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Tank Buddy

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Everything posted by Tank Buddy

  1. I believe Cupcake Landers may take the prize at +19000 m/s!
  2. I use the chase cam exclusively for docking, and I hope that there is at least an option or another camera with the same function as the current one. I find it real dandy for orienting myself when docking.
  3. If you hold Right Alt and click it will select the whole vessel, just as if you had clicked on the root part.
  4. I'm afraid there is already a thread on this: http://forum.kerbalspaceprogram.com/threads/67467-What-are-the-most-important-things-you-ve-learned-about-playing-KSP-to-pass-on
  5. First of all, I would like to thank you for making this mod. It is such a help. My install of Trajectories does not display the impact location on airless bodies. Is there a setting I'm missing? I have re-downloaded it from Kerbal Stuff but I'm not getting any different results.
  6. Well, I just use the mouse. It is obnoxious to go back and forth between joystick and mouse for map and camera, but I got used to it. You could (and very well can) map the 8 direction thumb stick to camera rotation and map 2 buttons to zoom. There are binding assignments in the KSP settings menu that would do that. I just prefer to use the thumb stick for RCS translation (It is awesome!) Also, I don't see a reason to spend +$100 on a joystick. This one works fine, and I would rather upgrade my PC rather than buy a $120 peripheral. If you do want a high quality (not that the Logitech isn't) joystick for any reason, don't let me stop you.
  7. I have a Logitech Extreme 3D Pro and I'd highly recommend it (for the price). It allows for excessive pitch, yaw, roll, and throttle control. I mapped RCS Translation to the 8 direction thumb stick and 2 buttons. It works like a charm. (I might have to RMA it because I'm getting a false input, but it works fine) Edit: It only took me a year; I just increased the dead zones and it responds normally. I may add a larger dead zone for roll because it often interferes with pitch and yaw.
  8. I've had more than 100 flights ongoing at once, and I'll tell you there is a decrease in performance.
  9. I am yet to visit Eeloo. Its isolation and transit time mean I have never gotten around to sending a mission there. I for long transit missions I always get sidetracked with missions to the closer planets. I recently developed a strategy to get to Moho nice and easy (relatively), so Moho is now on my list of conquered planets
  10. That's one way to think about it. Each size is (sort of) dominated by one brand of rocket parts: Probodobodyne, 1.25m, Rockomax, and Kerbodyne. Based off of the command pods, there are Mk1 (1.25m) , Mk2 (spaceplane and 2.5 M), and Mk3.
  11. Based off of what Pecan said: If you have ever played Minecraft, you may be aware of world "seeds". If you make a world based on a seed, it will be nearly identical to another created with the same seed. I'm no expert on this kind of stuff, but that's how I'd think of it.
  12. You would have to place a fuel tank or maybe a strut that fuel could be drawn from.
  13. Just to let you know KE = .5 * M * V^2. Also, I would think parts in KSP break purely because they experience hitting a surface (or being hit) at greater than the crash tolerance velocity, so KE may not matter.
  14. I think Linear has got a good point. If you are going to complain about how something implemented into a singleplayer sandbox game in a fictional universe is "cheaty" or "unrealistic", then you might as well not play the game at all. I'm not one to tell other people how to play said type of game, but you want to create an SSTO that has ridiculous design criteria and you add silly constraints on top of that... so to answer your question, it is impossible to make a Laythe SSTO in the manner you want to.
  15. KSP WILL NEVER DIE! At least not for me. Seriously, I still play Bad Company 2 and Just Cause 2 and they were released in 2010, 5 years ago.
  16. I found that RCS Build Aid also has similar functionality that works pretty much the same. I never thought of using KE for that.
