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Everything posted by FleshJeb
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I sure hope none of us make duplicate bugtracker accounts to upvote things with. That would be wrong...funny, but wrong.
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Impossible Parts Ideas
FleshJeb replied to Xurkitree's topic in KSP1 Suggestions & Development Discussion
It wasn't the Kraken--You're moving really really fast, and the upper atmosphere is comparatively hot. Look at the temperature graph. Rather than sidetracking this thread, feel free to PM for advice. I can answer tomorrow when I get off work. -
All the mods I won't play without: Editor Extensions Redux RCS Build Aid Correct CoL MechJeb Kerbal Engineer Redux Kerbal Alarm Clock TAC Fuel Balancer KRPC ScanSat Honorable mention: RemoteTech
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Impossible Parts Ideas
FleshJeb replied to Xurkitree's topic in KSP1 Suggestions & Development Discussion
Jool doesn't hit 1 atm (~10^5 Pa) until about 100km. Even zero altitude is only about 10 atm. I don't think that's past the stock crush pressure for all parts. I've flown spaceplanes down to 85 km. -
SPACE STATIONS! Post your pictures here
FleshJeb replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Reaction wheels are lighter. @sturmhauke is right about the Vernors for large craft. However, I almost don't use RCS to turn at all. Since I use MechJeb, all I have to do is click a button and wait. I use that time to plan my next move, or fine tune a maneuver node. However much you think you're going to offload to other ships. A one-man ship of 2-4 tons shouldn't take more than 1-5 units of mono to dock, if you have practice, and you're patient. When I first started, that might have taken 20-30. If you want to dump some of the mono you have on board already, instead of manually burning it, TAC Fuel Balancer is a really nice and simple fuel management mod. It sounds like you have some really fun adventures ahead. -
SPACE STATIONS! Post your pictures here
FleshJeb replied to tsunam1's topic in KSP1 The Spacecraft Exchange
All the cockpits, including the cupola, have some pretty good reaction wheels included in them. What I would do (and you don't have to do it my way) is get rid of the monoprop tank, and put a few big reaction wheels in its place. You can then attach a couple of the white sausage-shaped tanks to the reaction wheels as a reserve. It's always good to be able to tank up a smaller craft's monoprop from a larger one. How many times are you planning to dock to it before you can refuel? How much mono does it take you per docking? -
We've been discussing on the Discord that the autopilot appears to be having problems with roll. I think it's a PID-tuning problem in KRPC. The behavior it exhibits is that it will try to roll hard left, and keep rotating while trying to hold the pitch and heading. If you override with manual steering and get it close, then let go, it will occasionally roll right, and when it crosses through the correct roll, it will start the hard left roll again. This code SHOULD work for flying a plane (KSP 1.5.1, KRPC 0.4.8): import krpc import time conn = krpc.connect(name='ap') vessel = conn.space_center.active_vessel ap = vessel.auto_pilot ref_frame = vessel.surface_velocity_reference_frame # I also tried this, which i think is the same as above. #ref_frame = conn.space_center.ReferenceFrame.create_hybrid ( # position=vessel.orbit.body.reference_frame, # rotation=vessel.surface_reference_frame ) ap.reference_frame = ref_frame ap.attenuation_angle = (1.0, 1.0, 1.0) ap.target_heading = 90.0 ap.target_pitch = 5.0 ap.target_roll = 0.0 ap.engage() i = 0 while (True): ap.target_heading = 90.0 ap.target_pitch = 5.0 ap.target_roll = 0.0 ap.engage() print("tick" + str(i)) time.sleep(1.0) i += 1
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SPACE STATIONS! Post your pictures here
FleshJeb replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Monoprop isn't counted in the dV calcs, unless you edit a window to show RCS dV. It's just extra mass. I strongly advise carrying the bare minimum needed. I usually only carry what's in the cockpits, and use it only for docking. A lot of people use it for turning their craft, but if you have reaction wheels, it's just a waste. If I need to turn around fast, I just use my engine gimbal and blip the throttle. -
Problems with RAPIERs
FleshJeb replied to nathan.k436's topic in KSP1 Technical Support (PC, modded installs)
The biggest framerate-killer for me is the Aerodynamic FX Quality. I always set mine to the minimum setting. The smoke trails might also be slowing you down. There's a way to delete those effects, but I don't know what it is. -
SPACE STATIONS! Post your pictures here
FleshJeb replied to tsunam1's topic in KSP1 The Spacecraft Exchange
I figured you could reach Eeloo, but I wanted to be conservative with my estimate. If you gravity-brake using Tylo on the Jool encounter, I think you can capture into an orbit around any Joolian moon. The dV map doesn’t count the copious opportunities for gravity assists at Jool. -
SPACE STATIONS! Post your pictures here
FleshJeb replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Everywhere except Moho and Eeloo are yours for the taking. https://alexmoon.github.io/ksp/ -
I went through a couple of hundred of those. About half of them aren't bugs, they're suggestions, or so poorly reported, nothing can be done. Many are no longer pertinent, have already been fixed, or are duplicates. About one in ten of them are actually bugs, per se. I only mention this, because I'd like to be realistic about the count. I thought ShadowZone's video was a bit misleading in this regard. Yes, I upvoted all the ones I've experienced.
