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Everything posted by Noobton
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I like USI because it forces crew rotations and is not just enough to ship a bunch of probes with resupplies to keep my kerbals happy, also I like the not dying part because it allows for rescue missions.
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Redocking to same docking port
Noobton replied to Noobton's topic in KSP1 Gameplay Questions and Tutorials
It feels a little bit like cheating but I think I 'll just keep quicksaving/quickloading, and call it "running the simulation", thanks! -
Redocking to same docking port
Noobton replied to Noobton's topic in KSP1 Gameplay Questions and Tutorials
hmmm I thought I had moved farther than that, maybe I just didn't align correctly when coming back. -
Sometimes to check delta v on a return vessel I quicksave, undock from the station, check my delta V and then quickload, I have to do the quicksave/quickload because I can't dock back to the same port, how far do I have to move before being able to dock back, or what else can I do to workaround this without quickloading?
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parts [1.2] Karibou Expedition Rover [0.3.0]
Noobton replied to RoverDude's topic in KSP1 Mod Releases
when you change the texture (next texture) they usually change the cargo. -
y el link del video ?
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Noobton replied to Probus's topic in KSP1 Mod Releases
Thanks for this tree, looks amazing and I'll be trying it on my next career game :). Looking in the config file it looks like you have the info for the MKS mod, but is not on the list of supported mods, am I reading this incorrectly or did you miss adding it?- 1,029 replies
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- tech tree
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parts [1.2] Karibou Expedition Rover [0.3.0]
Noobton replied to RoverDude's topic in KSP1 Mod Releases
The light sliders aren't working on the Karibou crew cab on the prerelease version -
Nueva Entrada. Diario 005 -Kerbal United alliance-
Noobton replied to AstroClouder's topic in Spanish (Español)
mirando de nuevo vi que sí tienes aletas en la parte baja (en la segunda foto), estaban escondidos por las torres, seguiré por acá chismoseando, me gusta ver que ideas me puedo robar de otros kerbonautas -
Nueva Entrada. Diario 005 -Kerbal United alliance-
Noobton replied to AstroClouder's topic in Spanish (Español)
interesantes diseños, ¿no has tenido problemas con los cohetes volteándose? se ve larguísimo. 2 preguntas: ¿qué quieren decir los números de misión? (420-005...426-005 etc) ¿los 75000 de presupuesto son arbitrarios o estás usando alguna fórmula? -
Makes sense now hahaha, thanks.
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Are you checking the atmospheric deltav? there's usually a lot of dv "lost" on the first 20000m that used to mess my calculations
- 89 replies
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The Kerbol orbit has the aerobraking arrow, how does this work?
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Nueva Entrada. Diario 003 -Kerbal United alliance-
Noobton replied to AstroClouder's topic in Spanish (Español)
cómo has creado lo de las orbitas (estacionaria, de trabajo, etcetera)? estan basadas en algo en la vida real? -
Me presento, soy AstroClouder desde España.
Noobton replied to AstroClouder's topic in Spanish (Español)
saludos y bienvenido, estan bonitas las naves, lo estás jugando en Sandbox? -
I've been doing this manually and I never saw this mod before, looks promising, thanks
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Kerbin atmosphere and drag
Noobton replied to Noobton's topic in KSP1 Gameplay Questions and Tutorials
This is awesome, thanks for sharing -
Kerbin atmosphere and drag
Noobton replied to Noobton's topic in KSP1 Gameplay Questions and Tutorials
ok, but that's precisely what I'm trying to figure out (Edit:I'm trying to figure out when is the soonest I can drop them) haha, when is too soon? also I'm trying to figure out why, so I can deduce this for other bodies. -
Kerbin atmosphere and drag
Noobton replied to Noobton's topic in KSP1 Gameplay Questions and Tutorials
this also reminded me, I drop fairings above 40k, should I wait until I'm over 70? -
Going by the information on the wiki http://wiki.kerbalspaceprogram.com/wiki/Kerbin , Kerbin's atmosphere goes up to 70Km, from my experience, this is what I've learned: Anything under 70K will experience drag and its apoapsis will slowly decay. Between 40Km and 70Km the effects of drag and atmospheric heating are very subtle, when launching once I'm over 40K I go full throttle and not worry too much about my vertical rate of ascend but rather try to start circularizing, when I'm descending I usually don't take much care until I break the 40Km barrier. Between 20Km and 40Km while ascending I try to stay under 900 m/s to avoid seeing "flames" until I reach 40K, I also try to keep my ascending profile over 60 degrees to try and leave this part as soon as possible, on reinsertion this is the most dangerous part, where my capsules can go Kaboom if they flip to the wrong side and overheat. Under 20K the atmosphere seems to be thicker, and I begin to see drag effects around 500 m/s I try to keep my speed under that mark and ascending at around 45/50 degrees maximum, for reinsertion if I reach this part I usually consider them safe unless I have messed up and make the inertion too steep but I usually have the opposite problem and make them too shallow. Question 1. do the visual flames effect indicate that I'm generating too much drag / I'm way over my terminal velocity? Question 2. what is the reason behind these "atmospheric bands"? looking at the atmosphere information I can see that over 40K there's less than 0.01 atm of pressure, but I can't identify anything that makes sense for the second band. Thanks
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Kerbal Mission Patch Template v2.3 (July 22, 2016)
Noobton replied to Saybur Stuff's topic in KSP1 Tools and Applications
+1 on the request for the template, pretty please- 49 replies
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There's a free short introduction to rocket history here: https://www.edx.org/course/goddard-apollo-history-rockets-part-1-ieeex-atg1-x-0#! just in case anyone is interested