-
Posts
4,216 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BudgetHedgehog
-
Kethane Refuelling Station
BudgetHedgehog replied to locustgate's topic in KSP1 Gameplay Questions and Tutorials
Exactly. You've essentially almost reach escape velocity (3,500 km/s) despite only expending about 160 m/s. That is a HUGE saving. But yes, sometimes, going to Eve or Duna is more efficient directly from Minmus height (though from memory, the saving is only a couple of hundred m/s) but for anything further away, a LKO burn is more efficient. Good old Oberth Effect.. -
Ahh I'm only kidding. Short tutorial: Telescopic rods push stuff away. Designed to be stacked inside each other for maximum effect. Hinges - self explanatory. Use the 90 degree one when you want to attach something at 90 degrees to its parent. Rotatrons - spin stuff. Can be toggled with an action group to carry on spinning once key is released. Docking washers - designed to be put between a docking washer and its parent. Helps with rotating docked crafts (e.g. if you came in at a nasty angle and have something block the thrust of an engine in front of you) Adjustable Rail moves stuff up and down. Gantry (and Variant) is basically an industrial sized adjustable rail, but is stack mounted, not surface attached like the other parts. The Variant has the base and platform swapped as the fixed point. All are surface attachable unless otherwise stated and some have node attachment points. Otherwise, the only limit is your imagination. You can make really compact rovers that fold out, a huge satellite that expands, a giant solar array with extendible arms... Just be warned, you can't operate the servos in the VAB/SPH so a lot of testing is required.
-
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
BudgetHedgehog replied to Tiberion's topic in KSP1 Mod Releases
Silly question: does this pack have 5m fairings? I see one file in the fairings folder that has 5m in its name but it's a plate and there are no others.. I've downloaded this, just waiting for my current save to be done so I can start afresh with different mods (using KW at the moment). -
Kethane Refuelling Station
BudgetHedgehog replied to locustgate's topic in KSP1 Gameplay Questions and Tutorials
Low Kerbin Orbit. The dV needed for return from Minmus is minuscule and, when timed right, it can get you up to speeds of 3km/s at Kerbin periapsis and thanks to the Oberth Effect, that means your remaining fuel (which is still pretty much all of it if you're using nuclear engines or similarly efficient engines) can affect your dV much more than when you're orbiting at Minmus height, which is pretty slow. -
Astronomical Units in KSP
BudgetHedgehog replied to Iforgotthis's topic in KSP1 Gameplay Questions and Tutorials
All I can remember from doing that is that I needed infinite fuel (this was before I realised I could use a gravity assist fro Kerbol to Jool to get the height required) and the journey to apoapsis would have taken years and years. It was a lot further out than I imagined (also, I got really annoyed at the fact that everywhere in KSP, distances are in km, but in Interstellar, it's AU.. would it be so difficult to use km? ) -
You can, you just have to treat it as any other data i.e. remove it from the pod (right click, remove data) and then store it again (either by entering or right clicking and storing data). Not that there's much point because they transmit at 100% anyway. I suppose though if power is an issue, like in early career game, transmitting isn't a viable option.
- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Kethane Refuelling Station
BudgetHedgehog replied to locustgate's topic in KSP1 Gameplay Questions and Tutorials
Have it in low Minmus orbit and when you go interplanetary, burn down to LKO then eject. -
Should KSP have a Delta-V readout?
BudgetHedgehog replied to bsalis's topic in KSP1 Suggestions & Development Discussion
I'm just gonna say this: if I wanted to break out calculators and start writing down numbers and equations, I would go back to school. I personally wouldn't have bought this game if I was required to manually calculate everything myself. Sure, I know about the rocket equation and its importance and I could solve it for any rocket you throw at me, but the fact remains that I bought this game to be just that - a game. Not homework or actual work or similar. A way to relax and wile away the hours building things that explore the pretty places. I don't want to have to waste time figuring out if my thing can do what I want it to do. So a yes from me, but I can see people like to fly by guesswork and like having to do equations and everything, so as a compromise, I'd be happy with an option to turn the info on and off. Not that I'd ever turn it off though. I guess I can see why the devs want us to do the whole trial and error thing, but seriously, just give me a TWR for Duna for my craft or at least an option to test it before I get there for the first time and find out I'm too heavy to lift off at all. Yes, I could work it out manually, but as I said, I bought this game to relax, not to feel like I'm back in school. -
Easier Multi-port docking
BudgetHedgehog replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
Are people just forgetting that Infernal Robotics has docking washers precisely to help this kind of thing? -
[1.12] Extraplanetary Launchpads v6.99.3
BudgetHedgehog replied to taniwha's topic in KSP1 Mod Releases
What's wrong with it? -
[1.12] Extraplanetary Launchpads v6.99.3
BudgetHedgehog replied to taniwha's topic in KSP1 Mod Releases
Do you have either a workshop or a command pod (as well as ModuleManager installed) up there too? -
Got RasterPropMonitor too? That mod is an addition to it. I use KSI with no problems.
