at once, because I had to alternate using the left and right pair rather than toggling them together all at once, but the design did work.
  9. The limit only applies to the vehicle currently being controlled. All other vehicles other than the current one are operating on a more limited physics model that doesn't try to calculate all those things that tend to go wrong in the calculations when time is sped up. So to speed up the time on your low-altitude craft, go switch to another vehicle that isn't low altitude, and time warp from there, then switch back to your low-altitude craft. The things that do not get calculated on secondary vehicles other than the current vehicle include: - Rotational velocity (the vehicles stay frozen in t
  10. No screenshot, but: I attached a ring of solid fuel boosters, and radial decouplers for them. I didn't carefully watch the staging list it automatically generated for it. On the launch pad I hit the spacebar for "go" and the solid fuel boosters turned on... and decoupled the moment they did so. I sat there on the launch pad not moving and watching the boosters fly up up and way.
  11. I voted "something else" because you didn't include "more science parts" in the list. I want the probes I launch to actually *do* something. I'm looking forward to the idea of a fog of war, where you have to launch probes to find out data about the far planets.
  12. Mun Roller and Come Backer One Mun lander with a Shrimec(*) and a platform to take off again. All parts stock, no mods: (*) A term from Robot Wars TV Show meaning self-righting mechanism used when you're knocked upside down. No, I have no idea why there's a letter "H" in the abbreviation. I didn't invent the term. In Transit to Mun: Making de-orbit burn for landing: Landed: Disconnected from lander platform and starting to drive: Self Righting mechanism (made of landing legs upside down on the roof) pushing lander back onto its wheels again after a driving mishap: Driving rover back on
  13. So am I supposed to connect it like this, essentially? Do I understand it right? So, by the way, what on earth is the difference between the meaning of "undock" and "decouple", then? They sound like they mean the same exact thing to me.
  14. Here is a screenshot of it about 15 seconds after it happened so you can see: I was attempting to use the construction technique I'd heard of where you can force docking couplers to couple rotated the way you like by using two of them next to each other, so your RCS thrusters on your components are aligned and not off-angle from each other. But the problem is that I can't decouple them without one of the bits breaking off as shown in the picture. I rightclick on one port in the pair and say "disconnect", then quickly click the other one and do the same, and the two ship modules drift apart a
  15. Well it pretty much would have to be taking into account the rotation, otherwise the advice to always launch toward the east wouldn't matter.
  16. Then it wouldn't *be* a planet. Especially not one with a molten mantle. Magma doesn't have a lot of tensile strength. (Also, it wouldn't form a planet in the first place if the matter was spinning rapidly enough to null out the effect of gravity. It's the matter pulling toward other matter that causes the planet to form in the first place.)
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