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Everything posted by cantab
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Oberth effect Vs Gravity assists
cantab replied to FREEFALL1984's topic in KSP1 Gameplay Questions and Tutorials
Scott Manley mentioned it in his video on gravity assists. There's just not enough benefit from a Munar slingshot. I believe the Mun just isn't moving fast enough and isn't massive enough. You can use it to escape Kerbin, but not really to get anywhere else. Though you can set up to get back into Kerbin's SOI for a gravity assist off it, but even that's of questionable benefit for the player time setting things up and game time in transit. -
If you've got a command pod or reaction wheel on there, it might try to turn the rover. Try disabling the torque (right click the component in question), or changing the rover driving controls so they don't overlap with the spaceship controls.
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Sure that doesn't mean you've already got the science out?
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What IS draw mode 0 for the conics? As for biomes, I suspect more objects with biomes would come with more parts. Otherwise there'll be too much science compared to what's needed for the tech tree. Tbh, without mapping mods the biomes are a guide dang it anyway.
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The radiation environment around Jupiter owes a lot to Io's atmosphere. Things may be different around Jool, since Laythe has more gravity so won't shed its air so easily. Plus even if there's high radiation in space, it's all particles (not gamma rays) so Laythe's atmosphere itself will effectively shield the surface.
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The best space related speech challenge
cantab replied to HafCoJoe's topic in KSP1 Challenges & Mission ideas
Oh go on then, there's always this modern classic. -
Automatic Engine Fairings, way to turn off
cantab replied to Paul Kingtiger's topic in KSP1 Gameplay Questions and Tutorials
I've noticed I get "Jettison" as something on an engine I can set an action group to. I think it's supposed to release the fairing, but I've never seen it do anything. Maybe I don't have the right ship set up though. -
Yes, an inclination greater than 90 degrees is a retrograde orbit. IMHO, in the situation you are now, just land the lander, then launch it to match the returner's orbit as best you can. You'll need a touch more delta-v and a lot more finesse, especially if you don't want a long wait for Moho to rotate you into position for the ascent, but it's probably far preferable to trying to make big orbital changes now.
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I used Blender for a bit a year or two back. Its controls are VERY different to anything else, and I did find myself trying to use Blender controls in other stuff. More common, in Linux you can paste selected text by middle-clicking. I regularly try to do that in Windows.
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Tested my Munar orbiter. First time round the controls locked in the capture burn for some reason, I hit x but nothing happened. By the time I'd throttled down with shift I was on a collision course. Killed the game and restarted to go back to my last save that time. Second time round the controls were fine but I still mucked up the capture burn and got a periapsis of just over 2km. I watched as the mountains got closer and closer before chickening out and burning straight up. That put periapsis behind me, but below the surface, so I slightly panicked and wasted the last of my fuel in a futile prograde burn. Leaving Jeb to get out at apoapsis and push the capsule into a stable orbit. So I had to rescue him. Made the revised Munar orbiter, with slightly more fuel and a much improved launcher, and performed the rendezvous without a hitch. Who needs RCS? Orbiter I'm now happy with. Lander probably wants further testing. And I've learnt to give a decent safety margin on my delta-vs.
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The Totally Useless "Guess the number of Logo Contestants" Thread.
cantab replied to Dispatcher's topic in KSP1 Discussion
One. Just one person. -
n-body physics? We don't even have 2-body physics!
cantab replied to Whirligig Girl's topic in KSP1 Discussion
It's been shown that the KSP system is stable. So to put the planets and moons "off rails", the system would have to be revised - and I'm not sure by how much.The orbital drift others have described is probably because in stock KSP Kerbin does not orbit the Kerbin-Mun barycentre, whereas with the n-body mod your ship will. (Assuming the modder didn't fix this already). Similarly Kerbol doesn't orbit the Kerbol-Jool one. That can be fixed without needing to take the celestials off their rails, though the rails may become much more complicated. -
Don't remember. Possibly xkcd.
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New to Kerbal. Structural integrity question
cantab replied to TheAlmightyOS's topic in KSP1 Gameplay Questions and Tutorials
You definitely want to stage, even "regular" staging will let your rockets go further. -
Whereas I think they shouldn't be. I think the game is more accessible if players are encouraged to "wing it", to build rockets by intuition and guesswork, and find out if they'll reach orbit by trying to reach orbit. I played for over 50 hours before doing some manual delta-v calcs and then installing KER, and I don't think I needed or wanted it from the start.
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n-body physics? We don't even have 2-body physics!
cantab replied to Whirligig Girl's topic in KSP1 Discussion
I think the only thing you lose by representing a craft by its point mass is tidally-induced rotation and breakup. Rotation doesn't really matter with our godly reaction wheels, and I suspect a ship large enough to break up tidally would be too large for other aspects of KSP's physics. -
Probably the forums reflect the game itself. I imagine if KSP went massively multiplayer and became popular both the game and the forum would be full of penii.
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Knock up a rover and take it for a spin round KSC. There's some neat stuff there, and all round it's probably the most detailed area in the whole game. Do a free return Mun flyby. All you need to do is make orbit, set up and make one precise burn (about 850-900 m/s dV), then hit the timewarp and watch. Try and crash two rockets into each other.
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Trialled my Mun landing craft. I'm planning a two-launch mission profile. The orbiter goes up with a single Kerbal and space for a second and parks in Munar orbit. The lander goes up with a single Kerbal, lands on the Mun, returns to orbit and rendezvouses with the orbiter. The orbiter then takes both Kerbals home. This reduces the lander delta-v requirement letting me make it lighter, which I kind of need. Anyway I sent both orbiter and lander on free-return flybys. And discovered that the lander, if it's full of fuel, will tear its chute off upon opening on Kerbin. My poor Kerbals.
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The Minmus Stronghold Challenge
cantab replied to Clockwork13's topic in KSP1 Challenges & Mission ideas
I've landed and returned by EVA from a 17km Minmus orbit, so the reverse should be possible. -
I am in an escape trajectory out of KSP...
cantab replied to Commissioner Tadpole's topic in KSP1 Discussion
Career is definitely set to get richer in future updates, with the plan for money and reputation along with science. I suppose if you can land and return rockets on Eve, Tylo, and Gilly, and a plane on Laythe, you probably can go pretty much anywhere you like anyhow you like. Course, I've yet to land on the Mun. -
I am in an escape trajectory out of KSP...
cantab replied to Commissioner Tadpole's topic in KSP1 Discussion
Wait until you get really far out, then it only takes a small nudge to set you hurtling back inwards.