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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Just a little hint - if you're planning a major plane change (like 90 degrees or something), it's more efficient to burn prograde into a very elliptical orbit, do the plane change at apoapsis (the slower you're going, the less speed you have to kill in one direction and the less you have to gain in another) then circularise at periapsis again. Essentially, a bi-elliptic transfer, but instead of the periapsis changing, it's your inclination. Btw, apoapsis = furthest distance from planet you're orbiting, periapsis = closest distance to planet you're orbiting.
  2. Wasn't Baha working on a new model for that? I coulda sworn someone was..
  3. I can't believe it's taken this long for something like this to appear.. Thank you! EDIT: Is it worth using Module Manager to replace the cfg? Or is it more trouble than it's worth? Just thinking of the future here..
  4. The change in 0.23 was to stop science spamming - there was nothing stopping you taking a tiny vessel with a massive amount of dV on a huge tour of the solar system, visiting as many places as possible, with just one Sc Jr and one goo pod, and transmitting it all back at 100%. That was, in my opinion, a really REALLY easy way to do career and if I started playing in 0.22, I'd have been put off career because of it. It just seems.. too easy. I see your point, but I disagree with it 100%. I like a challenge (it's why I refuse to install Procedural Fairings) and I like the fact I have to make do with what I have at a given point in time. I don't have the tech to do an Apollo mission to the Mun? Then I either don't do one, or I do what I can with the relatively simple parts I have. I don't tell the developers that I'd like the game changed to fit my playing style. If you don't like the order in which things are unlocked, there are loads of mods that change the tech tree around. Better Than Starting Manned, Realism Lite, Science Revisited, Treeloader.. If you don't like any of them, you can edit everything to suit your gameplay - the beauty of KSP is that it allows you to. Want 2m parts with a Mk1-2 pod and docking ports with the Poodle so you can make an Apollo style mission in level 3 of the tree? You're more than welcome to make it so. We both don't want things - you don't want to be limited in career, but I don't want the game to be changed to fit one persons play style. You play your way, I'll play mine - you just have to edit words in the cfg files. If the game was changed, there'd be nothing I could do to go back to what I enjoy - using what tech I have to do as much as I can.
  5. Did you even look at KAS? Eerything youve suggested so far can be done with it.
  6. Two things: I'd really like to see a video of how you do you gravity turns so you end up having the same or less amount of fuel left as burning straight up to 5000m/s. I would just really like to see it because I honestly can't imagine how you're doing that. And to get to other planets, people usually launch into orbit, then send up another craft to refuel it. That's usually where people get the massive amounts of fuel from.
  7. Would you have said the same thing to someone asking if they could repair rover wheels on EVA? Besides, I'd only want a couple of panels - carting around a (if I'm honest) pretty bulky box with like two panels in seems like a waste. Yes, I could fill it with other things, but I don't need other things. Everything I'd need is already attached to my craft. If I do need other things (for example pipe joints, pylons etc.. base stuff, basically), then I don't want to have to fill up space with panels for the same reason I don't have to fill up space with the tiny rover wheels.
  8. Well yeah, but considering the speed, it's hardly surprising! That'd happen in the stock game too. Oh, and in fact, it does happen. Replace the VTOLs with girders (linked here to keep the surprise of your original post)
  9. I don't get it.. What happens is precisely what I expected to happen..
  10. I wouldn't need to bring spares if I could repair them. In the same way I don't need to bring spares of the tiny rover wheels, because I can repair them. What if my craft doesn't have a KAS box on it to store spares in, which happens fairly often as it's not something I think to bring unless I KNOW it's going to be rough.
  11. This? @PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]] { @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true } }
  12. THANK YOU! For gods sake, the old ion engines could barely lift its own fuel and power generation methods. I don't care if things are overpowered or an exploit - if I make something and have fun with it, while you're all moaning about how I shouldn't have been able to and I 'cheated'.. who's the loser here?
  13. Ohhh fair enough. Yeah, 23.5 was released while I was at work and by the time I got home, the hotfix (build 464) was already released so when I started Steam, it downloaded that. I suppose it is the recent one, yes.. but in the same way that Jaws: The Revenge is the most recent Jaws film. In other news, how the fixing coming along?
  14. Oh that? Didn't that come out like, 5 hours after 0.23.5 did? Why are we talking about that now? What's going on? Where am I?
  15. Kat's a kabulous kidea, Kalbert! Ke kould ko khis kor keverything kin khe kerbin kuniverse!
  16. You're welcome! It'll quickly become habit and then, for laughs, you can try on a clean install and wonder how you ever managed to fly in that soup stock calls an atmosphere
  17. Have a rocket with about 1.2 TWR at launch. When you're travelling between 60 and 100 m/s start pitching over SLOWLY - you'll want to be 45 degrees at about 10km and horizontal at 40 or so. Keep your time to apoapsis at about a minute. Never, under any circumstances, do the stock "straight up then 45 degrees at 10km" so-called gravity turn - you'll flip out and not go to space today. Small gradual increments are the way to go. Your ship design influences the turn greatly. You'll need a heavy and low drag top and a (as light as you can make it) high drag bottom. Nosecones, fairings and fins help with these. Ideally the rocket should be pretty long and reasonably thin (that means no more asparagus! Not that you'll really need it any more though). If you design it right, once you're pitched over about 10 degrees, you can actually turn of SAS and the rocket will turn perfectly in time and you don't even need to touch the WASD keys until you're into thinner air.
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