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KSP2 Release Notes
Everything posted by cantab
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Well it makes very little difference. The "super moon" thing isn't noticeable to the naked eye. Through binoculars or telescopes it'll just look the same as a bit more magnification, still pretty insignificant.
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A refuel at Ike should be viable. Anything rated for Dres will handle Ike. You can alternatively use Duna gravity assists, but that takes some figuring out. I was able to use two Duna assists to change my plane to match Dres's orbit which would have helped cut the capture burn at Dres (but I only did flybys on that mission anyway). Time consuming though.
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1.1 will probably come in October or November. Since it's updating to a new major Unity version and changing a fair bit about the game I expect many mods to take a while updating. However the current release is in my opinion one of the worst in a long time, suffering from performance issues and a buggy and fundamentally flawed heating system. All round not the best of times to come back into KSP.
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during the course of our experiments into novel space shuttle concepts. We wasted thousands of gallons of fuel and demolished the Launchpad because the launch clamps failed to release.
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Well there's your problem! That many parts is extreme, it'll cause severe lag on any hardware. In 1.0.x most players find 300 parts or so is the limit before the lag gets bad, and maybe 500-600 before it gets really unplayably bad.
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It's kind of complicated and one of the "game mechanic" aspects of KSP, by which I mean it's not obviously based on real physics. For a high level overview, results from experiments are converted into data in the lab by reviewing the experimental result and choosing to process data, a quick process. Data in the lab is then converted into science points in the lab by right-clicking it and choosing start research, this is a slow ongoing process. Science points in the lab can be collected by right-clicking it and choosing transmit science, and will only then be available to unlock tech tree nodes with. There's a tutorial that taught me how to use it, http://forum.kerbalspaceprogram.com/threads/119620 You want a scientist in the lab throughout, and you also need a method of controlling the ship, so either a command pod with another Kerbal in it or else a probe core - the lab isn't a command module and it cannot control the ship.
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It was medical negligence by the doctor in the inflator room in treating bloaty head. Dusdorf Kerman is claiming for loss of earnings after he was unable to work for his previous employers due to being trapped inside an OKTO2.
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Try to play Pokemon without hating Zubats. And no Repels!
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There's no shortage of ways to earn science points, so really it depends what you like doing. You can exploit the Mun and Minmus for all the science they're worth if you like. Or you can be happy with a few landings there and head off to the other planets with either probes or Kerbals as you like. Or you can set up a station or base with the mobile processing lab, once it's operating and stocked with results you can get a couple of thousand bonus science out of that. Or, once you have wheels, you can spend your time driving round all the buildings at the space centre. (An idea for starting interplanetary: if you have a good Mun ship you can probably take it to Ike, the overall delta-V requirement is very similar.)
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It's how the game handles the asteroids, there's this placeholder part. I believe it has a part module that makes it be replaced with a "real" asteroid in flight. It's not meant to show in the VAB, but sometimes some oddity of your setup might make it appear.
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You can either pay out, or you can attempt to retrieve them from the "mulch". Your choice. We were flying at an altitude of 100 thousand feet and a speed of Mach 3 and we crashed into the launchpad.
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Vsync is useful if the game would otherwise run at a much *higher* framerate than the screen can display, since without Vsync one refresh of the monitor will show parts of two or more frames of the game resulting in "tearing". If the framerate is *lower* than the screen refresh rate then vsync will cause judder and is probably better turned off.
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Can't open MK2 Cargo Bay
cantab replied to ZaeRoe's topic in KSP1 Technical Support (PC, modded installs)
Did you check you weren't in timewarp? -
Bill Kerman was being mind controlled by MechJeb Disregard the previous message. As a consequence of Bill Kerman's action he has been detained in the brig and command of the mission falls back to the ship's computer. Your pickup truck was incinerated by a rocket exhaust.
