-
Posts
48 -
Joined
-
Last visited
Everything posted by BoilingCold
-
I was watching Deep Impact the other day (not a bad film!) and it gave me an idea for a mod. How about shooting stars in atmospheres? Purely a visual mod of course, but how cool would it be to see the occasional trail of a meteorite burning up in Kerbin's atmosphere, or Eve's? You could even make them seasonal, with increased frequencies during certain times of the year, mimicking the meteor showers we see on Earth, e.g. the Leonids. I have no idea how difficult this would be and I know nothing about modding, but I thought I'd share the idea anyway.
-
Hi, I'm looking for some advice regarding asteroid capture missions. How can I go about calculating (or even estimating) the delta-V I'll need to do them? I've got to the point where I'm comfortable calculating interplanetary maneuvers using things like the Transfer Window Planner, but I have no idea how to do this for asteroids. Pre-0.25 I would just use trial and error and launch reverting, now however I'm attempting a hard mode career game so I can't revert! I've tried simple calculations but they don't seem to help. For example, here's an asteroid that looks like I should be able to easily capture it: There's only a 126m/s velocity difference between Kerbin & EQU-850. Kerbin's escape velocity (according to the Wiki) is 3431m/s, so if I eject from Kerbin prograde (relative to the sun) will that mean I need 9284 (Kerbin orital velocity) + 3431 (escape velocity) - 9410 (asteroid orbital velocity) = 3305m/s dV to match velocities with the asteroid? How do I then calculate/estimate the dV needed to get it into orbit with the Mun? There is no info that I can see about how much a Class C asteroid weighs, nor have I come across any tools (in-game or out-of-game) that would let me calculate such a maneuver. If ARMs are effectively impossible in hard mode career games then fair enough, lesson learned, but it would be great to work out how to do them
-
Just giving this a quick test now with a new Career save. Looks great at first glance, much more sensible strategy bonuses!
-
I've actually decided that I'm not going to use these two policies in my Career game. They are simply too strong with the current science rewards. I maxed out the stock tech tree in about 6 flights yesterday! If you want a more satisfying Career mode may I suggest turning the science and reputation reward sliders down a lot in the difficulty options? I've just started a new career game with them both at 30% and I suspect that even that may be too much!
-
What would you want in the next update (0.90)?
BoilingCold replied to EvilotionCR2's topic in KSP1 Discussion
Mostly what I would love to see in 0.26 is a big revamp of Career mode. I love playing Career mode, I love the feeling of unlocking new technologies and parts and being able to do new things because of it, but I feel that the rate of progression could do with completely re-evaluating and for there to be a more consistent difficulty curve throughout the progress of the game. -
This is what I have done. Jeb is on a small base, enjoying the scenery and the peace and quiet. On Ike.
-
I'm feeling very frustrated with interplanetary transfers and am wondering if anyone can point out what I'm doing wrong. I'm using things like the alexmoon-github Launch Window Planner, Kerbal Alarm Clock, Precise Node & MechJeb, however the information I get from these tools doesn't seem to match up with what happens in-game at all. Here's an example: I started a new sandbox game and built a simple ship to get to Duna. Added an alarm in Kerbal Alarm Clock for the next Duna transfer and then headed to http://alexmoon.github.io/ksp/ and played around a bit to get a slightly higher dV transfer that would give me an 80 day flight time. Here's the chosen transfer: And when I create a maneuver node with those details here's what I get: As you can see that burn takes me nowhere near Duna's orbit. My ship is in a circular, equatorial orbit at 100km around Kerbin. The node details are as precise as Precise Node allows me to set. And yet the ejection angle, the phase angle and the final positions don't match the Launch Window Planner at all. Similarly if I go by the transfer alarms in Kerbal Alarm Clock and try to do either manual maneuver nodes or use MechJeb to create them they just don't match up with the information. The Kerbal Alarm Clock windows are often 100s of days different from MechJeb's calculated nodes! Does anyone know what I'm doing wrong? Am I completely misunderstanding and/or misusing these tools? Thanks for any advice!
