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Everything posted by WanderingKid
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So in my career game, as usual, I'm holding off on upgrades as long as possible because I hate running grind missions for cash and later missions are worth more. This makes me incredibly selective as to what, and when, I upgrade. Because of that, I've gotten reasonably handy at free return missions for Mun flyby's with tourists and the like. You can even pull off some stunts like doing a really really high orbit for cheap then pushing it back out to where you started if you've got 3-400 d/v left over when you slip past. However, I find myself wanting some low orbit science, so my little science visitor, quicksave, and myself decided to play some Munar chicken. I figured I'd share for those who'd like to know. Some caveats: This was done by hand, no conics, from a roughly circular orbit at 70.3k above Kerbin. Burns are pure prograde burns starting at Munar rise, which means there's some slight variance as to when I got the time warp back to zero. Thus, YMMV, but this should give some rough help for those interested: 10 million: ~2.1kk - ~23k Peri (Escape to Kerbin) 11 million: ~135k - ~18kk apo, ~4.8kk peri 11.08 million: 30-55k Peri - ~25.4 - 30kk apo, ~6.7- 7.4kk Peri (lower you go higher these get) 11.1 - 11.9 million: Welcome to Mun - You're not coming home. 11.95 million: ~40k retro - ~7.5kk Peri 12 million: ~80k retro - ~7kk Peri 12.5 million: ~535k retro - ~1.5kk Peri 13 million: ~950k retro - ~415k Peri 13.5 million: ~1.3kk retro - ~77k Peri 14.0 million: ~1.5kk retro - Landing on Kerbin Because of this, For a low orbit flyby I've found that the best general method is to aim for the 11.08 million line and get retro'd out into deep Kerbin orbit. At the high apoapsis drop periapsis down to your typical 30-35k re-entry height (bring a heat shield) and head home. MET goes way up (9 - 12 days) but it's efficient, as it only takes around 150 d/v to get yourself back to re-entry. Just watch out for heat.
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I haven't had much luck with OBS, and Fraps has been hit or miss for me for non-full screen recording. I use oddly sized monitors and you want 16:9 for YouTube and other posting if you can. I use Bandicam. It's rather cheap with a lifetime license per system, and works like a charm. The real concern you're going to have, if you're not going to simply record then post, is editing. You're looking for a NLE, Non-Linear Editor, and there's only so many options. Windows Movie Maker will let you cut your teeth, or whatever they're calling it these days, but when you get serious there's 3 options. Premiere Pro from Adobe, Pinnacle, and Sony's editor. I have a CC subscription from Adobe now, because the others just bugged out anytime I did anything complex. Adobe has its issues too, but they're less frequent and I've found their devs to be a lot more responsive.
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Help with rover/planes
WanderingKid replied to Daylen's topic in KSP1 Gameplay Questions and Tutorials
I'll do what I can here, but I want to say that bewing pretty much nailed it. The first landing gear is also REALLY weird. It kind of does what it wants unless you beat it into submission. 1) SAS. Use it or fall off the runway. There are a thousand rounding translations (note: NOT ERRORS) that modify tiny things in KSP that will translate into a massive change over time. Movie 1: You're off the runway at 90 m/s. You should be airborne already. 2) Movie 2: That's damned near straight without SAS. 3) Nice toy. No. You have all the stability of a ruler set on its edge. I'm surprised that didn't run into the radar array. 4) Few things here. First, it lists right, not left, so that's an indicator that you don't have a systematic issue. Second, you're using an engine against wheels. While rover wheels aren't the same as the horrid issues that I've had plague me with the opening landing gear, they're still twitchy. I'm curious to see what they'd do if you DON'T use an engine against them and used them normally. 5) You're not straight to start. Look at the first 10 seconds on the runway. You're already aimed off kilter. This might help; the runway isn't flat. It curves to the planet's curve. Nature of the beast. Due to the curve the expectations must change, which means you must adjust slightly when necessary. Additionally you can't expect your flying Kraken to land on the runway just so. It'd be nice if you could but my personal experience says there's always a little bit of adjustment necessary. On larger craft the mass usually can overtake the minor bumps and weirdness that occurs on the runway, but smaller craft will always need a nudge. Due to *my experiences* (please note, YMMV) I recommend the following for runway use: Start at 1/3 throttle, and wait until 20-30 k/s to figure out if you're aimed right. Adjust with caps lock on (minor adjustments) to the proper direction. Kick it up to full throttle, and do what you planned to do. My personal opinion is if you didn't try to use jets on your rovers you'd be okay, but that's experience from non-Kerbin usage. -
What do I need RCS thrusters for?
