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Tank Buddy

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Posts posted by Tank Buddy

  1. 1 minute ago, Xyphos said:

    Thanks, but I'll have to wait for it to update to 1.1.3 - I don't have 1.0.5 anymore since the wheels were fixed.

    I was just wondering why it wasn't available in stock. if it's atmospheric flight that's a problem, then 8x should only be available in stock inside a vacuum, IMHO.

    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. 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.
  4. 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.
  5. 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.

  6. 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?

  7. 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.

  8. I'm glad they don't use steam workshop, as it is not a steam exclusive game, leaving out a significant number of users.

    That's not to say I like curse either though

    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.

  9. I have a couple questions about using ullage motors.

    Also, what is the best way to set up the staging for ullage SRBs on the second or third stages of rockets? For example here is a rocket to put the first Kerbal into orbit of the Earth in my latest career mode game.

    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.

  10. I understood this to be the OP's main problem. 307 types of real fuels with unthrottleable engines and limited ignitions is quite a mouthful, after all.

    There was a mod that claimed to merely redo the stock engines so they'd still basically work the same (Mainsail=Lifter, Poodle=Vacuum and so on) but with performance data suitable for a real-sized system. Can't find it again, though.

    OK, I couldn't find that mod either.

  11. 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.

    I'm not aware of a downscaled RSS -- that would be a *lot* of work, by the way. However, there is a mod that modifies the stock engines so they are powerful enough for RSS. If you "just want to play Stock in RSS", this might be your best bet. Can't recall the name right now, sorry.

    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.

  12. 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.

  13. It's quite possible. Engines changed considerably in stock v1.0 and KER and RF both needed to change to cope and I believe there have also been other enhancements to RF that may not be correctly accounted for. Your best bet is to provide a craft file, a required mod list (with versions), a screenshot of the incorrect display and an explanation of what you think is wrong (assuming it isn't really obvious) and then hope that I (or someone else) finds some spare time to investigate.

    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

    Javascript is disabled. View full album

    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.

  14. 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

    Javascript is disabled. View full album

    Any insight is appreciated.

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