GoatRider
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Everything posted by GoatRider
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Tips and tricks you found out yourself
GoatRider replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
It works even better in a polar orbit. Over the course of half a munth, you'll pass over every Biome on the Mun. You don't need solar panels to store the crew reports. -
Transfer of science from Lab to command pod?
GoatRider replied to Korr's topic in KSP1 Gameplay Questions and Tutorials
Right, you still have to EVA a kerbal to pick it up, but you stop at the sci lab to drop it off and he can drop of as many as he wants. -
Transfer of science from Lab to command pod?
GoatRider replied to Korr's topic in KSP1 Gameplay Questions and Tutorials
Reusing the modules is the important part of the lab. Increasing transmit values is pretty much useless. It also has the ability to hold more than one of each experiment/biome combination, so you can repeat the experiment to get full credit. But then you have to bring the whole lab back. -
Multiple command pod sample return?
GoatRider replied to Stickyhammy's topic in KSP1 Gameplay Questions and Tutorials
Also keep in mind that a science lab can carry more than one of a sample from each biome, as well as reset the goo and science jr pods. -
Here we go, I think this will give you what you want: http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0/page35?p=577055&viewfull=1#post577055
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This looks promising: http://forum.kerbalspaceprogram.com/threads/60961-0-23-5-TextureReplacer-1-5-%281-5-2014%29 Down in the config, there are items like "Default/GalaxyTex_PositiveX // skybox right face", so maybe this tool can extract as well as replace. I'll take a look. EDIT: Nope.
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Darn, everything in the "Spaces" folder seems to be cockpits. They are big files, I thought for sure that was it. That doesn't seem like the kind of data a developer would compile into the executable, there has to be a file somewhere. On the other hand, I don't see the planet textures anywhere either. There are a bunch of generically named big files in the "KSP_Data" folder, but those look like binary files that we probably can't decode easily. I'll bet they are there.
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What! That's unpossible! There are no girls in gaming! j/k, I'm in a WoW guild that is about half women. It should be possible to dig into the game data and find the texture map. EDIT: Try GameData/Squad/Spaces/GenericSpace1/*.mbm I found this tool to convert the mbm files to png: http://kerbalspaceprogram.com/mbm-to-png-file-converter/
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Docking clamps wont engage.
GoatRider replied to Stickyhammy's topic in KSP1 Gameplay Questions and Tutorials
Are they the same sized docking ports? There are 3 sizes, they have to match. -
I think I have a theory about why MechJeb picks a new transfer to Moho window if you delete and recalculate a few days before the previously picked launch. There must be a "time range" that it searches that is longer than one orbit. If you recalculate, and a better launch window is on the next orbit, then it waits another orbit.
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I've had this problem, didn't know what to do about it. Thanks!
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Neutral Thrust calculation
GoatRider replied to Sovnheim's topic in KSP1 Gameplay Questions and Tutorials
I fly model helicopters and quadrotors, and I have a lot of hovering practice. I find it very hard to hover a lander in KSP with the keyboard. But I plug in the controller from my RC flight sim, and my RC reflexes kick in and it's easy. So maybe you'll find it's easier if you use some sort of joystick, one with a throttle and twist rudder. You can make fine and large adjustments to the throttle very quickly with the throttle stick. -
You can finish off the career tree with Science!® from just Mun, Minmus, and Kerbin. So, no, you don't have to go there for that reason. You have to go there for honor.
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Is there a launch calendar?
GoatRider replied to xcorps's topic in KSP1 Gameplay Questions and Tutorials
It also doesn't include Moho. -
Is there a launch calendar?
GoatRider replied to xcorps's topic in KSP1 Gameplay Questions and Tutorials
http://alexmoon.github.io/ksp/ -
The ascent guidance does that. It does the gravity turn for you, a lot smoother than you can do by hand. There's a box to enter the final altitude, and it will burn until your apoapsis reaches that, then coast to a circularization burn there. You can also set it to auto-stage, so you can just click launch, hit staging manually to start the engines and release the clamps, then come back in 5 minutes and you're in orbit.
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Can I make F2 hide everything except NavBall?
GoatRider replied to phemark's topic in KSP1 Gameplay Questions and Tutorials
True Altitude is useful when landing. Edit: Oops, you said that. -
I name all my ships "Goat #". Sometimes if it's a variation I'll add a letter, and if it's a specific mission design I'll add the destination. Like, for example "Goat VIc- Moho". You can also name ships without saving, useful if you have multiple missions to multiple biomes. At one point I had "Goat IIIb Jeb" "Goat IIIb Bill" and "Goat IIIb Bob" all going to Mun. Just change the name, and hit "Launch", they'll show that way in the tracking station without being saved as a new ship.
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I just compared these numbers with what MechJeb is using. It came out with numbers pretty much the same as the "Mid point correction" method from the alexmoon site. And the ejection node was a bit to the right of the line between Kerbin and the Sun. alexmoon said that angle should be 107º from Retrograde, so I was thinking of it wrong. I was thinking of the tangent that was headed that way, so I was 90º off. That's what was confusing me.
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I'm pretty sure it's the angle you start your departure burn, but I'd like confirmation of that.
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In tools like http://alexmoon.github.io/ksp/, it shows an "ejection angle" of for example 107º to Retrograde. How would one go about measuring that? Is that the angle I start my departure burn from LKO, or the angle I should be heading after I'm done burning? I've been using MechJeb for this, but it's been doing a very bad job of getting me to Moho with something under a million dV for the capture burn.
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Can someone explain to me the concept of DeltaV?
GoatRider replied to Bearsh's topic in KSP1 Gameplay Questions and Tutorials
Disregarding friction and gravity, if you start out at 0 m/s, and you apply 1000 m/s delta-V in a straight line, you'll be going 1000 m/s. That's what it IS. The above comments tell you how to calculate it, and how to use it. Personally, I just use MechJeb. -
Eve is a HUGE step up from Mun and Minmus. I've landed and returned from pretty much everywhere except Eve. I've landed a probe there, but that's easy, just use a parachute. Try Duna next.
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About KSP of Linux version
GoatRider replied to Frank_Black's topic in KSP1 Gameplay Questions and Tutorials
Sounds to me like you have your resolution set low and it's showing it full screen. Check the settings to make sure the game resolution is set the same as your monitor.