WanderingKid replied to Kerbonaut257's topic in KSP1 Gameplay Questions and Tutorials
If you don't need them, then you don't. A similar question would be: "I'm not landing on the planet, why should I bring a drill?" If you're looking for ideas as to why you might want to START using them, that's a different concern. They're typically needed for docking, rendezvous, control of very large ships, and as lightweight thrusters on places like Gilly. They also make for easier orbital adjustments on interplanetary journeys for large ships so you don't have to turn the monster around a few times. -
Est Burn Time Query
WanderingKid replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
As far as I understand it, yes. It's also rounding errors. -
Help with rover/planes
WanderingKid replied to Daylen's topic in KSP1 Gameplay Questions and Tutorials
When it's a single design that's doing this, I usually find that it's something in the part manifest that just isn't behaving itself and I need to toss the parts and reattach them until I find the problem. Since you're having the problem over multiple builds, this is more likely a design problem than a single build issue. Pictures would help, craft files too. Also, jets don't work on Duna, what mods are you running? That can have a significant impact. -
I personally don't mind the current contract system, even if it could be streamlined and story-moded. What I'd personally like is some sanity introduced to the system, so I'll stop seeing contracts like this: I'm 90% sure that if I can orbit the Mun, I'm doing a flyby. That particularly isn't what I find annoying. It's the guy with the flyby and orbit of the Mun is worth more than the guy who simply wants an orbit. There's 100's of little things like this that the randomizer comes up with that don't make sense.
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Can't redownload KSP (This isn't technical support)
WanderingKid replied to SpacePeanut's topic in Kerbal Network
On the My Account page you should see a products purchased section. In there should be KSP, and a big ol' download link. Click link, grab current version. If you DON'T have anything on the My Account page under products purchased, you'll need to contact Squad. -
1.2: Spaceplane in 30 parts with low tech
WanderingKid replied to WanderingKid's topic in KSP1 The Spacecraft Exchange
@Wrocket: That actually sounds like a lot of fun, I might have to try that for giggles. Need to use Junior docking ports and rolling over to it might be curious without rover parts yet, but that could be interesting too! @Yakuzi: *picks jaw up off floor* Um, thanks for that. Wow. Just wow. Every time I start thinking I'm good I see stuff like that!- 15 replies
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1.2: Spaceplane in 30 parts with low tech
WanderingKid replied to WanderingKid's topic in KSP1 The Spacecraft Exchange
I just liked the challenge of it and decided to chase it since I managed my Mun orbit for science and achievement without any upgrades so far. Also a little bit of "Well, screw you then" to the game since the docking ports are in Tier 5 to achieve the next milestone mission, and that's just the Juniors. Regular Docking Ports are up in T6 after upgrades. I've personally been hitting a wall ~1660 kps orbital speed trying to bring up the 2 man crew cabin, so I've seen what you're talking about, and that's using a Terrier after a slow climb to 10k to get it to ~51Kn pressure. The part count has always been a nasty wall for spaceplanes, similar to tonnage on rockets being the wall. The Nacelle + Wheesley might have enough at 120 Kn to lower the part count significantly enough that I could pull it off at Tech 5 (90). That would strip off 12 parts for the 4x Juno/intake/mini tank assemblies, and allow me to shift around some of the design to be more compact. I just kept hoping I was missing something.- 15 replies
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So I've been poking around with 1.2 off and on between another project I've been working on, and I've decided to go bang my head on the wall to create a reusable spaceplane with as low a tech as I can get my hands on. Preferably without upgrading anything (thus, 30 parts/18 tons) and max tech level 4 (the 45 cost tree region). While doing this, and after banging my head on the wall repeatedly, I decided I'd poke my head in here and see if anyone had been taking up the idea... and haven't seen much. I love Thrimm's work, but his lightest is a 25tonner. I haven't seen much else out there. So, has anyone been successful at this so far? I assume someone (or many someones) have, so if you know of them, would you be kind enough to point me at them for some ideas?
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In my series for 0.90.0, I built the Ares Helm, a ship similar to what you're discussing that was built in space. Instead of relying on a single docking port to control for wobble, I used two docking ports per attachment. I basically build the entire thing in the VAB with the docking ports setup, split it into pieces, and then shipped them to space. It's arduous to get them perfectly lined up, but once you do it will cut down on your wobble tremendously. If that's not your thing, then there's a few considerations. First, do not put engines or control components on the hanging components. You want to drag everything off the center component (with the engines) so that force stays relatively consistent. Second, you want to turn, then stabilize, then light your engines. You don't want to turn while under thrust. Finally, try to make sure anything hanging off the center beam/components is much lighter than the center component. You want your center component (with its reaction wheels and engines) to have the mass to enforce its domain.
