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Everything posted by Alshain
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Flames During Launch?
Alshain replied to Commander Zoom's topic in KSP1 Gameplay Questions and Tutorials
Your speed is too fast, too low. If you do a real gravity turn with a typical TWR, that won't likely happen. MechJeb flies in a standard pattern, which assumes around 1.5 sea level TWR (which is typical). If you have 2+ TWR, you are going to be going faster while lower in the atmosphere. Of course with the new aero, you don't need MechJeb at all to have the rocket fly itself. You can now do a real gravity turn with SAS off and sit back and watch without touching the controls. It's a bit challenging to get it set up right and if your TWR isn't right it won't work at all. But once you get it started, it's hands off. -
Change Apoapsis to Apogee/Apokerb
Alshain replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
I agree there, honestly don't understand that one. I don't think the word 'Molniya' has any Earth-based root, they need to change it back to that so it is scientifically correct. As far as I recall it was named after Russian satellites, which I suppose is Earth based, but the name doesn't specifically refer to Earth like Geo. -
Change Apoapsis to Apogee/Apokerb
Alshain replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Apsis is a real world term. Look it up. EDIT: Or here https://en.wikipedia.org/wiki/Apsis Apocynthion and Pericynthion actually. EDIT2: After looking it up I guess Apolune/Perilune is a synonym. I'd never heard it though. -
That looks like SVE to me. Most cloud packs are barely cloud packs and KSPRC is no different, you won't see a whole lot of clouds. SVE (and it's inspiration RVE for RSS users) is the only active pack that adds good looking clouds like that. Astronomers used to look like that, as did the native EVE configs, both have been changed so they don't really have clouds anymore because whiners think they have to see the ground to land on it and the mod developers buckled.
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Play KSP without Quicksaves to fully appreciate it
Alshain replied to Kermanzooming's topic in KSP1 Discussion
Same here. The game has too many glitches to not use quicksaves. -
Nope, stock is to complicated and boring, that's why I use Kethane. It has just enough setup and mission planning and execution to be fun without dragging on into incredibly tedious and boring like stock does.
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Make Synchronized Satellite Networks Easy
Alshain replied to cubinator's topic in KSP1 Suggestions & Development Discussion
As far as I understand it, you will but not around Kerbin. Planetary obstruction is still going to exist but Kerbin will have ground stations. That means you will need a network as close as the Mun if you don't want to lose communications on the back side of it, especially given that the Mun is tidally locked so anything landed on the surface facing away from Kerbin will be unable to directly communicate with KSC without a network (ever!) Depending on where you are going, the Kerbin Ground Stations could be blocked by the Mun or Minimus so you may even find it necessary to put networks beyond their orbits. However, anything inside the Mun will be pretty much guaranteed to be able to communicate, assuming I understood correctly. EDIT: Oh, and also signal delay won't exist, nor the flight computer. All they need to do to make it easier is add a display that tells you the orbital period of your current craft. That is all you need. If you have that data you can make a network that will take a very very long time to move out of sync (assuming you have the knowledge and skill). Right now, RT users rely on KER or MechJeb to give us that. I do find it interesting you are willing to use HyperEdit but not KER, however I do agree the stock game should offer more information. -
Slowest plane endurance challenge
Alshain replied to TheGuyNamedAlan's topic in KSP1 Challenges & Mission ideas
You need to explain exactly what you mean. Slowest lift off? Slowest level flight? -
I concur, you will be hard pressed to fill 16GB whether KSP supports it or not, really even 8 is a lot unless you are running several instances for some reason. CPU will almost always be the weakest link in KSP now that we have 64-bit support.
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Remote-tech problems. No connection...
Alshain replied to asger8907's topic in KSP1 Technical Support (PC, modded installs)
One other thing I forgot to mention in my earlier novel. You can use Active Target to always target the craft you are flying (whatever craft that may be). This is useful so you don't have to keep re-targeting satellites but should never be used exclusively. Rather a network should be set up to bounce the signal around the planet, and you can have an active target antenna on each of those, eventually you will want satellites capable of using cone mode aimed at all the planets you intend to visit and maybe even orbital networks there to bounce the signal around it. -
Remote-tech problems. No connection...
