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Everything posted by Oafman
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Rosetta, Philae and Comet 67P/Churyumov-Gerasimenko.
Oafman replied to Vicomt's topic in Science & Spaceflight
Apparently, no harpoons attached, and no thruster. They're considering whether or not to manually fire the harpoons. A bit of a risky move I guess, but it may not be secured otherwise -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Oafman replied to Fractal_UK's topic in KSP1 Mod Releases
Can you adjust it with tweakscale? -
I wish I had statistics on how long, in total, I have spent watching this game load....
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Well, I abandoned the landing idea, and just sent an orbit only probe. Basically, rather than 7 minutes of terror, it would have been 7 minutes of guesswork. JPL would not have got so many plaudits had they used that description for Curiosity! But I'm not completely giving up. I have some testing planned - maybe start easy with Minmus then try on the Mun. Airbags of some nature seem to be required - skycranes are a definite no! As for my Moho capture, I should have about 3m/s acceleration by the time I get there, so I should be good, with as you suggest a fairly conservative periapsis.
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I briefly looked at KOS, but got intimidated by the fact that it seemed a bit 'codey'. If there was an idiot-proof panel of buttons i could click, I would probably give it a try.
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I'm new to Remotetech2, and am working my way through it in career mode. And btw, what a great mod. I'm confident with what I'm doing inside Kerbin's SoI, and am now starting to think about sending some unmanned ships out to explore the wider system, and obviously things get a bit more complicated. I have played around a little with the flight computer, but only have a basic grasp of how it can be used. The first window available is Moho, so I started thinking about a probe flyby. But then I thought about the possibility of a landing component. I know that the flight computer can set up a reentry on an atmospheric planet, with parachutes. But is there any realistic way to set up a landing on Moho, or am i wasting my time? How about if I try a manual burn, with the delay set based on the time to impact figure from MJ? I could then adjust my attitude at the point when I should be nearing the surface. Any remote chance of success?
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Oafman replied to Fractal_UK's topic in KSP1 Mod Releases
Yeah, good shout about KAS, that could well be involved. I will have a go at repeating this without KAS involvement, and see what result I get -
I built my first 2.5m thermal turbojet, antimatter reactor, plane. My 3 kerbals died of excessive G force within 2 seconds of leaving the runway. I wonder if kerbals have ever died sooner into a flight.
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Multiple docking ports?
Oafman replied to Strainborm's topic in KSP1 Gameplay Questions and Tutorials
Simultaneously docking multiple ports is really hard to do. As an alternative, KW Rocketry includes 3.75m ports. They're huge and heavy, but if your ship is big enough they might be a better option -
SSTO - flying procedure and build
Oafman replied to phemark's topic in KSP1 Gameplay Questions and Tutorials
Your wings seem big enough. But you definitely need more power. User turbojets. And find a way to add more air intakes (radial intakes are available). Also, you'll need LFO rockets too (or hybrid engines like rapiers). These will be used to convert your airspeed into an actual orbit, pushing you through the upper atmosphere where there is insufficient oxygen for your jets. In terms of your flight plan, there are lots of good guides in the tutorials folder. But basically, you need to get most of your orbital speed from your jets (at least 1500m/s, ideally a lot more), between 20km and 30km altitude, then switch to your rockets, pitch up, and complete your orbit Edit: just noticed you do have some LFO engines -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Oafman replied to Fractal_UK's topic in KSP1 Mod Releases
I need some advice on a seismometer issue. Before landing on Minmus I removed an RCS tank (with KAS) and dropped it so it would impact later than my landing. I landed, started collecting impact data, then switched to the tank to watch its demise. When it crashed and exploded, I got the message saying that impact data was available from my ship elsewhere on the surface. I switched back to the ship, and clicked to collect the data. All that happened was the right-click menu of the seismometer expanded for a split-second, as if there was an additional option, before reverting to normal. And no science window opened. I clicked Stop Recording, then tried to collect the data again, but with the same result. So it seems that the impact data existed, but I could find no way of actually collecting it. What did I do wrong? Thanks -
Great plans need great preparation.
