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guitarxe

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Everything posted by guitarxe

  1. Hm, something's not right with what both KER and MechJeb show me in terms of dV (and they both show wildly different numbers). Maybe my staging is messed up or something with the addon, I'll have to check... Thanks for going through my example, though, that helped!
  2. I know that most of Badlands biomes are on the other side of the planet, but I also know that there are some scattered tiny little "pockets" of odd biomes here and there, which are much closer. Like for example the Island Airport has a Tundra biome on one end of the runway, even though it probably shouldn't be there. Is there one like that for the Badlands so that I don't have to fly to the other side of the planet?
  3. In other words, what self restrictions and limitations do you put on your games just for the heck or fun of it? For me I have a few, some more successful than others. I always try to grab as much science as possible from Kerbin before going elsewhere. Another one I like, but never really seem to be able to enforce on my self, is to never revert to launch/hangar from any mission and continue with the failure. How about everyone else?
  4. Hm... am I doing something wrong? My payload weighs 0.9t, including fairing, decoupler and struts. Let's make that a round 1t. So second stage propellant mass is also 1t. That neatly fits the FL-T200 tank, with 1t propellant and 0.125t dry mass for a total of 1.125t. So then second stage dry mass is 0.25 * 1 = 0.25t. So that means total mass for second stage is 1 + 1 + 0.25 = 2.25t With a 1.2 TWR that is 2.25 * 9.81 * 1.2 = 26.4kN, which nothing at all fits, so I took the 48-7S Spark and used tweak scale to scale it up a bit until it had 26.087kN thrust. Close enough. So now with the engine mass added in, the full mass of second stage and payload is 2.472t. The actual TWR for it is then 26.087 / 9.81 / 2.472 = 1.07. Hm... no where close. Probably because we have 0.25t to allocate for dry mass, but half of that is taken up by the tank, so that only leaves 0.125t for the engine, and the scaled up version of the spark for the above thrust weighs 0.145t But let's ignore that for now, it should be fine enough for the upper stage anyway, and continue. So first stage propellant mass is 2 * payload mass = 2t. That again neatly fits the FL-T400 tank, with 2t propellant and 0.25t dry mass for a total of 2.25t. The first stage dry mass is 0.25 * propellant mass = 0.5t. And total mass for launch is then 1 + 1 + 0.25 + 2 + 0.5 = 4.75t. That's pretty close to actual weight with decouplers and struts and engines, which is at 4.792t. So we need a TWR of 1.4, and that is a thrust of 4.75 * 9.81 * 1.4 = 65.24kN. Again, no such engine except the poodle has that thrust at sea level, and the poodle obviously isn't what we need here, so the Spark to the rescue again. I scale it up until my TWR reads 1.44. I can't scale it by thrust alone because the widget to show the thrust in the editor shows it for vacuum only. So with all that assembled, I have a dV of 2811m/s.
  5. Sometimes I noticed that if I click on "Revert To Launch", rather than "Rever to Hangar", then weird things will tend to happen afterwards, like some parts not working, or my whole staging UI disappearing and the like, which is invariably tied to the amount of mods I have, I'm sure, but it still might be different from a true "clean slate" if you go back to hangar and launch again from there.
  6. I don't know how technically correct this is and how well you can show circular motion equation on it, but I always found this visual representation a good way of explaining the idea behind "going so fast you miss the surface". I saw this somewhere, but can't remember where so I just painted this up. Image you have a very big cannon and you shoot a cannon from it. It will go forward and then come back to the surface. Then you shoot it faster, and still it eventually hits the surface. But then if you shoot it fast enough, it goes so fast that it actually misses the surface:
  7. You were right, it was a combination of being too close to COM and too hard on the pitch (although seeing as how in KSP you can't exactly control that very well other than flying by trim, I had to just limit the pitch control surface). Worked very well after that. Thanks But now I have another weird thing This one I downloaded a different Procedural Wings mod (Procedural Dynamics), and for some reason the plane constantly rolls to the right all the time. Even after being inverted it continues to roll. Any idea what might be the matter here?
  8. I'm playing with SETI and for some reason it places the fuel line to the very end of the tech tree. Is there a way I can unlock it using a module manager config or something of the sort?
