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Alshain

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Everything posted by Alshain

  1. I suppose its a good thing you aren't the only person that plays KSP then.
  2. Then they need to add in-game achievements and mirror them on Steam.
  3. Oh yeah, I guess it does. I always forget about that, I never actually use it lol.
  4. You need to explain what you need in simple terms. I'm sure you put it in there somewhere but it's surrounded by unnecessary information and I have no idea what it is.
  5. @Ohm is Futile You are absolutely correct, however given that the stock navball texture is less than ideal and only has a meridian every 45 degrees, I wanted to keep the tutorial as simple as possible. It doesn't show numbers at even close to the resolution of 6 degrees. But yes you are right, Ascending you want to launch at 84 degrees and descending you want to launch at 96 degrees.
  6. Launching to Minmus' inclination is a fairly straightforward process. Many would have you believe that it requires a lot of math, and technically, it does. However it is also possible to launch to straight to the proper inclination from the surface of Kerbin without all that fancy math, and we will use the Mun to do it! Despite this guide being written for Minmus, this process can be used to launch into any inclination of an existing object around Kerbin as long as you know it's inclination. It can also work around other celestial bodies if you have a craft in orbit with a known 0 degree inclination to take the place of the Mun and your craft is landed on the equator. What You Need While it is possible to 'eyeball' this process entirely, it greatly helps to have a mod that shows your current inclination as you ascend. This will prevent trying to fly and manage a map view at the same time. It doesn't matter if you want Kerbal Engineer or MechJeb or any other mod, as long as it shows your craft's inclination as you ascend. This is not required, but highly recommended. Step 1: Put your vehicle on the launchpad. Step 2: Enter the map view and set focus on Kerbin. Step 3: Finding the Mun We will be using the Mun's orbit as a baseline for this process. We know that the Mun has a perfect 0 degree inclination around Kerbin and will use that knowledge to our advantage. Zoom out on the map until you can see the Mun's orbit. The goal is to have the Mun's orbit appear as a single line, this ensures the 3 dimensional nature of the map does not create an optical illusion. We want to be looking straight at the equator. Move your map so that it appears as shown in the correct image below. Step 4: Finding Minmus Our goal now is to find the point at which Minmus crosses the equator. There will be two times per Kerbal day that this occurs. To do this, we will do the same thing we did in Step 3. Adjust the map so that Minmus' orbit appears as a straight line while keeping the Mun's orbit as a straight line as well. It will be important to note which of the two launch windows we are targeting for our launch, so make a note if the orbit is descending or ascending. Step 5: Finding the Launch Window Once you have your orbits aligned in map view, simply zoom in without moving the map. Since we focused on Kerbin in step 2, we will zoom in on the center of the planet. That is where you want your craft to be for launch. Time warp until your craft icon appears directly in the middle of the planet (it doesn't have to be perfect, just as close as you can get it). Now you are ready to launch. Note: Be sure it is in front of the planet, not behind it, since icons show through the planet. Step 6: Launch Note: the craft depicted does not represent a vehicle capable of reaching Minmus, just orbit. Minmus' orbital inclination is 6 degrees. In step 4 we noted whether we were targeting Minmus while ascending or descending. As you launch, if you are launching to Minmus' ascending trajectory, you will aim just below the 90 degree mark on the navball (Heading 84 degrees). If you are launching to Minmus' descending trajectory, you will aim just above the 90 degree mark on the navball (Heading 96 degrees). If using an inclination mod, adjust your heading so that your final inclination is 6 degrees (some mods may depict this as -6 degrees for one of the two launch windows). Conclusion: If you have followed along correctly at this stage you will find yourself in an orbit that very closely matches Minmus. It should be close enough for Minmus' gravity to take over if you attempt an encounter without making any further inclination adjustments.
  7. I launch to Minmus inclination all the time. It's not hard, I've been meaning to write a tutorial for a while, it seems like few people know how to do it.
  8. It's in beta now, but it will be more like Unity 6. They changed the number scheme to differentiate between 5 and it requires a new license (or upgrade purchase). They aren't going to use a beta, and when beta is over it will be a technical leap I'm sure.
  9. It's not likely we will see Unity 2017. It's the next generation (basically Unity 6), they already swapped out the engine once, they won't likely do it again for this game. 5.6 is the end of the U5 cycle, and we may get that, but I doubt any more engine updates after that.
  10. I don't think it is an inherent Unity problem. I've never seen it, but my understanding is that it only happens with high part count craft. Frankly, that's just the edge of the engine's limits. I doubt Unity considers that a problem. It's caused by garbage collection, which has to occur. The more physics calculations in use, the more garbage there will be. It can be reduced by well programmed code, but not eliminated. Also, reducing it is a tradeoff. You can either delcare your objects high scope and reuse them to prevent collection but increase persistent memory usage, or declare them low scope to decrease memory usage but require more frequent collection. In today's world, the former is usually preferred, but not always.
  11. I usually set Pe between 10 and 20km. 20-30 seems a bit high to me (not overly though). If you skim too high (45+ km) you will spend too much time in the heat and burn up. Heat is cumulative so it's better to face fiery hell for short time than a campfire for a long time. Basically, don't go too low, but also don't go too high.
  12. Spaceport's replacement was Curse, Kerbalstuff's replacement was Spacedock. Spaceport and Kebrbalstuff were very loosely related, if at all. The only connection is that after Spaceport shutdown and Curse failed, Kerbalstuff simply filled the void.
  13. One man's 'great' is another man's boring and dumb.
  14. No. 1.2 received a massive optimization to reduce the occurrence of garbage collection. You definitely want 1.2. It's pretty much the definitive version you are going to want for a long-long time. After it was finished there were relatively few wide-spread bugs left and all the developers then quit. No telling what 1.3 is going to screw up, I would get it while you can.
  15. Several of them in fact. I think it was 3 of the Gemini missions attempted a spacewalk where they had to move around back of the service module and failed. It wasn't till a man named Buzz Aldrin, who had skills in deep sea diving, taught them how to do it that they succeeded. This is also why there is a massive indoor pool at JSC.
  16. Except he said he switch craft to check his other satellite. No reverts available
  17. The best way to reverse your orbit is a pure retrograde burn (unless you can get a Mun encounter) Go sub orbital and back again. You might as well try, if you have enough fuel. If you don't, you haven't lost much in trying.
  18. Well, it doesn't really matter since there is no wind. But he didn't say stock.
  19. It's the same concept. Kinetic energy converts to electricity. Presumably if Squad coded such a module it could be used by modders for such purpose.
  20. The round 8 is certainly not overpowered. They actually fixed that one just a few patches ago because it was so underpowered.
  21. I don't think Rover wheels have friction brakes. Real rovers don't move all that fast and to stop they use electo magnetic resistance braking (I think).
  22. I've never been there. I don't build ships and my kerbals can walk around on plane wings just fine and no reason they can't walk on big enough rovers. I'm not sure what this is requesting.
  23. Why would his module manager patch introduce incompatibilities that yours does not?
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