  17. https://www.google.com/webhp?sourceid=chrome-instant&rlz=1C1ASRM_enUS556US556&ion=1&espv=2&ie=UTF-8#q=single%20stage%20to%20laythe
  18. For your first question, if you mean altitude as in the height of the periapsis for your flyby trajectory, then absolutely yes and yes. You can adjust your encounter by burning in a combination of directions: Radial, Anti-Radial, Prograde, and Retrograde. If you double click on a body (or right click and select "focus"), you will change the conic display mode and it will show your trajectory as it would appear if you were in it's SOI. This way you can see the results of burning in ^ these directions. Depending on your location relative to your target, each direction will have a different result. Once you get a feel of how it works, it becomes very easy to manipulate your intercepts. If you use KAC, set an alarm for 48 hours before your encounter; you can usually make minor changes easily then. Once you reach your target's SOI, you can burn North (0 degrees) or south (180 degrees) at the horizon to move your trajectory north or south. The same can be done for moving the trajectory east (90) or west (270). Also note: The further you perform a maneuver from the target, the less DV you will need to expend to perform said maneuver. (this is not always so for plane changes, best done at low velocity and at Ascending/Descending nodes). This means it is best to fine tune your trajectory in your initial transfer burn, rather than later. If you use KAC, set an alarm for 48 hours before your encounter; you can usually make minor changes easily then. For your last question, the maneuver nodes aren't very good with plane changes, but you can combine prograde/retrograde and Normal/Anti-normal burns.
  19. Absolutely, you just need to bring up the RCS Build aid UI in the VAB/SPH and change "translation" to "engines". It will then display the torque about the CoM caused by the engines. You can switch between DCoM and CoM while building to balance with and without fuel.
  20. 1. Low orbit would most likely be considered the lowest orbit that is stable (clearing atmosphere and terrain. For Tylo this would be from 12000m - 40000m 2. As low of an orbit as possible. Plan to intercept Tylo so that your periapsis is low over the surface. This way your burn to decelerate into orbit will require less Delta V, since the orbital Velocity is higher and your operations will take place in LTO (Low Tylo Orbit). I think your problem is your method of decent. You should avoid descending straight from high altitudes, and should first transfer to an orbit that has a low Periapsis. If i read correctly, you are de-orbiting at 50 Km, then you fight the acceleration all the way to the surface. This is an extremely inefficient method of landing. You have to fight gravity and will have monumental costs in Delta V because of it. 3. You should perform your de-orbit burn and landing at as low of an altitude as possible. Once you decrease your horizontal velocity you begin to "drop" out of orbit. You will no longer have sufficient horizontal velocity to orbit, and therefore your altitude will begin to decrease and your vertical velocity will increase (in the downward direction). You then will spend all of your DV on staying afloat. This is my best strategy: 1. Lower Periapsis to the lowest altitude so that the terrain will not interfere with your trajectory. (Your periapsis should be over your target landing site) 2. Time warp to near the periapsis, then depending on TWR, begin killing your horizontal velocity a distance from periapsis, anywhere between 2 minutes and 30 seconds from Pe. (maintain an attitude near the horizon, unless you need to point up to control the v-rate). You should be as close to the surface as possible while clearing the terrain. 3. Enter vertical decent, performing a suicide burn (throttling to 100% at the last minute to decelerate to 0 m/s) or something close to one. You should spend as little time as possible counteracting the full force of gravity, especially on Tylo. Every second you are burning vertical, you expend 9.8 m/s of DV on top of your apparent acceleration upwards. You should be doing this no more than 500 meters above the surface. Good luck! Also, you should consider using fewer engines with a higher Isp and thrust, like Aerospikes instead of the 48-7S's.
  21. I don't know what you mean by "Action groups are coming apart", but I find that if I try to do something to crazy in KSP it just doesn't end up working out. Kronal Vessel Viewer is the mod you are looking for: http://www.curse.com/ksp-mods/kerbal/224287-kronal-vessel-viewer-kvv-exploded-ship-view
  22. I agree. It makes KSP a little more relatable because it is similar to our own solar system, but KSP should by no means be limited to following the template of the IRL solar system.
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