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Everything posted by Streetwind

  1. On the core stage, yes - but I'd avoid putting them on the side boosters, especially when they're alread this massive. That just puts more stress on the decoupler, causing the boosters to flex more, making the rocket less stable.
  2. Your side boosters probably flex around their attachment point due to their high thrust and high mass, leading to their nozzles no longer pointing perfectly backwards, which in turn leads to random steering inputs. Try strutting them more securely. For example, one strut each from the tip of the booster nosecones to the upper stage. Alternatively, use a four- or sixpack of smaller boosters, which do not tax their attachment points as much. But the best solution is a single-core design with no boosters at all. Got the Twin Boar unlocked, by any chance? You'll be surprised how muc
  3. The two vessels docked together in orbit must be from separate launches, in my experience. I've never managed to fulfill a docking contract with two spacecraft detached from the same launcher.
  4. Faking axial tilt by changing the inclination of every planet in the system is possible using the Kopernicus mod, and has been done before (e.g. the Real Solar System mod).
  5. I always like to link this old post of mine in topics like this. It's a bit of a wall of text, but it does lead to a pretty nice rule of the thumb when it comes to rocket construction. Because the get the most dV possible, it helps to not only consider individual stages, but the rocket as a whole, too
  6. Well, I kind of assumed you'd be running Windows 10, since 7 is looooong out of support now. But you can ask your favorite internet search engine how to turn off sticky keys in Windows 7 as well.
  7. Windows has some sort of sticky key functionality for certain keys, including the shift key, which auto-triggers when such a key is pressed five times in rapid succession. The purpose is being a usability aid for people with disabilities. Go to Settings -> Ease of Access Center -> Keyboard Turn off the second, third, and fourth option there, both the slider and the checkbox Disclaimer: my OS is German, but things should hopefully be in the same place in your locale. You'll likely be able to tell what's what either way Note that Kerbal EVA jetpacks do not oper
  8. Both in the editor and in flight, you can click on each individual stage in the staging list (or the total dV readout) to pop out the expanded stage view. In this expanded view, you can see the remaining burn time for each individual stage, which you can add up to get the total burn time of your entire rocket. In case you do not see it there, go into the editor and pull up the configuration of the dV tool to enable it.
  9. Generally, tanks storing the liquid fuel/oxidizer combination used for rockets all have the same mass fraction. For example: all 1.25m FL-T tanks have a mass fraction of 9 (meaning 8 tons of fuel for every 1 ton of dry mass). The 1.875m FL-TX tanks also have a mass fraction of 9. As does the 2.5m Rockomax X series... and the 3.75m Kerbodyne S3 series... and even the 5m Kerbodyne S4 series. If you look at different fuel types, then you start to see differences. For example, the three tanks in the FL-R monopropellant tank series all have different mass fractions (5, 7, and 8.5, resectively)
  10. TL;DR: It may feel like you're winging it, but as it turns out - it's largely the way things work. If you really want to skip making mid-course corrections, you can employ an external tool to precalculate a ballistic transfer for you. - - - - - - - - - - - - Eve's orbit is inclined compared to Kerbin's orbit. Eve's orbital period is different from Kerbin's. Even the eccentricity differs, although not by much. But, to put it in highly unscientific terms, these differences are not "the same", not "in sync". As in, If you fly transfers at various recurrences of the correct phase angle,
  11. The hotkey is the same as on a spacecraft: press R. You will be able to see on the navball that the RCS icon will light up. The Kerbal also visibly grabs hold of their jetpack handles. Be patient and gentle with your inputs. Brief taps of the keys. If you hold them down, you will accelerate fairly quickly. And then when you're not sure what buttons to press to stop, you can end up flying away from your ship and get stranded in orbit. And keep in mind that when you reorient the camera, the Kerbal will reorient itself to face in the camera's new direction the next time you press any bu
  12. There is (or at least used to be, haven't checked in a while) a mod called BetterTimeWarp, which lets you configure things like 10x physics timewarp. Five and a half minutes is far more bearable than 55 minutes. But generally, I'd plan my ship and my mission in ways that avoid such huge burn times, even when I am using electric engines (which I frequently do). Are you going into retrograde solar orbit or something? If yes, reconsider picking up such contracts in the future, they're pretty much never worth the effort to pull it off. If it's a normal, prograde solar orbit though, then you
  13. "Input locks" means that KSP thinks something is happening for which it needs to prevent the player from pressing keys. Therefore the game "locks the input" and you can no longer do anything. It normally does this during loading screens, for example, and then restores control to you when the scene has loaded. But sometimes, KSP may falsely believe that your input should be locked, or it fails to restore control. To check if this is happening, go to the debug menu (Alt+F12) and look into the tab named "input locks". There should be a button to clear all current locks. Press it and see if i
  14. Rocket construction is a skill that requires practice. If you do it wrong, then sometimes even adding more fuel doesn't actually do anything. Additionally, piloting is a skill that requires practice. A skilled player might land on the Mun with a rocket that a newcomer might barely wrestle into orbit. KSP is a difficult game with a big learning curve. But we're always happy to help out. Just try to be as precise as you can with the questions you're asking, because sometimes, it can be difficult to tell what's going on on your screen from just a few sentences of text.
