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Jodo42

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About Jodo42

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    Sr. Spacecraft Engineer

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  1. Hopefully a simple question: is there a way I can change the units and precision of various figures? I'd like Universal time in seconds, for example, or at least in Kerbin time format instead of Earth. Mean anomaly and LAN in decimal instead of degrees/hours/minutes, extra decimal places for everything, etc.
  2. I just had a similar experience to you. I'll give you a stopgap solution that may or may not work, and my long term plan to not run into this issue again. Is your cargo unit within reach of the ladder on the capsule? If so, here's how I did it (a very Kerbal solution)- EVA and while still on the ladder swap your RCS pack and the deployable science. Then let go, fall to the surface in ragdoll mode, and deploy the module. Minmus' gravity is low enough that you won't injure yourself. Then, I lined my Kerbal up very carefully and jumped. As I flew up past the capsule I pressed F to get on the
  3. There's more than enough interesting stuff left to justify adding at least another gas giant, that is doable with the current engine. Co-orbital bodies. Saturn has several moons in this configuration. If you properly incentivized travel between them (say, they both had an atmosphere, or some interesting ISRU resource), it would be an easy teaching moment for resonance orbits, which aren't frequently used elsewhere in the game. Highly inclined, eccentric, and retrograde moons. Plenty of the first two in our solar system, and there's Triton for the last. Something like Hyperion
  4. In general if you're having trouble with old links the first thing you should do is try them out in archive.org. It looks like very little from the OP's website was saved. The only working download is for 0.13.3. It's probably better to use the archived versions of the old, now-defunct official links. I didn't check them all, but 0.7.3 is still working. I suspect 0.6.5 is back to being a lost version unfortunately.
  5. Also known as linear motion or robot rails. Like how a claw machine works. It's hard to describe, so watch a video: Right now adding translation to robotics setups requires awkward piston contraptions. This kind of rail setup could be used for everything from robotic arms to heavy cargo landers. Not to mention potential uses as a monorail or train system, if scaled up. This sort of thing is technically already possible in stock, but wheels have always been lackluster in KSP and the setups tend to be high part count and low reliability. Breaking Ground could use some pulleys
  6. Saw this on reddit today. Easter egg spoilers. https://www.reddit.com/r/KerbalSpaceProgram/comments/fkhiti/i_found_an_easter_egg_in_gameslinxs_beyond_home/
  7. First time on the Mun in JNSQ. Any landing you can transmit science from counts, right?
  8. I was looking to make some custom engine configs for BDB- most of the engines have the same rated burn times and ignition #s, and I've had some issues with engines failing reliably well short of the rated times- but I really don't know where to begin. Could somebody point me in the right direction? Is it more or less just text file editing, or do I actually need to know how to code? If it's a relatively simple process, much of the research has already been done by the RO crew, so I could probably source most of my numbers from them.
  9. I strongly recommend going with custom difficulty settings for career mode. "Hard" adds a few new challenges but really, primarily is just a bigger grind, as you said. The progression is balanced around Normal currency settings and it shows. I usually go with Normal with the exception of unticking "No entry purchase required," and ticking most of the "advanced" options like plasma blackout, kerbal/part g-force limits, etc. I find it's just about right for allowing you to focus on exploration missions rather than grinding sat/tourist contracts, while still putting reasonable constraints on the
  10. @CranialRectosis Other than as sepratrons I can't think of any great uses in a stock/DLCs sandbox game. Often times setting up SRBs is easier than asparagus, but not strictly better. Depends on whether you value ingame efficiency more than your free time. Only takes a few seconds to strap on 8 SRBs and strut them up, while if you needed that much thrust from asparagus it'd take a while to get all the 2x symmetry boosters/fuel lines/struts/sepratrons in place properly. More on topic: you get access to excellent engines very early on. I use the Terrier regularly even in late-game vehicles.
  11. Can confirm this is an issue in KSP 1.8.1, either with the base game or one of the DLCs, don't have time to check right now. Also not sure if this is already known or not. Test rocket: Test results below. 5 flights, all at 4x physwarp from before liftoff, no SAS Choosing the Oscar-B and Thumper as root parts had, within the margin of error, identical results. Choosing the fairing as the base part had radically different effects; the vehicle deviated from a straight-up trajectory below 3km and peaked below 6km before inverting while still firing and splashing down hard. Apoa
  12. Had to wait around a few years in a Kerbin-Moho transfer for the encounters to line up recently; that bumped me up to Year 27 Kerbal-time. That's after return missions from Duna and Laythe so far. How old is your space program, and how much has it gotten done in that time?
  13. Every single time I attempt an interplanetary mission I invariably encounter almost unplayable issues with the encounter system. It goes something like this: I'm clicking a certain node on a maneuver, say, radial-in. Every time I click it my encounter gets a bit closer, maybe a few kilometers. I do this 30 or 40 times and every single click the encounter gets a little bit closer. Then, for no reason whatsoever, at a random time the encounter just completely disappears. It acts as if the fraction of a meter per second I'm adding is moving the encounter by millions or billions of meters, when t
  14. Also working on an Eve design with terriers, also encountering weird overheating. I'd also recommend just cheating the thermals; if the only thing blowing up on your ship is the Terriers, then your ship can survive Eve entry just fine. It's just a bug messing you up. Just make sure you disable it again before takeoff; thermal management can be an important part of Eve ascents.
  15. When you have big, awkward fairings/payloads like this, you could try taking a much steeper trajectory. Go back to your original design with the SRBs and fly straight up until your apo gets >100k or until you're above 30km in altitude- don't turn even a little bit or your rocket will flip. Once you're above 30k then you can gently turn the rocket. Just remember your circularization burn is going to be longer than it usually is and your lifter might need some extra delta-v/boosters to get it to orbit properly. It looks like you have plenty of funds to throw at the problem, so this might be a
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