-
Posts
208 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by MoridinUK
-
Mun is my frustration, which is why I worry about Duma. Minmus I can get on and off pretty much as I please, Mun? I start so many landings with enough dv to get on and off but burn my fuel out on the descent... sigh... I can do it, just not every time..
-
Sounds good to me! I do wish I learnt to land off world, I always burn more fuel slowing down to land than people in youtube vides do!
-
Yes, I'm somewhat worried about heat... I've never played beyond first orbit with heat so have no idea how to prepare for it!
-
As long as I have off world fuel!
-
Karbonite is in stock these days right?
-
Nope, that didn't work. I have the game installed to my ssd c drive in a steam library there. Ckan didn't find it. I asked it to open the KSP directory and it opened the KSP directory under steamapps on my H drive, where steam is installed, There are some directories there but not the game. If I copy the readme, and buildid, it finds the install.
-
You could set the desired verticle velocity and it would set your thrust to keep your verticle speed right (but only while the angle of your probe and the twr allowed it, then it went red and warned you it couldn't do it). It made landing at a specific point (like a moon base) much easier (in my case possible) It could be used to make your probe hover etc. You could set a target m/s like -2 mps or +5 mps. or 0.
-
I don't think I could plan a mission without KER, I've never managed to quite figure out the difference between mechjeb and KER! lol, I do like thie idea I could let it fly itself to orbit though, I get so bored doing them over and over and am uncovinced I have good enough dexterity for some of it. The unmaned probe without SAS i find almost impossible without using the time warp trick to stop it moving. I'm just a digital guy! I love the idea of construction time and stage recovery, even life support but frankly, I can't see me getting far without the verticle velocity mod anyway, I've never managed to land and take off again without it.
-
So I'm a lazy returning player! I'm excited by 1.1.3 and want to get back into kerbal. I used to have a huge list of mods but half of them have died along the way or joined with others and I'm lost! So I'm asking what do people consider the essential mods? I always thought, the Kerbal Engineer, Trajectories, Precise mano nodes, enhanced nav ball, alarm clock, window planner, stock fixes, (and cos I'm poo vertical velocity tracker) were all essential. I'll also be putting one of the USI colonialization mods on. I did think I'd try using ckan to keep this a bit easier but I can't get it to work either, doesn't recognise my install.
-
Ok so in my aero-dyanmic 'bolt' I should just enjoy the speed... lol but draggy things, like a space station on the end, I'm going to have to take it easy right? I'm soon going to be launching Sats, and I kinda need them to not blow up on the way up! Sigh... Are there any stock fairings? Or any advice on that? Thanks for all the help though... at the moment I'm trying to get up with a very similar rocket and a heat shield for a contract... I'm not making it happen so far!
-
It's all good! So stay below the sound barrier below 10km, break it in good time for 30, hmm that is much slower than I'm currently doing. I may aim for a 15k sound barrier and then crank it up... In my current ship that would mean burning up the srb, and then throttling back the 2nd stage in order to just keep ticking over and start to build up once over 10-15km to punch through the sound barrier...,, Someone did say my rocket was over powered huh? I think I could unlock the terrier, is it worth using that post 35km or only once in space or on it's edges?
-
So I actually want to try to stay under 340m/s for most of my ascent? Until I'm in the upper atmosphere? or at least out of the thick bit (around 30km) where my rocket normally looks like it has already blown up? And gentle turns, closer to pro-grade, are less wasteful than cranking over and hitting the throttle! Yes real life, or even earth like sim, must be much harder, Kerbin's atmosphere is smaller right? Also, snark, sorry for kinda doing the, "just let me google that for you thing" , I must have been having a lazy moment sorry...
-
Sigh, this was all a lot easier in 0.9!! lol... I'm not sure what you mean by max Q? However, I did follow the rest, lol... I'll play with a hammer under it instead to see what's happening. You know what? It seems there is a very good reason they refer to rocket scientists as being somewhat clever huh?
-
I've been trying this flea experiement but with a payload to better simulate what we would actually want a booster to do. so mk1, parachute, a 200 tank and a lt-30 engine, decoupler and the flea. on 100% thrust it gets to 3500 before starting to come back to kerbin. on a twr of 1.5 it only gets to 1700 before starting to come back to kerbin. I should do some more test, but I'm having problems with my simulation mod!
-
Right, I've got it. I had replaced the lt-30 with an lt-45 so I'd have more attitude, this meant I ended up leaning way over and ending up to much in the think of it. Also the extra punch out of the lt-30 seems to make a difference. Starting the g turn at 30m/s with teh booster on 90% it gives out just before 5k, and I'm almost at 45 degrees by then. so I hold it there for a while, 2nd stage burns out at 20km alt, apo of 37 ish. I then do the 10 degrees per 10km until apo hit 77 then I wait till I leave orbit and try to circularise. I have real trouble keeping the ap down, but got a 100km ap with a 80km pe, and 200 m/s in the tank! I was happy with that. Though this still isn't as efficent as HvP manages. I also noticed that during the second stage, jeb was using almost full pitch to stop the craft tipping over eastwards too much, a real gravity turn I guess, should I have turned sas off and let it turn naturally or not? My 2nd stage I'm buring at full throttle could I get more efficient if I backed off a bit?
-
HvP I'm in awe that you can get that thing into space! I also never ran it with the srb on even 90%, I have the twr down to 1.5ish if I remember right! This does rather prove to me that it isn't my designs that are awful but my flying them! MJ I don't think I'd use it much, but for things once they become routine, launches for supplies to space stations etc, anything big interesting or one off I'm gonna want to launch myself!
-
Right, yes Jeb is pulling on the pitch to try to stop the whole thing leaning westward. even when rotated it still leans westward flying straight up. Making the grav turn at 10k is very very slow due to most pitch being used to even keep the craft straight. Having said that I just got 80k ap with a -56k pe which is very close, and still running my own rocket. I'm going to rebuild from scratch the one mentioned above and try with that...
-
Oh I shall play around some more... I just got a 83k PE, -160k Ap with my rocket as posted, but with 3 goo canisters.. Service bay here I come.. LT-45? It took holding the eastward key to keep the rocket straight during the bacc's burn. if I did nothing Jeb still couldn't stop it verring westward somehow..
-
Tech: Start, Basic Rocket, General Rocket, Eng 101, Survivability and basic science. Not sure about the goo canisters and the fins, it could be worth trying out, though I'd have to move my comms, and the engineer. Actually I could drop the comms anyway, originally it did have a service bay with some batteries in it, to make comms worthwhile. But I ditched that for move dv...