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Following along with the idea of replacing the vessel, I pushed the vehicle into a unique save and located the problem struts. By hand. It was annoying. Also reset all the parents. However, I've come to a very interesting result from that. The RCS and SAS control groups no longer function. Their values don't make sense to me offhand in the final section of the vessel info. Does anyone know if there's a reference for the control group values? In particular, I'm trying to figure out what these values mean/do: ACTIONGROUPS { Stage = False, 4902501.15629362 Gear = True, 0 Light = False, 0 RCS = True, 9874925.55323911 SAS = True, 4901838.39952709 Edit: I am relatively sure these are timestamps, after exploring a new session. I shall expore that idea. Edit2: Hah hah! Yes, they are timestamps as to the time of activation and their state. It's done in # of seconds for the game length. If your timestamp is after the current gamelength (IE: you transported an old ship into a new file) you won't be able to adjust the state of the actiongroup. one more oddity down.
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... I had REALLY hoped you were exaggerating on this. I've got backups of the persistence file, but... yeah. Wow. Even part swaps are causing significant structural failures. I'm not ready to give up but I'm finally understanding why there's no good information on hacking this file out there other than for one-off values. There's no good way TO hack this file. I think I'm going to have to start at the beginning. One object, determine what the settings mean (cid, uid, mid, istg, sgor, etc). Ho boy.
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Well, that answers one of my major questions I was having trouble deciphering. For this alone, thank you. The rest, thank you a LOT. None of them are obviously broken unfortunately. I was afraid you'd say this. I have a feeling I'm going to have to bring it into a different save file just to locate the problem part. Makes perfect sense. Thank you VERY much for this. You've given me enough to be able to root out the problem at least, and enough insight into how it's built to try to figure myself out.
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It's at Duna and is one of my main research vessels I just arrived with. It's worth the risk to me to try to keep coherency in my Let's Play. If the choice is detonate the ship, or try to fix it and if it fails miserably then detonate the ship, I'm willing to put in the effort for the latter option.
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Hey guys, I'm still running 0.90.0 but I'm hoping someone can help me out here. I've got a ship with a strut connector that's hanging off into the middle of nowhere. Might be a leftover from the original build, might be a problem with the undocking, but it's causing me all sorts of havoc. What I'm hoping is instead of being handed a fish, someone can help me learn to do it... because the other ship (mirrored) has similar issues. I'm in the persistence.sfs (backup copy made) and I can find the strut connector part. The problem is I only understand maybe a third of what I'm looking at in here. Am I looking for a strut that's srfAttach = Parent? Can anyone help me out with what I need to locate in here? There are other struts on the craft I do need to keep, so I can't just rip them all off.
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Career Mode Progression and Game Design Analysis
WanderingKid replied to Xavven's topic in KSP1 Discussion
Of all the problems with 1.0, this is the one I'm okay with. That's what the gate slider is for! Normal, Easy, or Hard... efficiency is the entire purpose of these difficulties right now. There is no purpose for the difficulty ratings other than these particular concerns. If it's "grindy" at a certain level for you (and, yes, it certainly is for both of us at hard!) then it needs to be dropped back. Complaining about gains when the level control sliders give you choices is not the purpose of this discussion. The discussion, and I sincerely hope the result of the megamind, is about how progression should move forward. Not WHEN you can move forward, that's the different discussion. But WHEN you can, what CAN you do with intelligence and proper components. "A poor craftsman blames his tools." Bugger on that. I did an 18t Mun Landing with no upgrades in 0.90.0. I figured it out. Who cares? This isn't about what WE can do, the people who populate this forum and understand how the game works and what's changed. This is about the poor souls who said "Hey, they're done mucking around and it's finally ready for the rest of us! Let's dive in!"... and those folks finding out the layout is equivalent to a checkerboard previously setup by a 5 year old. -
Resource Mining - Impressions and Questions
WanderingKid replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Hard to play with "easy" tests if it didn't. Not saying it needs 80% there, but you'd like to know you rig works before you go and build a launcher for it. -
Resource Mining - Impressions and Questions
WanderingKid replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Nevermind. PEBCAK issue. Must click on 'Ore' after focusing on planet and opening interface. -
For getting down, I 'cheated' a bit. I started my atmo entry ~90 degrees around Kerbin, and from there I shoved my plane nose down to ~45 degrees during the re-entry from 70k to 45k or so, using my entire wingspan as a giant airbrake. This bled off tons of speed while I got down into the thicker atmo. At ~40k I leveled off and popped two airbrakes. More than enough to get me under 800m/s. After that, I simply glided into KSC. You need to dump all that speed up high. If you get under 30k over 1200 m/s you're in for a rough ride.