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I think the name of that elixir is LFO. BTW, if you want to fly forever in that heat, do something like this to your nose (This requires that your plane can fly at or nearly surface prograde): This survived and got back into a safe orbit:
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Tory Bruno seems so much cooler than Musk. Love that "no BS" attitude. (Heh, got ninja'ed by that guy ^^^)
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Docking/SAS Problems
FleshJeb replied to Dnarbnellih2's topic in KSP1 Gameplay Questions and Tutorials
Switch to your target, and control from the target docking port. Set the SAS to point that Normal or Anti-Normal . Swtich back to your original craft, control from the docking port, and set the SAS to the opposite. It's pretty easy to eyeball your way in, since the two ports remain parallel. I only use and near the end of a rendezvous, or when I'm matching velocity. -
I love you guys so much. I'm slightly disappointed that we can't cut through that center grey adapter.
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Nuclear Engine Cooling Help
FleshJeb replied to Mars-Bound Hokie's topic in KSP1 Gameplay Questions and Tutorials
Go take a look at the CFG file. They have an emissive constant of 0.95. Most parts IIRC are 0.60. I’ve been getting deep in to thermal engineering for extreme aero braking. It’s more fun than you might think.- 15 replies
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- nuclear engine cooling
- overheat
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@SiriusRocketryDo something in the game you're not good at. Something that intimidates you. It looks like you focus on spacecraft: Planes, Rovers, and Submarines await! Go somewhere you haven't been. Somewhere challenging. I've been making Jool divers lately. THAT's a fun ride.
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KSP II? KSP Remastered?
FleshJeb replied to Klapaucius's topic in KSP1 Suggestions & Development Discussion
I suspect they did it primarily for the customer information: KSP already took off with 2M - 5M sales. We're well past the good part of the long tail. https://steamspy.com/app/220200 MH did 0 - 20k sales. https://steamspy.com/app/283740 With sales like that, we're not getting a second DLC. The development budget doesn't appear to have increased a great deal, if at all. If KSP 2 is in development by another team, why are new features being added to KSP 1? I'd bugfix and wind it up, because new features aren't likely to be easily portable to a new engine. The art assets, maybe. The Red Shell fiasco. I wish I could find the article I read a couple of weeks ago on just how valuable that amount of customer information is. -
Banned for making me lose track of dunduns
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Cool! I keep a shortcut to it on my desktop to make my life easier. Feel free to quote, ping, or PM me if you need any more help.
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Cool Spaceplane ideas
FleshJeb replied to Jebediah Kerman Jr.'s topic in KSP1 Challenges & Mission ideas
(FYI, I wouldn't have seen your response if I hadn't checked the thread. It helps to quote or ping someone with @FleshJebso they get a notification.) For spaceplanes, a 5 degree angle of incidence is almost mandatory. Body parts are really draggy and provide almost no lift, so it's best to keep them pointed as close to prograde as possible. Having the wings at 5 degrees provides an almost ideal Lift to Drag ratio for all wings, and allows you to fly with your nose pointed prograde. The lower takeoff speed is just a happy side-effect of this. It doesn't cause any problems if your craft is well-balanced. The two most useful mods for balancing a plane are RCS Build Aid and CorrectCoL. I learned almost everything I know about building spaceplanes from this guy: https://kerbalx.com/AeroGav/craft -
Given that stock adaptations of mod functionality are always buggier, less capable, and far more awkward, my answer to this question is always going to be "stick with mods." The worthwhile stock things that have been added to KSP since 0.25 are editor tools, better aerodynamics, constant fuel flow/variable thrust, and some performance and stability enhancements. Everything else is useless, hot garbage. They should have stopped development at either 0.25 or 1.3.1 and open-sourced the code or sold it to competent developers.
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