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KSP2 Release Notes
Everything posted by federally
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Awesome an update to one if the best things to happen to by ksp install. On another note, I have a question. What's the best way to use the interstage adapter? (The one you can mouse over while holding a key to change its size etc). Every time I use it in the middle of a rocket I wind up with a wobbly rocket, even when making sure to press the button for auto struts, and when I get it to work "right" I wind up with a fairing that looks like a cylinder with a wide flat out aerodynamic edge on the top. So I've always just resorted to using two of the regular adapters, one below pointed up and one above pointed down, which has mostly worked as long as I can get the upside down adapter to mount directly. It just seems like I'm doing something wrong due to a lack of understanding of how it should work. Can you clear it up for me?
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Use the flight computer to pre program maneuvers into the probe. As long as you are connected when you tell the probe which way to point and when and how much to burn the probe will perform the maneuver with absolute precision regardless of whether or not you have signal. Then make sure you do complex maneuvers that require you to have direct control while not in the shadow of the body you are orbiting. The flight computer really lowers how much of a network you need to build.
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It's hilarious that with a ship that big all that could actually get off Jool was one Kerbal in a chair lol. Bravo sir
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
federally replied to nothke's topic in KSP1 Mod Releases
I love these things. My Rockets are so much better looking and better engineered with the help of your tubes. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
federally replied to cybutek's topic in KSP1 Mod Releases
KER doesn't affect the graphics, but for whatever reason installing Hot Rockets prevents KER from getting the correct info on the rockets. So it doesn't show dV or TWR etc. I'll try the test version linked and see how it goes! Edit: Tested it out with the test version and it's working perfectly. Thank you -
thing that took me the longest to master was.....
federally replied to Dimetime35c's topic in KSP1 Discussion
Mine has been atmospheric flight. I can make some great Rockets but I cannot make something fly in the horizontal in an atmosphere. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
federally replied to cybutek's topic in KSP1 Mod Releases
Is it possible to get KER to work with Hot Rockets? (The mod that changes rocket exhaust effects) For whatever reason installing Hot Rockets causes KER to fail to show any information directly related to my engines, TWR, dV etc. Though all the other data continues to be properly calculated and displayed. -
Yeah most of my launchers end up looking like this. I don't know why it is, but it is. Well I just happened to have a transfer window to Jool and Moho open. Jool is out though since I don't have enough life support to make that trek, so Moho it is! I don't have those ports unlocked yet, this mission is hopefully going to get me the science I need to get those though!
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So after spending all day trying to figure it out I have successfully completed my new ship using 3 direct intercept dock maneuvers. Since I had only docked once before it was a bit of a challenge, but with a little help from a tutorial video and a few revert to launches I got it done! I think the funnest part was delivering the two landers, which came on one ship and had to be docked individually. which involved setting the delivery vehicle up to shadow the main ship and decoupling the landers and docking them individually. Now to figure out where this thing is actually gonna go
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This is good advice as well. This mod really helps.
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Planetary Transfer Question
federally replied to Tuck00's topic in KSP1 Gameplay Questions and Tutorials
MKI is correct and I love the tool he linked. It helped me get my first successful interplanetary missions. -
decouplers vs stack separators?
federally replied to federally's topic in KSP1 Gameplay Questions and Tutorials
Awesome! Thanks for the answers guys, conveniently I had an issue with a build yesterday this information will solve! -
EnterElysium has a preview video up on his YouTube channel as well. The asteroids are awesome looking
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I see that stack separators have more force but otherwise I don't understand the difference or why I should choose one over the other.
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First off there are not lots of part models. There are four, three dishes and one antenna. The rest of the stock antennas also work as part of your RT2 communications network so lots of new parts were not required. After that it's just a matter of you being able to run the game with enough flights all going at the same time. Depending on how much signal coverage you want for a particular body you may wind up with a dozen or more satellites out doing their RT2 thing. I say you should try it out. It really doesn't make the game much more resource demanding.
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I chose to use a six satellite network in geosynchronous orbit. They easily stay in contact with each other using the communtron 32 and have two dishes mounted on them for keeping connections with deep space probes. Trying to keep your satellite count down so low is just going to make things harder on you now and later. It's harder to get setup and you'll have less dishes to make direct connections with probes.
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This and life support to make unmanned more necessary.
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Well the more I play with it the more I like it. I think my first impressions were a bit mistaken. It's pushed me towards more unmanned missions, which makes RT2 that much more awesome, without making interplanetary missions impossible.
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Now-defunct-thread-that-should-not-appear-in-google-search.
federally replied to Cilph's topic in KSP1 Mod Releases
It's not that hard to put a satellite into a stable synchronous orbit. I have a constellation of 5 right now and they've all held position for a very long time. The real trick to making sure they would last was using Kerbal Engineer to ensure they had a 6 hour transit time on their orbit. So while the exact distances between the satellites goes up and down since all their orbits are a little different, they can still always stay in radio contact. -
Seems weird they would give an award to s game that hasn't been officially released
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What does "use as spoiler/flap" options do?
federally replied to quantumpion's topic in KSP1 Mods Discussions
This option is available in stock. Might not be on all control surfaces but I know I've seen it on the large control surfaces mounted to the back of swept wings. -
When the launch loads up and the physics engine kicks in my rockets often experience a jolt or shake. This occasionally causes random failures on proven good designs. I'm guessing your rocket wasnt dealing with this experience very well.
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Yeah that's been fixed.
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Well I'm not going to say it isn't a problem with my expectations. I just figured it would add more complexity to a mission then just slapping on one little module that barely affects my rocket design. I still have it installed and I've yet to come to a final judgment anyways. I'll reserve that for after I launch some longer missions.