  9. Are you using different settings than default in that first video? I don't have nearly the same result on my planes as the one in your video.
  10. What is wrong with this plane? The lift is a bit above the COM for roll stability, and a little bit behind the COM, just like in Scott Manley's guide. But when I try to take off it keeps doing backflips all the time.
  11. Does this work with 1.0.5? It doesn't show up in the list of mods on CKAN, just wondering if I need to install it manually?
  12. Does anyone know which of the mods in the Seti pack (when downloaded with CKAN and selecting everything recommended) changes the sounds of the rocket engines? They sound awesome when they first start, but then after you've cleared the launchpad, the sound is very low in volume that you can barely hear it.
  13. I haven't played career much, mostly always only sandbox or the old Science mode, but now with Career there is the building upgrades thing, which affects gameplay elements like maneuver nodes. So I know already that I don't have maneuver nodes until I upgrade the tracking station, which is ok for now, but I want to dock two vessels in space and for that I need to at least see their separation thingy on the orbital lines. Is there something I need to unlock to see that, or I should be good to go from the get-go?
  14. A different partition that I keep for games, like this - D:\games\KSP 1.04
  15. Huh, strange. Doesn't seem to work for me... I play with BTSM and wanted to get MechJeb working, so I used that .cfg file like this: @PART[mumech_MJ2_AR202] { @MODULE[MechJebCore] { @MechJebModuleCustomWindowEditor { unlockTechs = start } @MechJebModuleSmartASS { unlockTechs = start } @MechJebModuleManeuverPlanner { unlockTechs = start } @MechJebModuleNodeEditor { unlockTechs = start } @MechJebModuleTranslatron { unlockTechs = start } @MechJebModuleWarpHelper { unlockTechs = start } @MechJebModuleAttitudeAdjustment { unlockTechs = start } @MechJebModuleThrustWindow { unlockTechs = start } @MechJebModuleRCSBalancerWindow { unlockTechs = start } @MechJebModuleRoverWindow { unlockTechs = start } @MechJebModuleAscentGuidance { unlockTechs = start } @MechJebModuleLandingGuidance { unlockTechs = start } @MechJebModuleSpaceplaneGuidance { unlockTechs = start } @MechJebModuleDockingGuidance { unlockTechs = start } @MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } @MechJebModuleRendezvousGuidance { unlockTechs = start } } } @PART[mumech_MJ2_Pod] { @MODULE[MechJebCore] { @MechJebModuleCustomWindowEditor { unlockTechs = start } @MechJebModuleSmartASS { unlockTechs = start } @MechJebModuleManeuverPlanner { unlockTechs = start } @MechJebModuleNodeEditor { unlockTechs = start } @MechJebModuleTranslatron { unlockTechs = start } @MechJebModuleWarpHelper { unlockTechs = start } @MechJebModuleAttitudeAdjustment { unlockTechs = start } @MechJebModuleThrustWindow { unlockTechs = start } @MechJebModuleRCSBalancerWindow { unlockTechs = start } @MechJebModuleRoverWindow { unlockTechs = start } @MechJebModuleAscentGuidance { unlockTechs = start } @MechJebModuleLandingGuidance { unlockTechs = start } @MechJebModuleSpaceplaneGuidance { unlockTechs = start } @MechJebModuleDockingGuidance { unlockTechs = start } @MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } @MechJebModuleRendezvousGuidance { unlockTechs = start } } } @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor {unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = start } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } } } And placed it in GameData, but doesn't seem to work - I get the MechJeb window, but no dV readouts and can't control craft with SASS. Shouldn't this have made it work with any command module?
  16. Where do .cfg files that edit parts need to be located to work? at the root of GameData?
  17. I downloaded from steam the [Previous - Stable Release] version to get 1.04 version, then I copied it from steam to another drive so that I can keep it separate from steam updates. The problem now is that game settings are always restored to default whenever I launch the game - so things like graphics settings, resolution, gameplay options (like camera wobble and UI size) are always default when I run the game each time. Is this a bug in the 1.04? Because I remember I used to be able to copy the game from steam to another location and run it without any problems before.
  18. I've even got nyan cat on my waypoint Is that some kind of April Fool's thing?
  19. Is it that a KSP easter egg or something part of a bunch of mods that I have running?
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