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GoatRider

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Everything posted by GoatRider

  1. Timewarp is one of the biggest reasons you can't do multiplayer. Everybody would want to be on a different time scale, so everybody would have to be at 1:1 and bored most of the time.
  2. I revert if things don't go as planned in any way. The first run-through is now a "computer simulation".
  3. And warm! I did it with a xenon powered probe, and one of the solar panels blew up from overheating.
  4. The difference between time warp and physics warp is that time warp only simulates the position of your entire craft, and only checks for gravity and intersection with planets. It's very simple to compute, which is why it goes up to 100,000x. Physics warp simulates everything, including intersection with every part with the surface, battery charge, thrust, fuel levels, etc. So it's much more processor intensive, which is why it only goes up to 4x. Even then, it takes shortcuts that can make mistakes and cause things to blow up that wouldn't at 1x. There's one exception to time warp- mining operations. IF you go on time warp more than 6 hours, it calculates mining. I think it takes some shortcuts on that, but if you stop timewarp before 6 hours, it resets and you don't get any mining results.
  5. Yes. You can dock without RCS that way, by switching back and forth to line up the docking ports on both ships, then give a light thrust on one of them to get them together.
  6. Anything can explode in Unity, especially during "physics easing". I've had flags explode when coming out of time warp!
  7. That seems right to me- if you're burning, you're going to be slowing down, so it will take longer to get to the ground than if you were just going to let it go. EDIT- oh you mean the time to START the suicide burn? Yeah, that would be a problem.
  8. Think about it. Imagine you could launch it straight up instantaneously to keosynchronous orbit. 2 hours later, launch the next one- the first one is still straight up, since it's in keosynchronous orbit, so the second one ends up in the same spot. Then do it with the 3rd- you end up with 3 satellites in the same spot. Same thing will happen if you use a normal transfer orbit to get it there, it's just harder to visualize.
  9. I've done it that way, but MechJeb has "Advanced Interplanetary Planner" which has the same porkchop display. You click somewhere, and it creates your node.
  10. You also won't see autostrut options unless you have "advanced tweakables" turned on in the settings. If you don't have that turned on, it's probably not the problem because you aren't using autostruts. Another possibility is reaction wheels in multiple modules fighting with each other if you have SAS turned on. Quickest way to fix that is to turn SAS off. If you need SAS on, turn the reaction wheels off in every module except one. You can do that without advanced tweakables.
  11. Go more places. Each place you go only counts once. Basically, plant a flag on mun and minmus, anybody in physics range gets credit so you only have to do it with one kerbal per vessel. And then leave Kerbins SOI and come back, that will get those Kerbals to 3 stars. To get any further you have to go to other planets. https://wiki.kerbalspaceprogram.com/wiki/Experience
  12. Fastest I've gone is maybe 180 in a Decathlon diving before a loop.
  13. Right, but I'm not particularly worried about my Cessna 172 hitting Mach 3.2
  14. If you go fast enough IRL, your plane will heat up. The SR-71, for example, had gaps in the fuselage fuel tanks, and fuel would leak out until it got up to speed and closed up the gaps.
  15. I've flown RC quadcopter models since long before they became "drones". Unlike planes or helicopters, they don't have an inherent "front", and it's easy to get disoriented. It's important to do something to label the front- like paint one or two of the front rotors a different color (depending on if it's an "X" or a "+"), colored lights, and/or or have a body in the middle that looks directional.
  16. Confirmed that dV of ion drives is now fixed in the VAB. Confirming the node execution would take actual work. One thing that would be nice is if the burntime estimate also calculated the max thrust for the amount of electrical input available. And also set the throttle at that point while it was executing, without having to fiddle with thrust limiters.
  17. 21,900 dV for the Mun. It's not quite as bad as I thought.
  18. Not as bad as some old science fiction novels would have you do it- burn at 1G until you're halfway there, and then turn around and burn at 1G until you get there. My calculus is too rusty to calculate how much DeltaV that would take.
  19. That makes sense actually. I've noticed both of these things- that ion drive lead time is 0, and that it reports 0dv in the VAB.
  20. In the settings, there is an option called "advanced tweakables". It turns on things like tank priority, and autostruts.
  21. Getting home is exactly the same amount of delta-V, except that you can use aerobraking to slow down when you get back to kerbin. That will eliminate most of the 3400, and I think some of the 860, depending on how sturdy your heat shield is. If there wasn't air, you'd have to use exactly the same amount to slow down to zero and land. This is what makes Tylo such a hard moon, it has kerbin's gravity, with no air.
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