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New In-Game Alarm Clock
mckamx replied to pquade's topic in KSP1 Suggestions & Development Discussion
I am seeing wonky behavior for SOI change alarms when I have multiple vessels in flight. A single SOI alarm seems to work correctly. If I add a 2nd or subsequent SOI alarm for a different vessel, the alarm seems to change its time to the SOI change for the CURRENT selected vessel, not the vessel the alarm was created for. I can sort of work around this by using manual alarms, but it seriously detracts from the usefulness of the app. I am getting close to installing KAC and seeing if I can get it to work in 1.12. -
Got a bunch of science home from Duna & Ike, enough to complete the tech tree.
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Jeb is at my ISRU station orbiting Ike, waiting for the next Duna --> Kerbin window. Hanging out and sampling rocket fuel.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
mckamx replied to Nereid's topic in KSP1 Mod Releases
Yes, and flags are not always being credited correctly. Usually the flags show up on the "credited on this mission" window, but don't show up as permanently credited. Hopefully, it's just a "recompile for 1.0.5 issue, but Nereid hasn't been real active on the forum lately, so he may be busy doing other things. -
What's the easiest way to cheat docking?
mckamx replied to Clockwork13's topic in KSP1 Gameplay Questions and Tutorials
Two simple ways to dock: 1. Only works if docking port is coaxial with the main engine. Bring two ships close to each other (~10 m) and not moving relative to each other. Point their docking ports at each other. Burn about 1 m/s on one ship towards the other. If you are lined up properly, the ships will dock. 2. MechJeb docking autopilot. Inefficient, but mostly works. -
[0.18/19/20/21] KerbalEdit - Take Control of your Data
mckamx replied to Manitcor's topic in KSP1 Tools and Applications
According to https://kerbaledit.codeplex.com/license, this mod uses the MIT License: -
SPACE STATIONS! Post your pictures here
mckamx replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Experimenting with Civilian Population mod http://forum.kerbalspaceprogram.com/threads/124162-1-0-4-Civilian-Population-1-7-4-%28update-9-4-15%29 -
two words: air brakes. they not only slow you down without burning off, they also allow some degree of attitude control (if placed well).
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What is difference between push and pull
mckamx replied to GeorgePauley's topic in KSP1 Gameplay Questions and Tutorials
See https://en.wikipedia.org/wiki/Pendulum_rocket_fallacy for problems with the "pull is more stable" hypothesis. -
http://forum.kerbalspaceprogram.com/threads/113111-1-0-4-Kerbal-Inventory-System-%28KIS%29-1-2-1 Allows you to attach components that you forgot, or just decided you didn't need until you got back to kerbin (e.g. parachutes).
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How shall I recover this?!
mckamx replied to Mat2ch's topic in KSP1 Gameplay Questions and Tutorials
I've had this happen on several part recovery contracts. I find that if I get a Kerbal close enough, one of two things will happen: 1. The part will fall out of the sky and come to rest on the surface, where I can use a grabber to attach it to my lander (and, if I am _very_ careful with the throttle and the gravity is low enough, i can boost it to orbit), or 2. The part will fall out of the sky and explode, terminating the contract with a failure. Either option works for me. -
one of the hacks in http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 may fix the problem. Docking ports can get into strange states were they don't work as expected.
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Rendevouz in orbit won't work ...
mckamx replied to dubAUT's topic in KSP1 Gameplay Questions and Tutorials
Actually, 1.0 - 1.3 km separation after doing a Hohmann transfer and velocity matching isn't too bad. Once you get to this separation, point one ship at the other and burn about 2 m/s. wait until your separation hits a minimum, then match velocities again. Repeat until you get to within docking range. -
[DEVTHREAD] Deep Space Exploration Vessels
mckamx replied to Angelo Kerman's topic in KSP1 Mod Development
My current speculation (I haven't done the math to see if it deserves hypothesis status): the low thrust is what is causing the efficiency problems. Details: I am doing a burn within the Jool system, where the gravity well is fairly deep. If I was doing an impulse burn (full deltaV change in 0 time), the MechJeb prediction would be true. However, because I am spreading my burn over a long time, each instant of burn I have to subtract off the current SOI gravity field from my thrust. In a low gravity field, or with high TWR, this is negligible. However, in a high gravity field, with very low TWR, my thrust may be only a few times the gravity field, so the net effect is a very inefficient burn.