ayana
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Everything posted by ayana
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Well I've been at work making a FAR config, with the help of Procedural Wings. For anyone else using FAR, you have to add "cargo bay" to the title (the name displayed in game) of the fuselage, anywhere you want. But beware, you'll get strange things like one or both wings being shielded. If anyone has any suggestions how to fix that, go ahead. Edit: The right wing also doesn't seem to be completely symmetrical to the left wing, FAR puts the center of lift in entirely different places despite being given the same values. Just me guessing, I'm no expert.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ayana replied to ferram4's topic in KSP1 Mod Releases
I made a launch pad TWR of 1.2 work perfectly. So I doubt FAR is at fault.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ayana replied to ferram4's topic in KSP1 Mod Releases
well that was fun, sadly it the aerodynamic failure seemed to invite the Kraken. I tore a rocket up in the low atmosphere, safely got the crew pod out of it and landed, but couldn't recover or revert.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ayana replied to ferram4's topic in KSP1 Mod Releases
how good that I don't flip my rockets, much- 14,073 replies
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Sorry, but I've got nothing to confess. Unless you have proof, of course.
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My first time returning to orbit from Laythe failed without explosions. I was just short by 1 km/s. No kerbals aboard, fortunately. Next I'll send something with more fuel, if I can find a way to include a docking port without creating too much drag or any debris.
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How do you do your intercepts/transfers to other bodies?
ayana replied to EdFred's topic in KSP1 Discussion
I try to be precise. I have Kerbal Alarm Clock stop warp 24 hours before the transfer window and start setting up my maneuver. I just get my encounter to either directly above or below the target and worry about inclination later on during the trip. It's easy to get every encounter right that way. I've gotten good enough at it that I can get direct captures by Laythe even before I hit my Jool periapsis. -
To make a station around Kerbin worth it early in career mode, there's a few issues that need to be solved. First, the most basic parts needed for a station need to unlock much earlier. Waiting until the very end of the tree for the six way node doesn't work. Second, with science as it is, you want your station close to where you do science. Kerbin offers no incentive since you can return any experiment by deorbiting. A station with a science module is only good when Kerbin is impracitcal to reach.
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After sending plenty of extra fuel to my Laythe station I sent the kerbals on a trip over to Vall for EVA and crew reports. Then returned them to the station while I design an unmanned science probe to land on Laythe and return.
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Not a complaint, but seeing how ineffective solar panels are at Jool, some more methods to generate power seem necessary. The stock RTGs are a little puny to be the main source of power for a space station and the solar panels just too small to be really useful.
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
ayana replied to Mihara's topic in KSP1 Mod Releases
Mine doesn't have that. But I don't have Mechjeb either, so that's probably why. -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
ayana replied to Mihara's topic in KSP1 Mod Releases
The one on the orbit screen is the delta-V for your next maneuver node. -
Delivered an orange tank worth of fuel to Laythe. Everything went fine even if I had to be more patient with the torque.
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Clever orbiting got me a trip to Laythe for under 4000 delta-V. Gravity sure makes a good brake when you use it right.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
ayana replied to stupid_chris's topic in KSP1 Mod Releases
I see. I'll make do with the usual parachutes then, it already works really well that way. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
ayana replied to stupid_chris's topic in KSP1 Mod Releases
How would I go about transplanting one of the parachutes into another part? Is that even possible with merely configuration editing? I'd very much like to integrate a drag chute into a plane without having to add a part. -
http://forum.kerbalspaceprogram.com/threads/65033 I played a whole career mode game through with it, and it was vastly more interesting than the stock experience. The lab is quite a bit heavier, but basically acts as a portable Kerbin for full science without recovery.
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All experiments are biome/orbit height specific. The game only overwrites matching experiments. For example, you can store an EVA report from every biome you visit all in the same pod. Just not two from the same place.
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Letting it transmit up to 100% with a little mod made the science lab genuinely useful. Even if I only really had the tech to make a nice station by the time the tree was nearly done. Waiting for return windows and getting back to Kerbin to gain all the science points is just too boring to use the lab as it is in stock. Personally, I like doing more landings instead of babysitting capsules all the way to the ground.
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Sent a station to Laythe on a nice, no risk route. Cost more delta-V than usual to get outside Tylo's and not risk getting slingshotted by an unmarked encounter. Also my first time trying to pull large cargo rather than push it. I got dangerously close to Kerbins atmosphere on the 15 minute departure burn though. Not sure if I can blame my science mod, but it turns out you don't need crew for a crew report.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ayana replied to ferram4's topic in KSP1 Mod Releases
Too bad for Jeb, he liked doing rocket flips.- 14,073 replies
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"This rocket is bent, what do you expect me to do?"
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
ayana replied to Mihara's topic in KSP1 Mod Releases
I can't even use the default approach indicators anymore after having RPM screens for so long. They're so imprecise compared to a perfect 50 meter rendevouz. And don't even get me started on docking without the closest approach readout, drift is a non-issue using that. Great work here, so much better than checking the map all the time for "maybe" numbers. -
Rather than deal with return windows to Kerbin, I dragged a space station core to Duna and let the Kerbals move in.