Oafman replied to Agost's topic in KSP1 Gameplay Questions and Tutorials
If you're brand new to KSP, then having all those mods will give you a vast selection of parts. While this may not sound like a bad thing, it will be hard to become familiar with all of them at once, and therefore hard to know the best suited part for a particular requirement. I think there's a lot to be said for starting with Stock, or Stock plus a few mods, and getting to know which parts do which jobs in which ways. Then build gradually, learning about new parts as you add them. The other point with all those mods is RAM. Your machine is good, but the limit is with the game (4GB RAM). ATM helps a lot, but many of us also remove certain parts which we feel we don't need, or are duplicates of others. Without knowing the stock and mod parts, you won't know at first which ones you need and which you can do without. You're also adding in many of the difficulty mods (FAR, DRE, TACLS etc), so you're immediately on hard mode. I have a lot of time for your ambition, but you can expect to find the game quite unforgiving with all this stuff added. But heh, maybe you like a challenge. Good luck to you. I actually quite like your approach, hard though it will be. And the list of mods you've chosen is excellent. KSP is twice the game when you add in many of the amazing mods which this community creates. I would recommend Remotetech, I think it's great. It does add a challenge, but certainly not an insurmountable one; just enough to keep you thinking about it. Scansat is very cool too. One more I recommend is the Near Future packs, or at least some parts of them. Manley doesn't seem that keen on them, I remember him moaning about the way they integrate with the tech tree, or something along those lines. But they are excellent, especially the propulsion and power aspects, and add a whole bunch of new ways to move stuff around. NF does not require as much thought and commitment as KSP Interstellar, but I think it's nice to have plenty of options for propulsion that are not LFO. -
Yeah the docking port idea is a clever solution, which I'm going to try out
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Oh right. Sorry, I was being somewhat slow. So my Gravmax was saying slightly different things based on altitude, which I just didn't notice because I was focusing on the biome. Basically, Gravmax is OP! Thanks for clarifying
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B9 has bigger cargo bays. I've done similar to your design, for a 5m SSTO to launch 3.75m stations modules (no cargo bays big enough). But due to part count, I used I-beams rather than cubic octagonals. The difficulty is that you can only really attach one of them. I used a bunch of extra strong struts to compensate. The I-beams are the things covered by the long air intakes
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But the point is, I can only get biome results. I'm now in low orbit around Minmus, and having taken Gravmax readings all the way from Kerbin, via a Mun flyby, I only have a selection of biome results (from all 3 bodies). I have no 'high over' data. I'm sure something has changed. I have always run all science as soon as entering any SoI, and I'm sure I would remember if one of my experiments had always been giving biome results from so far out. I wondered if KSPi changed this, similar to how it changes the Seismometer. Or maybe it changed in one of the recent updates - it's some months since I've tried a career game. Or maybe I just never noticed...
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Apart from all the obvious ones, some notable mods haven't had much of a mention: RCS Build Aid - very useful in the VAB Near Future - great range of parts. With KSPi too, I'm basically at the point where I hardly ever use LFO anymore. Ambient Light Enhancement - very useful, especially if you're playing when it's sunny outside (in RL) Infernal Robotics - moving parts are cool And though it's been mentioned quite a bit, I have only recently discovered the awesomeness of Tweakscale.
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Right. But the dust collector only gives biome specific results when in space near an object. Increase altitude and it reverts to 'high in space over'. I always thought the Gravmax was the same.
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I'm having a go at a career game for the first time in ages, and the first time since I installed KSP Interstellar. I unlocked the Gravmax and set off to clear out Minmus of science, and soon noticed that the Gravmax is never 'in space near' or 'high in space over'. Instead, it's always over a biome. To the extent that I was approaching my Mun flyby, just before entering its SoI, and the Gravmax was still giving me data from above Kerbin's deserts. Is this a KSPi thing, or did the Gravmax always do this and I just never noticed?
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Sunlight reflecting off Titan's seas, taken by Cassini:
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Is it possible to fly through Jool?
Oafman replied to SpaceLaunchSystem's topic in KSP1 Gameplay Questions and Tutorials
You can fly 250m into Jool (ie altitude -250m). That's when you explode. -
Help with flying planes with FAR
Oafman replied to BrotatoSalad's topic in KSP1 Gameplay Questions and Tutorials
Have you tried activating precision controls, with caps lock? If you're finding that your keyboard buttons are too sensitive this might work well for you -
what's the typical depth to aerobrake around jool?
Oafman replied to Cirocco's topic in KSP1 Gameplay Questions and Tutorials
I usually find myself aiming for 118km, when I've consulted the calculator. I still check it each time, every interplanetary trajectory is slightly different. -
Which tech to unlock next?
Oafman replied to bitslizer's topic in KSP1 Gameplay Questions and Tutorials
I reckon always get science items first. At least, that's the route to tree completion in fewest flights