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Tank Buddy

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Everything posted by Tank Buddy

  1. I think it's just a niche feature. It would be a great feature to have for ion engines and rovers, but I think the infrequency of their use doesn't justify it beyond having a mod.
  2. Nothing prevents it. 4x was just a somewhat arbitrary limit because in most cases the physics engine goes a little nuts when under high warp. (In atmo flight, high reaction wheel torque, long rockets w/ many joints, etc.) This mod allows for customization:
  3. [quote name='NecroBones']Totally. I don't think there's any other possible conclusion. ;)[/QUOTE] Accurate. I would embed but I'm on mobile now. [url]https://xkcd.com/1356/[/url]
  4. It is very helpful for docking because it will 'lock' your orientation, so up is always up etc.
  5. In terms of the transfer, I found it easiest to leave Kerbin at either the Ascending or Descending node of Moho's orbit, lowering solar PE to Moho's orbit, then performing a retroburn at PE, creating an encounter on the next orbit. This way you don't really have to worry about inclination preventing an encounter. On the flip side, this probably would sacrifice DV for simplicity since you have to cancel out your inclination at the Moho encounter (traveling fast). You could perform an inclination change at your ejection burn. Also, if you want to use ion engines for your ejection burn, launch your spacecraft into a retrograde orbit around Kerbin. This way you will be on the daylight side for your transfer burn.
  6. Either I'm crazy or these are some pretty awesome internals for the new Mk1 cockpit: views from the rear from the floor and ceiling as well as a really nice docking viewpoint, complete with instruments. [imgur]NAT9J[/imgur] Did anyone else know about this? I look on google and the forums and I could find nothing about it. I was really surprised.
  7. Using orbital periods is probably your best bet. I don't want to think it out now, but a clever use of the periods of geosynchronous, low Earth, and transfer orbits will allow you to place satellites with relative accuracy. Hint: For every minute that passes, an object in geosynchronous orbit will move 4 degrees.
  8. With all this porting to the consoles I was wondering how the game would fair on a Steam controller. I was thinking that you would need the 1-1 input of the touch pads to build craft in the VAB. How is that going for you?
  9. I have a few suggestions: Change your translation controls to the arrow keys and RShift and RCtrl. This way you actually know what key does what. (Whether you assign 'up' or 'forward' to RShift or the up arrow is up to you, I have up arrow as forwards, so translation relative to the camera on xz is through the arrow keys) Press V and change your view to "locked"; This locks the camera to the orientation of the craft so up/down, left/right, and forward/back are always the same relative to the camera. Set the docking port you want to dock to as a target, and use the navball in target mode to navigate. Line up prograde with the target indicator, and you will be on your way. Practice makes perfect. There are a lot of specifics, like facing the docking port and not flying into your target that you will have to nail down by experience.
  10. That's just a normal strut that is not part of the vessel, but has been placed up near where the camera is. It's just right in your face.
  11. My understanding of the Physics Delta Time per Frame was that it sacrificed accuracy for performance. But definitely something to look into.
  12. I have heard it does, but I have not upgraded. I am interested to know if mods and stuff works too.
  13. While I understand SQUAD doesn't want to give Steam users an overwhelming benefit, it also harms the game for Steam users (like seriously, no steam community? They even have trading cards). On second thought, some of the stuff in the Steam forums is a little funky and I like the KSP community here and on Curse a lot better.
  14. You should start your gravity turn when you reach 100 m/s and tilt over ~5 degrees, following prograde vector. If you follow prograde exactly and your initial turn is good, you should have absolutely no problems. What is your initial and final TWR? Can we have pictures? Do you have fins on your rocket?
  15. For upper stage ullage SRBs, you should separate from your previous stage and fire separation motors and ullage motors all in the same staging operation. Because the ullage motors have an insignificant mass compared to the rest of the ship, the TWR does not change so you can ignite your upper-stage engine at any point during the ullage burn. I think the fuel stays somewhat stable briefly after ullage stops, but you should just be able to fire your engines with the ullage motors. KW Rocketry has 2 very nice ullage motors that burn for a couple of seconds and provide decent thrust. Another option is to ignite your upper stage while the lower one is still firing (some real rockets do this), although there is a risk of explosions. This is KSP after all.
  16. Most entry-level interplanetary ships should be single-launches. You only really need a lander and return vessel. If you aren't an expert in interplanetary travel, launch a one-way probe to practice intercepts, then send a manned craft when you are good enough at it.
  17. What are the ideal setting when using this with RSS? I have tried to turn down "Aero Heating Production", but ablator still just gets stripped away even with conservative reentry angles and altitudes. Shanks.
  18. I don't believe there is, but you could go into the the RSS files and change the planet radii and orbital characteristics to Kerbin size; just divide by 10ish. You can edit this stuff @ KSP SAVE LOCATION/Kerbal Space Program/GameData/RealSolarSystem/RSSKopernicus.cgf As always when you edit game files, keep a backup. I am not responsible if your computer explodes. You can use RealismOverhaul, which really overhauls the realism in KSP. This includes a crap ton of mods that work with RSS and make it like a real-life space program game. I chose just to install RealFuels, which makes the engines, fuels, and tanks have more realistic densities, masses, and thrust so that making rockets isn't impossible. Kerbal Joint Reinforcement is recommended.
  19. It all started with KER and RCS Build Aid, but before I knew it I had nearly 40 mods installed. God bless CKAN. I used to be a stickler for stock (alliteration- lol.) and I didn't even leave the Kerbin system for my first year or so of playing. I had a way of gauging rocket construction so I didn't even need to use KER. I started doing Delta V calculations by hand and eventually I realized that it was going to get so tedious that I wouldn't enjoy the game. I installed RCS Build Aid shortly followed by KER, mostly because I felt that they should be implemented into the stock game. I soon realized that mods and the modding community offer so much to expand and improve the game so I downloaded any mod that sounded interesting. Now I'm up to RSS since I was losing interest in KSP. Another great aspect of mods.
  20. Moho is very difficult to get to, but it is much closer to Kerbin. It's really freaking hard.
  21. Thanks, will do. EDIT: Here is the craft file: https://drive.google.com/open?id=0B6xMgDmf09ewbjVUTTdTZndHc2s The delta V readouts change inexplicably. Mods all updated to most recent through CKAN: KER RSS RealFuels with stockalike configs (Solver Engines Plugin included) Crossfeed Enabler RealPlume KW Rocketry + community fixes FINAL EDIT: Solved! Most herp-derp moment ever: I was designing launch stages, but my root part was somewhere in the launch vehicle, not the payload. Making a part in the payload provides the correct Delta V.
  22. Does this mod have any compatibility issues with RSS, RealFuels, or KW Rocketry? I'm having some issues with improper or nonexistent calculations.
  23. EDIT-SOLVED: The root part of the craft must be in the payload. Derp. I have installed Kerbal Engineer Redux, RealFuels (stockalike configs), RSS, and KW Rocketry. The following occurs when using a craft made of KW, stock only, or mixed parts: the Delta V readout does not include all stages or miscalculates them in the VAB; when staging a "missing" stage, KER will pop up a new value that replaced the previous stage in the in-flight HUD. This seems to be a new development since I installed KW. Here is the craft file: https://drive.google.com/open?id=0B6xMgDmf09ewbjVUTTdTZndHc2s The delta V readouts change inexplicably. Mods all updated to most recent through CKAN: KER RSS RealFuels with stockalike configs (Solver Engines Plugin included) Crossfeed Enabler RealPlume KW Rocketry + community fixes Any insight is appreciated.
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