Alshain replied to asger8907's topic in KSP1 Technical Support (PC, modded installs)
I need more information than the video showed. Specifically about the KOCS-1 satellite. Get us a picture of that, including it's targeting setup. Since you are dealing with directional antennas, make sure you turn on the 'cone' option in the bottom left corner of the map screen and get a picture of that as well. Since you directly targeted a satellite, it may be possible to still recover that new unit, I suspect KOCS-1 has a more generic targeting and isn't reaching the new unit. If it KOCS-1 is targeting Kerbin, the new unit may not fall in the directional cone of KOCS-1. If that is the case, simply re-targeting that KOCS-1 at the new unit should bring it back to you. (Hopefully KOCS-1 has more than 1 line of communication to KSC). Omni-directional antennas do not suffer from this problem because they have a 360 degree cone. However their range suffers for it. One other bit of information about cones to be aware of is that cones expand outward from the source and continue to get wider until they hit their range limit. Higher directional antenna have more narrow cones, but higher range. They are designed for use with the outer planets. For example, if you used a CommTech-1 in cone mode close to Kerbin, it would produce a very narrow cone which could miss your communication satellites until it traveled out as far enough that the cone widened around your satellite orbit.. Watch out for this pitfall. This can be avoided by using direct targeting mode instead of cone mode (i.e. do not target a planet) however if that satellite should become obstructed, you could lose communications unless another just happened to be in your cone. Ideally you want your probes to use cone mode so it can grab whatever satellite is visible, but you need an appropriately sized directional antenna. It's a very elaborate system, but a lot of fun once you get the hang of it. On another note, I highly recommend learning to use the flight computer in case you lose connection like that. You can plan a maneuver and then execute it from the flight computer before you arrive and it will automatically perform the maneuver even if it loses connection (as long as you send the command before it loses connection). That way if you lose connection you don't fall back in the atmosphere waiting on the connection to come back. -
[1.0.5 - 1.4] Burger Mod! 0.4 (2016-04-25)
Alshain replied to NecroBones's topic in KSP1 Mod Releases
@NecroBones French Fries (or Chips if you prefer) for Landing Legs are definitely needed. -
My only concern about Steam achievements would be the fact the KSP doesn't require Steam, even if you bought it there. I don't know if there is a way to 'detect' Steam's presence or not before attempting to send it achievement code. That may be the largest issue to overcome, because locking KSP into Steam would be KSP heresy.
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Thanks guys, I've added @Foxster and @Snark's contributions. Foxter, yes I feared including mods would not only be inappropriate since mod authors should be able to maintain a database for their mod if they wish, but more so, I felt that a list of mod patches would grow uncontrollably large. Maybe if we were still on vBulletin I would consider it, but without BBCode it's just already very difficult. @Deimos Rast I tried several options that I see in the object browser, however none of them seemed to work. There is a boolean called "operational", I also found property called "State" and a variable called "wheelState" which are an enumerated value type called "WheelState" containing the values Active, Broken, Disabled. Sadly, modifying these didn't seem to affect the game. There has to be something behind the scenes in the KSP code overriding me. There are methods called Activate, Deactivate, and Toggle, however methods can only be triggered from a mod. So it would take a DLL to do what you want.
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It's possible to have in-game achievements that are simply mirrored on Steam (for those who have Steam). The only difference is Steam's are permanent, while at most in-game achievements could only persist out to the current install. I own a few games that do this. That's definitely not true. It was requested so many times, they added it to the WNTS list to get people to stop requesting them.