- 3,403 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
[1.1.x] CoolRockets! Cryo and Launch Particle FX
BudgetHedgehog replied to sarbian's topic in KSP1 Mod Development
-
[wip] 0.23.5 A-E.V.A (Actual Extra vehicle Activity)
BudgetHedgehog replied to Eggman360's topic in KSP1 Mod Development
KAS integration is simple and you don't need to really seek permission to do it (although it wouldn't hurt) - it's just a matter of adding a KASModuleGrab to various parts in their cfg. Kethane is a different matter because that's a rescaled and edited model of Majir's drill so you would need permission to do that (or you could just do it via ModuleManager configs i.e rescale factor, adding in mini tanks and electric charge etc etc and I don't think you'd need permission to do that either but again, it wouldn't hurt EDIT: nija'd by regex, confirmed what I though - it's all entirely possible with MM cfgs and likely no permission would be needed). Either way, that drill is ridiculously adorable. -
Thought as much. I'll have to double check a lot of things, because I noticed some Module Manager things weren't being applied (yes, I only have the one - 2.0.3) so it's not just ALCOR. Also, my map view of Gilly didn't match up with what I was landed on. So my tug that was orbiting smashed into the ground, despite the map view saying there was plenty of clearance (I know Gilly's weird like that, but also in the map view, I was apparently 1000 metres or so above the surface (even had an orbit line) despite being landed.. So something's gone very wrong somewhere along the line, so I think a complete reinstall of everything is in order. Damn it :/
-
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
BudgetHedgehog replied to Nereid's topic in KSP1 Mod Releases
Don't know if anyone's gotten any of these, but my KSP install is acting weird so I checked the output.log and found a couple of NREs from FF: NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 -
Hmm, little oddity I noticed: the IVA patch I have refers to ALCOR Pod (A), but the ALCOR.cfg in ALCOR_LanderCapsule refers to ALCOR Pod (. This has the interesting effect of applying the Mk1-2 interior without RPM because the patch is pointing to something that doesn't exist. Have I somehow mixed up files somewhere or something? I'll check the zip I downloaded, shouldn't be anything wrong in there, because it's worked before (but I haven't changed anything in any of the cfgs since then either). Either way, it's a simple enough fix, it looks like.
-
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BudgetHedgehog replied to damny's topic in KSP1 Mod Development
Likewise, but I think it'd be a bit unfair on people without it to make a hard dependency on it. I know plenty of other mods do but I feel the same way about them. Also, I feel I must disagree with some of the various reasons technogeeky posted as justification. Argumentum ad populum and appeal to authority are both fallacies so they should not be used*. Regarding user confusion, I think it's fair to say that people voting to put SCANsat in all pods are not likely to be confused about the appearance of a satellite button on their screen. They know the reason they put SCANsat in all pods was to eliminate the need for the scanner part so I'm pretty sure they'd know why there is a scanning button but no part. As for roleplay/IVA useage, the current non-Toolbar button could be configured to provide a GIU menu on right click that shows the various options (small/big map, instruments, settings). Like I said, I already use the toolbar, so forced integration has no impact on me, but I realise other people are in a different situation and might not appreciate it. I would suggest a poll or vote of sorts, but I don't think this thread is active enough to show correctly represented results. Maybe in the General Add-On Affairs board, I don't know. But saying you're coding it so any decision you make is the right one doesn't take the users opinions into account. *Just because something is popular, doesn't mean it's right or the correct thing to do and "authorities are not necessarily correct about judgements related to their field of expertise". In this case, the field of expertise in question is coding a hard dependency on the Toolbar. -
Getting to the mun without maneuver nodes
BudgetHedgehog replied to hasty6's topic in KSP1 Gameplay Questions and Tutorials
When the Mun appears on the horizon from LKO, start your burn. Also, I suggest unbunching your knickers and letting other people play however they want -
That's the point - the phantom forces spin the ship when it's not on rails and SAS doesn't help (or is even sometimes the cause). Right now, the only way to make your ship stop spinning is by time-warping. I agree with Kashua - if they get rid of that, they better have something that actually keeps the ship still when not on rails.
-
They're not powerful for a reason - game balance. If they were more powerful and had the same fuel efficiency, why would anyone use anything else? And, I gather you are pretty new to the game because interplanetary travel basically requires nuclear engines. Everyone uses (or rather, should use) nuclear engines for that.`
-
Structural Parts
BudgetHedgehog replied to Frank_Black's topic in KSP1 Gameplay Questions and Tutorials
They're nothing special, just a differnt kind of girder. But, they are incredibly strong ad can resist higher impacts. The Micronode is a basically a stronger version of the cubic octagonal strut and the structural panel can be useful for building.. structures. Buildings, vehicle bodies etc.. Making a box that opens won't do anything until you also design a way for it to open. Infernal Robotics hinges would help, or you could get creative with decouplers to blow away one side of the box.