

THX1138
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Everything posted by THX1138
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How is intake air distributed between engines?
THX1138 replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
Okay, thanks. Does the air-meter need to be full in order for all engines to produce maximum thrust? If the intake air is limiting, I might as well have only the turbojet engines and a couple of dedicated rocket engines. -
I was wondering whether intake air limits how much thrust the engines can produce and (on a plane with two RAPIERS and two jet engines) whether it might make sense to switch the RAPIER engines to closed loop in order to give more air to the jet engines. Do the engines only produce maximum thrust when the intake air meter is full or do they produce maximum thrust at all times as long as there is air in the meter?
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(I searched but couldn't find anything so apologies if this thread already exists). I've got no idea what to print to make a structurally sound and presumably air-tight habitat. It seems to be left to the participants to determine what indigenous materials are available on the various potentially-habitable locations. Presumably they'll construct in one of the identified caves or hollows for improved shielding from radiation and maybe micrometeorites but I don't follow NASA or space research so I don't know. http://www.nasa.gov/press-release/nasa-challenges-designers-to-construct-habitat-for-deep-space-exploration
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Parachutes burning up a lot
THX1138 replied to Anrui's topic in KSP1 Gameplay Questions and Tutorials
I wouldn't bother adjusting the minimum pressure. I would just not deploy the chutes until the rocket is cooled/slowed down. -
Some topics are timeless and haven't lost relevance since the original post. I think it's odd to dissuade people from bothering to use the search function.
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Why does this craft spin?
THX1138 replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
Thanks; I'll take a look at that. -
Why does this craft spin?
THX1138 replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
The wheels aren't spinning. I experimented with the brakes and that didn't help. I've locked gimbal on the engines and that seems to have resolved the problem. I also checked in the SPH and adjusted the thrust to get the CoT and CoM better aligned but I don't think they were really the problem anyway. Thanks to everyone for the suggestions. -
Why does this craft spin?
THX1138 replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
I'm not sure everyone is clear on the axis of rotation. Here it is in video form: https://youtu.be/v-sixtvzcrQ If the CoM and CoT were the issue, I would only expect rotation in the W-S or A-D axis. I don't understand the rotation in Q-E axis. If the CoT needs to be adjust, I can try throttling engines but my attempts so far have not had any affect. Could it be because the probe core is not aligning correctly with CoT/CoM and therefore tells the engines to gimbal in an inappropriate way? I am already dealing with prograde and retrograde markers pointing the wrong way because the probe core doesn't understand it's own or the engines orientation. -
Why does this craft spin?
THX1138 replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
Yes, only when the engines are firing. -
Why does this craft spin?
THX1138 replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
There's no trim set so, perhaps predictably, this doesn't help but thanks for replying. -
This craft spins quickly as though I was holding onto Q or E (except far more torque than my reaction wheels can manage). I don't understand why. I could understand the COM was misaligned with the CoT and it might spin as though I was holding W or S but it doesn't. It spins on a completely different axis. Youtube video to show axis of spin: https://youtu.be/v-sixtvzcrQ
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Try turning more gradually. Turning to 45 degrees at 10 Km is too sharp a turn IMO. Keep the centre of the orange marker inside the yellow prograde marker until you're in the thinnest part of the atmosphere (I don't know; like 30-35 Km). I don't know whether that's efficient but it's certainly easy to control.
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Many if not all of the manned modules have radar altimeters to indicate the distance from a planet's surface but the probe modules all lack this functionality which seems to me like an oversight.
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Only engineers to rescue
THX1138 replied to ftunk70's topic in KSP1 Gameplay Questions and Tutorials
Haha! That's pretty funny (and a little bit dark). -
Multiple reaction wheels
THX1138 replied to cephalo's topic in KSP1 Gameplay Questions and Tutorials
How would you even know if you had translated? -
I launched a craft to Jool before the 1.0 update when small 2x3 solar panels were sufficient to power the craft. Now that they're not, my craft is unable to power the probe core. Would it be relatively trivial to change the 2x3 panels into Gigantors? Sending something to augment the craft is impractical because it will have missed the SOI change by that time.
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Can you transport ore from ship to ship?
THX1138 replied to Chickenator's topic in KSP1 Gameplay Questions and Tutorials
Probably but you can try it yourself on the launchpad. Create a ship with two ore tanks connected by docking ports and fill one of the ore tanks in the VAB by right clicking. Add a probe core so you can control it and then transfer ore on the launchpad before reverting. -
Why does target tracking option come and go?
THX1138 replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
It could be but in that case two changes would improve the situation: 1. a message should pop up in the usual yellow font saying that the automatic tracking is being disabled and 2. hysteresis in the algorithm should stop the flickering on/off when at the threshold -
Why does target tracking option come and go?
THX1138 replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
The direction that the target is in isn't changing though, so it doesn't make sense like it might for determining where prograde/retrograde are. That said, when the velocity is higher, the marker stays on. Because of that, I think maybe Squad accidentally applied the afforementioned feature to the target tracking as well.