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Everything posted by Starstrider42
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The polar orbit method is WAY more complicated than necessary, especially since you'll have a hard time targeting both with the same antenna if they have an extreme apoapsis. Here's a simpler approach, requiring no extra launches: once you're far enough away that the equatorial satellites' orbit fits inside your antenna's cone (about 3-4 million km, if you're using the Communotron 88-88 or Reflectron KR-14), point the antenna at Kerbin (not at one of the satellites). There will always be at least one satellite inside the cone and not behind Kerbin.
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Going to Minimus
Starstrider42 replied to Chik Sneadlov's topic in KSP1 Gameplay Questions and Tutorials
If you know where your ascending node is, I assume that means you've gotten as far as selecting Minmus as your target. Once you've aligned your orbital plane (see previous posts), the easiest way to get an efficient burn is to set a prograde burn until it just touches the orbit of Minmus and the rendezvous markers show up. Then, drag the maneuver node along your orbit to bring the markers together. If your starting orbit is eccentric, you may have to add prograde/retrograde thrust to keep it barely touching Minmus's orbit. Once you've got Minmus's sphere of influence appearing in your predicted orbit, it's just a matter of tweaking. -
Science sample transfers
Starstrider42 replied to NeoIvan17's topic in KSP1 Gameplay Questions and Tutorials
Any crew space except the science lab can store one copy of any unique experiment (i.e., one combination of device/planet/biome/situation). -
Collecting science from the Mun
Starstrider42 replied to daniu's topic in KSP1 Gameplay Questions and Tutorials
Streetwind, which mod is the fairing from? It looks a lot nicer than the Procedural Fairings ones. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Starstrider42 replied to Nereid's topic in KSP1 Mod Releases
What you're asking can be pretty easily done with save file editing. Back up, then open, halloffame.ksp in your save directory. You want to change a line that looks like: 6067486.46822176 L:Mun Jebediah Kerman to one that looks like: 6067486.46822176 L1:Mun Jebediah Kerman Same applies for any other "firsts" -- just add a 1 after the letter code (or remove the 1, for kerbals who don't deserve to be first). If you want to do more extensive edits, like adding ribbons retroactively, you might find Nachocuban's and my lists of codes helpful: http://forum.kerbalspaceprogram.com/threads/67246-0-23-Final-Frontier-0-3-9?p=1014154&viewfull=1#post1014154. -
[1.12] Extraplanetary Launchpads v6.99.3
Starstrider42 replied to taniwha's topic in KSP1 Mod Releases
Ship up enough RocketParts to do it. You can launch any resource you like from Kerbin, it's just less fuel-efficient. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
Sorry, I had to ask. -
easy for most but not me!
Starstrider42 replied to MrUren's topic in KSP1 Gameplay Questions and Tutorials
You can get around this by right-clicking on the engine and setting the throttle limiter. I like to set LV-909s or 48-7S to something like 30-50% throttle... this lets me control my descent speed pretty well (hovering happens at 4-5 presses of the shift key), while still giving me enough extra thrust that I can abort the landing if I realize I've screwed up. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
Is this your problem? https://github.com/Cilph/RemoteTech2/wiki/FAQ#why-do-i-lose-my-connection-when-undocking-two-ships -
Hi, Is there a way to predict how much heating you'll get from a given re-entry trajectory before actually doing it? I'm planning my first interplanetary return mission, and by my math I'll be going at 3600 m/s when I hit the atmosphere. I'd rather not have to use trial and error to find the best periapsis height, especially since I'm using FlowerChild's tweak (http://forum.kerbalspaceprogram.com/threads/54954-0-23-Deadly-Reentry-Continued-v4-3-1-11-14/page50?p=820787#post820787) and I've already found out the hard way that it's a bit harder than the original DRE. Any advice/tools would be much appreciated.
