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Everything posted by Mars Mullo
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All those things Col jessep says are very good tips. Also you could turn on the thrust indication button in the VAB on your build just to check that the thrust is in fact centered. Or try turning off pairs of symmetry engines to see which pair is giving the off centered push. May indicate there is no engine push at all.
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I found that tweek scale is your best friend to get around that limitation. You can tweek cores.
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Your techniques for 2-Kerbal Pods
Mars Mullo replied to klesh's topic in KSP1 Gameplay Questions and Tutorials
I have top and tailed Mk1 command pods for ages.. it gets very hard to have a cost effective version for tourist so taht your making a small profit. I have achieved it but now I use the K2 command pod from jfjohny5 available through CKAN ... it looks great and it works. -
Spinning rockets (end over end)
Mars Mullo replied to sylvie369's topic in KSP1 Gameplay Questions and Tutorials
I found that there are two simple things to that work. 1. stay in the prograde bubble all the way to about the 30 -50km altitude. 2. place stabiliser fins or even wings on the lowest parts of your main rocket (don't waste them on your SRB's) (Don't use the rudder wings as they almost seem to over - do the correction and buffet the rocket back and forth) That's it and it worked for me. Easiest way to keep the speed appropriate to do those things above is to have all your rockets in the lower stages with a TWR of about 1/ 1.2 > 1/1.5. Reason being is the rocket will get a hard time at the time it passes from sub to super sonic. If you slowly pass through the band it seems to keep your rocket on target instead of giving the control surfaces a quik flip into a direction outside the pro grade bubble on the UI. -
Well said... best post in this thread yet. Another item I noticed. If you have Real Chutes you get two heat shields. 1 has only 100 ablative and is cheaper... but has a jettison able shield which can take alot of load off your chutes. The stock heat shield (I think) is more expensive weighs more but has 200 ablative so can burn up longer. Which means you can actually take a shallower periapsis of about almost 40km ... burn longer. As for drouge chutes .. can you open them at high altitude with little atmosphere and slow speed earlier before teh hot plasma speeds are even reached? - - - Updated - - - Just to clarify here. We all know the Mk1 command pod has a heat shield built into it right? The others don't. So bringing down a naked command pod of the other varieties without a heat shield is considered a death wish. I'm not saying it is impossible ... but with new heating mechanics is probably even less likley to survive without a heat shield attached.
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Quick clarification... for latest update.. 7.1.0?? "* Heat shield decoupler: texts fixed. Unused decouplers removed. 0.625m decoupler added." Unused decouplers ... are these the UP series decouplers that I use all the time because they look better and and are cheaper than the stock ones?
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I think I have found an unintended cheat mode.... In KCT if you get a contract to test the launch stability enhancers (LSE)from the launch pad then rejoice. I built a very cheap and effective "Tourist bus"to take tourists to suborbital flights. However it sits on it's LV-T45 and can fall over. But if I add the LSE's and then "duplicate"the build in the KCT list I can just keep duplicating it and use them... even after the test was succesful and the part isn't available anymore. Test parts for free... havn't tried it with big engines tested yet .. but could a great way to get into orbit without the LV-909 the 55 and the ft-400 that you typical have to have to get anything into orbit. I am just assuming Vaun Braun kept a hold of those test parts and told the supplier they were destroyed....
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Sweet.. thanks for that tip. Working well now... getting those satellites up and in synchronisation now.
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Help with Flight computer please. I have created a node with Mechjeb Node editor and it is located on the part of an orbit around Kerbin at 74km that has no communication with the KSC. I programme the flight computer with m/s delta vee and select the node option and then press execute. All the while in communication. I get an error which says "signal delay is too high to execute the manauver at the proper time" Now I am intending the satelite to fire the engine when out of connection. This is hte purpose of the flight computer... but it just doesn't want to do as it's told. What am I doing wrong ... this has worked before but now isn't. - - - Updated - - - Sorry .. got it to go... I removed the node .. re did it in Mechjeb node editor, then closed node editor and typed in new m/s delta vee and pressed "ëxecute"and it worked.... I don't know why it wouldn't work last time... the process seemed the same. sorry for the short call.