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Do you expect your crafts to still work in 1.1?
cantab replied to selfish_meme's topic in KSP1 Discussion
That was a bug for which a hotfix was quickly issued. Squad hadn't intended to break compatibility. -
How I see it is that a Youtube video is like a TV program. It's quite planned out, it might be scripted, it's edited and polished, and you sit and watch it. You can leave a comment if you like but that's as far as communication goes. A stream is more like a radio talk show. There's an general topic of discussion but it's all live and the details aren't planned or scripted. The audience is coming in with questions and comments and the presenter(s) is responding to them. The viewer and chat interaction is a big part of watching streams for me.
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A few people observed the Moon doing a good Duna impression, myself included. When it was early in totality and one edge was noticeably white.
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My pics came out much the same as that. They looked better on the phone's own screen, I was rather disappointed when I checked them on the computer.
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So what does E/s represent.
cantab replied to NuclearNut's topic in KSP1 Gameplay Questions and Tutorials
1 Ec is an arbitrary unit of energy. If you try and work it out based on how various game parts work you'll get conflicting answers. That said we can ignore results from the ion engine because it took a huge thrust buff for gameplay reasons. The rover wheels don't even seem to follow normal physics. If you go by the solar panel performance then 1 Ec ~ 1 kJ. -
[1.0.5] [RELEASE 0.8] Sido's Urania System : 7 new planets and 8 moons !
cantab replied to Sido's topic in KSP1 Mod Releases
There appears to be a hole full of sky in the ground ... -
Nought. Zip, zilch, nada, nothing. Gotta love Science Mode On a serious note, zero cost is probably possible with ISRU, by ensuring you can return to KSC with as much fuel as you started with. You might mine on Minmus or even on Kerbin itself. Either way I doubt it would be worth the trouble to actually do that every flight though.
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In Science Mode it's very, very useful, you can get a thousand or more bonus science out of one. In Career it's also useful but your research may be slower thanks to low level scientists. As for what I put on mine: Mobile Processing Lab, the whole reason for the station. Command pod. The lab isn't a command module, a pod will let a Kerbal control it. Don't rely on just a probe core or you'll have problems if the batteries run out Solar panels. The lab is quite power hungry. Eight extending panels or a couple of Gigantors will run it. If you only have OX-STATs you'll have to spam them. An antenna, and a fast one at that. Transmitting the science can take some time. Batteries. The science transmission will use up quite a bit of Ec and you don't want to run out. 1000-2000 units should suffice. Fuel, to refill the operating spacecraft. Engines, so the station can conduct orbital manoeuvres as desired. Use a cluster so you can balance out thrust. Docking ports, of course. All this can be a single monolithic station, like Salyut or Skylab. There's no need to do a module station like Mir or the ISS unless you particularly want to. I then paired it with two types of spacecraft. A single stage Mun lander with lots of science gear would be fuelled up from the station, undock, land, and return to the station with the science. Orbiters took crew between Kerbin and the station, as well as returning the science results to Kerbin after they have been processed by the lab. In career you should probably add probe cores to both so that non-pilot Kerbals can go out and get experience. I recommend a 30-40 degree inclination for the station, high enough to cover many biomes but low enough to not cause issues for transfers. If you're less experienced with orbital rendezvous an equatorial orbit is a viable alternative.
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Depends what sort of mass shift. For launch rockets the fairing is ideally flush with the stage below it, or at least only slightly wider, and I usually add three or four of the little basic fins at the bottom just to make sure. I'm careful not to deviate too far from prograde during the ascent. As 5thHorseman says having an upper stage can help keep mass up front, but it can also hinder - if the lower stage drops while the rocket is still in noticeable atmosphere it may well flip on the upper stage. In FAR I've had aerodynamic flips at 30 km. To handle lateral mass shift in orbital spacecraft I use engine clusters. Individually adjusting the thrust limiter on each engine in space lets me balance things out. KER can display "thrust torque", I just tweak the limiters until it's close to zero. My recent space station was able to make orbital manoeuvres quite easily in this way despite having varying ships and modules docked to it. For RCS I generally try and put the monopropellant tanks at or around the CoM, so monoprop drain doesn't shift things. Fuel drain is harder to deal with though, I'll typically have to think about how much fuel the craft will have when I dock it. For aircraft I ensure the plane will be stable in pitch with the CoM at its aftmost point, and further seek to minimise fore-aft shift.