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Maximum Science
Starstrider42 replied to MinerEdgar's topic in KSP1 Gameplay Questions and Tutorials
????? The science lab does not change the maximum amount of science you can get from a location; it just changes the number of missions needed to do it. -
Orbit vs Fly-By
Starstrider42 replied to BLFonsworth's topic in KSP1 Gameplay Questions and Tutorials
The gravioli detector gives biome-specific results all the way up to high space, so it's *much* more valuable in orbit than on a flyby mission. That's about it for the stock game. Some mods, such as RemoteTech, SCANsat, Kethane, or Mission Controller, offer additional benefits from satellites. -
Maximum Science
Starstrider42 replied to MinerEdgar's topic in KSP1 Gameplay Questions and Tutorials
The most natural approach (at least, in terms of not confusing players) would be to let it work like any airless, single-biome planet. Clawing would count as landing, etc... I don't actually *know* that this is the approach the devs are taking, mind you, it just seems reasonable. -
is there something like 'delta-omega'?
Starstrider42 replied to JtPB's topic in KSP1 Gameplay Questions and Tutorials
7 radians per second is a little over one revolution per second. Dare I ask why you'd need to turn a ship that fast...? -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Starstrider42 replied to damny's topic in KSP1 Mod Development
Could there be a low-resolution, wide-angle biome scanner (just like there are low- and high-resolution versions of the altimeter)? It would be nice if there were a part that could represent the kind of limited mapping you get from flyby missions. -
[WIP]Kerbin Science Initiative - 146 More Biomes for Kerbin
Starstrider42 replied to Raven.'s topic in KSP1 Mod Development
Ok, thanks for the update. If you're still looking for name suggestions, how about: The Eye: the Gnosis crater and/or the mountain in the middle of it Green Coast: the peninsula in the middle of the Kulge Sea (The latter was inspired by the Visual Enhancements mod, which makes that peninsula the most densely settled region on the planet. I figured something that semi-explicitly refers to kerbals might be good.) -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Starstrider42 replied to Nereid's topic in KSP1 Mod Releases
Nope. Can you get even 1 G from a jetpack? I know you can't use it to get airborne on Kerbin... I just checked, and the ribbon is awarded when the kerbal first goes on EVA, before they let go of the ladder. EDIT: this bug happens with a large (150-part) ship, but not with a Mun lander. So the key factor may be ship size and/or lag. Before: After: So yeah, I'm pretty sure this is a real bug. -
[WIP]Kerbin Science Initiative - 146 More Biomes for Kerbin
Starstrider42 replied to Raven.'s topic in KSP1 Mod Development
I personally don't need more biomes (already have more science than I know what to do with), but I'm glad somebody's trying to assign in-universe names for Kerbin's geography. What kind of mission log says the ship landed "near that one mountain on that other continent"? I've been trying to make a map of Kerbin using the new names, but it's not clear from the original post where all the features are, especially on the 3rd continent. Is the following more or less correct? -
"reopen" maneuver node?
Starstrider42 replied to nohelmet's topic in KSP1 Gameplay Questions and Tutorials
I don't think there's anything like that. For starters, how would you tell the game *which* maneuver node to open? One workaround you could try, if you're really having trouble with accidentally closing it, it disabling display of all ships/flags/etc. -
There are two such mods: Crew Manifest and Ship Manifest. I believe they're both 0.23-compatible. Have you actually tried going on EVA yet? From my experience, the worst that should happen is your kerbal will be flung away at high speed, but not so high that you can't use the jetpack to get back. As long as you're not planning to go back in the cupola, you should be fine.
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Now-defunct-thread-that-should-not-appear-in-google-search.
Starstrider42 replied to Cilph's topic in KSP1 Mod Releases
The antenna ranges are chosen to fit certain niches in the stock solar system. So most antennas will have too short a range to be useful in RSS, and (I assume) they won't be matched well to distances between specific planets, either. You can fix this either by using brooklyn666's config (http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition?p=1041460&viewfull=1#post1041460), or by setting RangeMultiplier = 10 in RemoteTech_Settings.cfg. (Don't do both!) -
My orbit (blue line) doesn't change
Starstrider42 replied to Chik Sneadlov's topic in KSP1 Gameplay Questions and Tutorials
There's a faster way: click the RESET button under the staging list. As long as you're not doing anything too exotic with your staging it will work fine. -
Never let go Jeb.
Starstrider42 replied to FREEFALL1984's topic in KSP1 Gameplay Questions and Tutorials
That description sounds like a setup I've used plenty of times without a problem. And there's nothing else attached? No mechjeb core or comm antenna?