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I'm having trouble getting a good install of Mechjeb2 I use Ckan and have installed it after about three other mods which all seem to run fine. No lag or anything noticable. Then when I install Mechjeb2 from CKAN I get the following screen message: SO me thinks is the CKAN version not up to date? Its version 2.50. Any good advice?
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I have just run the update. When Selecting TACLS TAC life support from the compatible list it then disables the "go to changes" button to allow it to install. Any reason for this? Actually if TACLS is selected it prevent any other mod from being installed... so just a error in that one mod that's upsetting Ckan?
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I have had no luck finding KAS ... I think it has changed to Kerbal Inventory System or KIS
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What's up with parachutes in 1.0?
Mars Mullo replied to yopeasants's topic in KSP1 Suggestions & Development Discussion
Any list of compatible mods from .90 that can be used straight away? Or do we need to wait till Modders can re engineer thier wonderful creations? Anyone know? -
1.0 Re-Entry - Help!
Mars Mullo replied to Potterus's topic in KSP1 Gameplay Questions and Tutorials
Hey this is great! Not what I expected in 1.0. Can you confirm if you spin slowly that the pod will centre (or near to centre) on the retrograde marker? Do I need to spin excessivly if i have other mass attached to the pod? -
Waypoint manager used to be helpfull for this problem. Hopfully these mods will be compatible soon.
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flags classed as active flights
Mars Mullo replied to Somtaaw's topic in KSP1 Gameplay Questions and Tutorials
Try using waypoint manager add on.. you can add your own waypoints as location markers instead. -
I see curse forge now filters for mods viable for ver 1.0.0... awesome... and knd of funny because I can't even download ver 1.0.0 yet.. the server is still in migration or maintenanace or whatever. But isn't it great to have modders supported so early.. well done !
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I'm going for a new career. At least the basics can be undertaken and a good save made. I may add mods after that?
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Squadcast Summary (24/01/2015) - The Valentina Edition
Mars Mullo replied to BudgetHedgehog 's topic in KSP1 Discussion
Can't say I'm happy to see the barn back... I liked the stylish 1960's tier one hangars :-( -
OK.. so I have been trying some stuff out on the flight computer... there is a downward arrow that is shown in each of your listed commands that you input into the the flight computer. Below the cancel out cross "X" is a downward Vee symbol "V" and the description inthe help text is "Set the signal delay right after this - Current XXm XXs" I can't quite figure out what that is supposed to do... ???
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Beginner's Notes on Remote Tech 2 in Career
Mars Mullo replied to Geschosskopf's topic in KSP1 Tutorials
Yeah .. good point. I noticed that too... but hey the redundancy is way cool. DOes anyone have a definative guide to using the Flight computer in an advanced way? -
HI, I have had the same problems and have worked through them somewhat. I understand that there is a way to get the spacing of the satellites by using the maneuver planner to make a hohman transfer to an existing satellite and then use the node editor to add time to the maneuver to get your time spacing. Look here though I found this set me up very well. As for the synchronizing.. I see ther is a thing called a translatron in Mech jeb... I might figure out how to use that some time? Firstly I get my AP's all the same.. typicall abit higher than the perfect 2868.4km for kerbin... and then get the PE a bit lower. Then use RCS to fine tune the altitudes as close as possible. Then use MECHJEB set on surface velocity to get the orbital period as close as possible to 6 hours day orbit period. I find if I can get this really good it stays synched for ages before needing to drop altitudes to make any satelite speed up to catch the desired location.
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Had another idea.... what if you could save your best rocket designs to a glass show case in the cosmonaut complex or better to the administration building. And a feature would be that in the Public relations lobby you could order a 3D print out of your rocket via KSP business. I know you can buy the figures but gate gaurd would be cool. Yeah and maybe the most ordered design becomes the in game gate guard model at the centre?
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Cool ALT-L ... that answers my question so well.. thanks. At the time of having problems I was in docking mode using both rotation and linear aspect. But much like the dreaded accidental button push on the shift key or the space bar I was having disasters via Pilot error. I suppose in real craft they have those little red flip covers over the toggle switches. We can't quite do that on our computer keyboards. But that stage lock is just what I needed. Thanks all .. happy rocket building.