

dzikakulka
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Everything posted by dzikakulka
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
dzikakulka replied to KospY's topic in KSP1 Mod Releases
@mr. engino 5 posts higher: https://github.com/KospY/KAS/wiki/Part-Modules Edit cfg/use MM, add this module. -
@Riph KAS. KAS is just.... perfect for that. Really, can we think of simplier solution for fuel transfer than to connect both ships with pipes? If you want stock just attach sr docking port to one end of the tank, engine to another, few wheels on the side so it can drive "flipped on side" and few rcs blocks plus radial monoprop tanks. I'm not too much after visual appearance and it worked for me (biggest pain is in taking off from laying on wheels, you simply need some hill) though it was not really easy to handle.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
dzikakulka replied to cybutek's topic in KSP1 Mod Releases
Well, I believe it wouldn't be worth the time spent if you say so As for veeery simple stuff that would be mildly applicable here, once I've wondered if I can somehow get some readings from these already diplayed in KSP, or maybe intercept them as they are initiated or something (yeah I know that sounds dumb) so I could draw a damn window open all the time and put e.g. closest approach there as I like to have stuff in one place. But that's a little bit off-topic, probably discussed somewhere around here. -
Question(s) about Structural Panels
dzikakulka replied to Turk_WLF's topic in KSP1 Gameplay Questions and Tutorials
I can attach them easily, just grab second panel and aim mouse on the center of the others side and it should do. Zoom in for more precision. At least did for me: http://imgur.com/a/432WX (ignore mod stuff around, launched wrong install) What happens if you grab a panel and aim it at the second panel side? EDIT: Working fine with and without angle snap for me (screenshots with angle snap on) -
It shows velocity relatove to the target. So if you burn that on to 0 you have the same speed as the target and granted you are close to it, you will be roughly static in relatiion to it. Then with matched velocities you aim at target, burn to get closer and zero velocity again if drfting off-course. Just, uhm, do the stock rendezvous tutorial first, ask if you have problems with it.
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@david Depends on what path you'd like to take. Stepping aside form OP, just for example: if you would like to transfer from Kerbin to Duna with Mun gravity assist, alignment is usually not a huge problem because transfer window (I mean quite optimal one) is like 20 days and sidereal period of Mun is few days. So you can easily wait and do it. While I can't recall or check how exactly Joolian system looked like, I think the case with closest moons would be fairly similiar.
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Problems Landing on Minmus and Mun
dzikakulka replied to Skylab's topic in KSP1 Gameplay Questions and Tutorials
You may also consider some fine controls mod providing thrust increments/decrements on key taps or 100% throttle on tap or even better 100%-0% toggle. Usually they're really helpful while being small, simple and not problematic at all. -
How to rescue Frobo Kerman?
dzikakulka replied to Paolino's topic in KSP1 Gameplay Questions and Tutorials
About 2.5km, yes. I'm wondering if something like VesselSwitcher mod could help you if it still won't work, maybe try it. Though kerbal probably simply won't be listed here. -
Why are suicide burns better?
dzikakulka replied to airelibre's topic in KSP1 Gameplay Questions and Tutorials
@Jovus Now I'm curious about maths on this and when would killing horizontal velocity + suicide burn on vertical fall would be more efficient than continuous retrograde burn with fixed throttle adjusted to finish at landing. I'll probably duct tape some kOS scripts and try in practice cause it's pretty messed up. And well, obviously getting your landing site precise would be hard with retro burn but lets just disregard that. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
dzikakulka replied to cybutek's topic in KSP1 Mod Releases
Isn't it only when I already have encounter set up? And wouldn't then my periapsis read actually switch to it? Not like I insist on such feature but I think it would be more relevant to have it when you are trying to get an encounter and not have to mouse over checking if you are getting closer Or you did mean something else and you could do it that way. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
dzikakulka replied to ferram4's topic in KSP1 Mod Releases
So recently I've been bulding stuff meant to fly in atmosphere and discovered that FAR doesn't like my contraptions, especially placing size2 parts on s2 parts from B9 aerospace, screenshots: http://imgur.com/a/8nK4h Is that part totally out of option as for attaching non-s2 stuff on s2 node? It looks so good and makes perfect multi engine mount with different sizes Can this be easily fixed somehow (if it's a bug)?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dzikakulka replied to bac9's topic in KSP1 Mod Releases
I'll just bump it cause it got buried Recently I've discovered that size 2 parts (engines in my case) cause pretty high drag when placed on "s2 Wide Universal 4x1.25 Engine Mount"s s2 node like shown in here: http://imgur.com/a/8nK4h Is that part totally out of option as for attaching non-s2 stuff on s2 node? It looks so good and makes perfect multi engine mount with different sizes Is it an issue with FAR?- 4,460 replies
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Why are suicide burns better?
dzikakulka replied to airelibre's topic in KSP1 Gameplay Questions and Tutorials
You're right, I'm just used to pick landing spots and then pinpoint them which pretty much requires negating all horizontal movement. Which is indeed a waste - that's partially why way you've shown is better, you get 100m/s horiontal and vertical when burning 144m/s 45 degrees between them, my way would take 200m/s to do the same. So every thing has it's applications -
So you can activate "empty" SRB through staging so it does count for contracts? Cool, didn't knew
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I think that's not applicable to an SRB.
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Why are suicide burns better?
dzikakulka replied to airelibre's topic in KSP1 Gameplay Questions and Tutorials
@xtoro Well executed suicide burn should be more effective, Jovus explained that in the most clear way I think in this thread, #8 post. That thread is informative and interesting but few things: it specifically mentiones that it is efficient with low TWR, when suicide burn is NOT possible. Second thing, it implies landing from 0 altitude circular orbit. To do a suicide burn like we discussed in the thread, you set yourself on (ideally zero horizontal velocity) impact trajectory first, then we talk about landing. -
Okay, my faith in new users shattered Edit: Eh heh and there is even an answer for the thread just next to this one.....
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You have to activate the booster through staging, right-clicking or right-click it and click "run test" to finish the contract. If there is no "run test" option on launchpad, you have to go with staging activation.
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By the way, yes you are able to grab him gently with the claw and do a (gentle) reentry, landing and recovery to complete the mission .....but the [ ] switching should be stickied somehwere here. Like... yeah. New topic every other day.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
dzikakulka replied to erendrake's topic in KSP1 Mod Releases
I think Steven meant that a broken wheel is stil a wheel. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
dzikakulka replied to erendrake's topic in KSP1 Mod Releases
Is there any actual documentation on ModuleWheel ParModule ? Like if there is any easily accesible boolean if it's broken or not and how is it handled? -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
dzikakulka replied to KospY's topic in KSP1 Mod Releases
@CatastrophicFailure https://github.com/KospY/KAS/wiki/Part-Modules -
Why are suicide burns better?
dzikakulka replied to airelibre's topic in KSP1 Gameplay Questions and Tutorials
Can you please post an example? AFAIK suicide burn is basically closest practical approach at having "ideal impulse" that would get us to safe speed on ->zero altitude over ->zero seconds which would minimise time spent on descent to lowest amount possible (without burning in any other direction). Crew splat and stucture shatter with infinite G not taken into account