  15. Gigameters. As in, a billion meters. 1m = 1 meter 1,000m = 1 kilometer 1,000,000m = 1,000 kilometers = 1 megameter 1,000,000,000m = 1,000,000 kilometers = 1 gigameter The stock KSP altitude meter at the top of your screen (when in flight) uses these same units, by the way. They are standard SI units. I'm not fluent in that language and haven't personally used the planner before, but I'm guessing that slider is for mean distance from the sun.
  16. @Rustdog As an additional help - in the editor, during construction, you can configure the dV helper tool to use a different celestial body's values for computation. For example, you could set it to Eve to figure out how your engines fare in the thick atmosphere, or even just to the Mun to figure out your Mun-relative TWR.
  17. The main distinguishing factor between comets and asteroids is the orbit. Both appear as unidentified objects. But when you track one, and see its orbit, you will instantly be able to tell if it's a comet (very eccentric orbit, coming close to the sun and then swinging out to Jool or beyond) or an asteroid (generally hugs the orbit of a planet fairly closely, sometimes has direct encounters with said planet).
  18. Isn't the red color a result of the ablative nozzle on the RS-68 though? Other hydrolox engines like the RS-25 or the Vulcain II do not have this kind of red-hued exhaust.
  19. Depends entirely on the individual case. You can make a plume with the stock method that is reasonably performant, and another plume that looks very similar but slows the game to an utter crawl with just a single engine running. This mod is not made to improve performance of engine plumes in general. It is made to enable creation of plumes with a certain look and feel which is hard to create with the stock system without going completely overboard in performance-killing particles. If you have a stock plume of, say, the Terrier engine - that one is so simple and basic, a Waterfall plume re
  20. As for ingame - there is no danger of leaving things extended during burns, unless the extended thing extends in front of the nozzle of one of your engines. Then yes, you should probably retract that before activating the engine. Solar panels and antennas may snap off inside an atmosphere, but never in the vacuum of space.
  21. Your grogginess is indeed doing you a disservice It is in fact possible to create an orbit where you spend the same amount of time both below and above a certain altitude. Think about it: if you move faster in the low part of the orbit, then the high part of the orbit simply must be less than half of an orbit. For example, if you have a PE of 20 km and an AP of 65 km, then the part of the orbit that is above 60 km will not be half an orbit, but rather noticably less. You move slower across that section, but because it is shorter, it will not take as long to move through. That said, I
  22. Well, it stands to reason that there is a single-orbit solution. In other words, a burn you can make at periapsis that results in an encounter after looping around once post-burn. It will be ridiculously expensive, but you do get close approach markers for that one. So go find it, and look at how many days away that encounter is. You now know how many days exactly it takes for Moho to return to periapsis (and thus your encounter point) after you make your burn. You also know Moho's orbital period. Add that period to the number of days you have just measured. You receive a span of tim
  23. This is true. However, when people talk about the apoapsis transfer from Kerbin to Moho (the aforementioned day 82 date), they generally accept this. In other words, people prefer to just make the transfer at apoapsis, even if that is not a transfer window and that burn does not get them an encounter. What they do instead is burn until their transfer orbit's periapsis touches Moho's orbit, then travel to said periapsis. There they make a retrograde burn in solar orbit to lower their apoapsis to some place between Kerbin and Moho. Just like with a rendezvous, this lets them phase into an e
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