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[KSPedia 1.9.1+] Planet Wiki v4.1 - May 20, 2020
Alshain replied to jandcando's topic in KSP1 Mods Discussions
That might be part of what I saw, but Kebin's LKO shows 3400 while yours says 3200 (and from personal experience, 3200 would be really pushing it). I'm assuming Take Off/Landing means dV to LKO, it's unclear. EDIT: Yep, looking at it again and adding in the max plane change, the only one I see that doesn't match is LKO. Which is a little funny because all of those "deltaV to get there" entries must be using 3400 as a base, or they wouldn't add up.- 139 replies
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Shuttle Landings Not going to happen
Alshain replied to kirkmyster's topic in KSP1 Gameplay Questions and Tutorials
That's part of the issue, there is very little heat dissipation in space or near space. There is nothing to carry it away. That's why we need those giant radiator panels on the ISS. On Earth you have air, wind blows, even in low wind speeds it's moving at least a little, and in fact heat causes the air around it to move (hot air rises). Wind doesn't blow in space, so there are no air molecules to dissipate the heat energy into. Near space there is some, but it's so thin it's not effective. Heat radiation is a very slow process. The sooner you get into air, the faster it dissipates. It does generate heat faster, but if done right your craft can usually take it. -
Having an attitude control for long duration flights would certainly be nice. I don't disagree with you there. However, keep in mind, some of us just fly for the sake of it. Not necessarily for science or any reason other than because it's fun for us. Often we just fly around KSC and the nearby mountains. I've used the city lights and it's just an immersion killer at that range. I'd rather believe that the Kerbals live in underground caves than see bioluminescent grass that strangely looks like city roads. That said there is no reason NOT to implement city lights as long as it has a way to turn it off. As long as it wouldn't waste too much dev time anyway. I can't image it would, at least not if they implement it as EVE does. If they try to get too creative with it though, it may be viewed as a time and effort waste considering the number of people replying against them.
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Nighttime // Planes thread
Alshain replied to Choice // SLOTH Airlines's topic in KSP1 The Spacecraft Exchange
Must be the blue one? I guess I thought that was afterburner glow -
Nighttime // Planes thread
Alshain replied to Choice // SLOTH Airlines's topic in KSP1 The Spacecraft Exchange
I saw the thread title and expected to find a thread full of Aviation Lights users. Not a single one lol. -
Landing gear can't wait for 1.2, needs bandaid.
Alshain replied to cephalo's topic in KSP1 Discussion
Well I'm glad it works for you guys. But it never did for me. I have other planes that don't have titled wing with the same issues. Frankly I just got sick of trying to troubleshoot it. -
Landing gear can't wait for 1.2, needs bandaid.
Alshain replied to cephalo's topic in KSP1 Discussion
See, that's been the experience. Either everything is fine for you or nothing is. It seems to be half the users have the problem and half do not (roughly). Except I've seen reports of it in the console forums. Nobody on consoles had 1.0.5 and therefore have no craft from 1.0.5. -
Landing gear can't wait for 1.2, needs bandaid.
Alshain replied to cephalo's topic in KSP1 Discussion
Oh sure, I can upload the craft file. I don't know if the authority limiter settings will persist since they didn't exist in 1.0.5. 1.1 had very sensitive roll if I remember right. https://dl.dropboxusercontent.com/u/9097777/Shrike MK2.craft -
Landing gear can't wait for 1.2, needs bandaid.
Alshain replied to cephalo's topic in KSP1 Discussion
I know his won't work because I did it before I abandoned 1.1, so I'm positive that simply changing the angle of the wings does nothing to help. Your suggestion, I did try it in 1.1.2 with the LY landing gear (I actually thought the front gear was supposed to be in a backward position to what it is for those but then someone showed me a cesna picture) but not 1.1.3 with the gear I was using on that particular plane. I just really doubt it will change anything, but that is an educated guess. I only gave him the screenshots because he was asking for screenshots of a plane that didn't work. I wasn't asking for help, I was trying to help him with what he wanted to see. I didn't need anyone to fix it, I'm no longer playing 1.1. I certainly didn't need someone to change it to a delta wing profile and eliminate independent authority control on roll and pitch and make it hard to fly . -
Landing gear can't wait for 1.2, needs bandaid.
Alshain replied to cephalo's topic in KSP1 Discussion
Lighting issue like that have been around for a long time. It's something to do with the light source being on an animated part. Sorry, it just gets a bit irritating when people come in and tell you your whole plane design for a plane that flies just fine is wrong when the only issue is a well documented bug with the wheels, and the supposed better design won't work anyway. It's over now though, I've got him ignored.