-
What KSP has taught me to be annoyed at
BoilingCold replied to KBMODIGITY's topic in KSP1 Discussion
Apollo 13. If you find yourself getting annoyed with movies like Gravity can I recommend you watch Apollo 13 - even if you've already seen it, it's worth watching again after playing KSP a lot. Great film, very accurate, wonderful to watch with the knowledge learned from KSP -
Put my first orbital station together! It's nothing amazing, and unfortunately it's currently bugged, but it works (kinda).
-
KSP: 0.24.2 Windows 32bit Problem: Cannot return to KSC or switch to any other craft from orbital station round Minmus. Mods installed: Toolbar 1.7.6 ActiveTextureManagement 3-3-1 AlignedCurrencyIndicator 1.1 B9 Aerospace R5 AmbientLightAdjustment 1.1.3 Chatterer 0.5.9.6405 CrossFeedEnabler 2.2 DebRefund 1.0.12 DistantObject 1.3.1 EnhancedNavBall 1.3.2 EnvironmentalVisualEnhancements 7-3 FinePrint 0.58b RasterPropMonitor 0.18.2 KerbalAttachmentSystem 0.4.8 KerbalEngineer 1.0.7.1 KerbalJointReinforcement v2.4.3 ScienceLibrary 1.2 KW Rocketry Release Package v2.6c MechJeb2 2.3.1.0 Hotrockets 7.24 NEAR v1_1_1 DockingPortAlignment 4.0 NearFutureConstruction 0_2_3 NearFutureElectrical 0_2_2 NearFutureExampleShips 0_2_1 NearFuturePropulsion 0_2_3 NearFutureSolar 0_2_2 NearFutureSpacecraft 0_2_1 NearFutureTechnology 0_2_2 PartCatalog 3.0_RC7 PreciseNode 1.1.0 ProcFairings 3.09 ResearchThemAll 1.1.0.0 SCANsat v6.1 Sunbeam Laser v34 SurfaceLights uploads-2013-11- TextureReplacer 1.6.1 VesselViewRPM 0.6 ZexySky (TextureReplacer Version) KerbalAlarmClock 2.7.8.2 Reproduction steps: Build a multi-part space station with a large command pod and an attached craft with another control pod. Attempt to switch away to another craft or KSC from the complete, docked station. Log: http://dl.dropboxusercontent.com/u/31210803/misc/output_log.zip Hope that's helpful. I know there's a lot of mods there and that's a fairly vague reproduction step, however searching for the problem threw up this thread: http://forum.kerbalspaceprogram.com/threads/77358-Unable-to-switch-to-spacecenter-or-revert-flight-since-0-23-5-646 , which suggested it was because of having more than one manned pod on a craft - which once my Orbital Tug craft docked with the main station was indeed the case. However I've been unable to reproduce the bug with a simpler, 2-pod craft. For now the workaround I have chosen is to simply abandon the station and leave it in orbit as an empty, possibly haunted, husk as a warning to others.
-
I started making my first proper attempt at a space station orbiting Minmus yesterday and encountered a problem once I'd docked a few parts together. I can't return to the Space Center or transfer to any other craft. I can't even exit the game now, so I had to alt-f4 after quicksaving. The debug menu shows a constant stream of "Null Reference Exception" error messages. My KSP installation is heavily modded, with over 40 mods, all of which are up to date as of yesterday. The station is pretty simple, it currently consists of a small command unit, a couple of hitchhiker units for habitation and a docked tug: I've tried undocking everything and redocking it but the problem persists. Does anyone know what's caused this, if there's anything I can do to fix it and what I should do to avoid it happening again? Thanks!
-
I'm trying to build a rover and whenever I put the TR-2L Ruggedized Wheels on it they sink into the ground on the KSC runway when I take it out for a test drive, preventing me from going anywhere The wheel's aren't rotated, I've placed supports for them so that they can go on completely straight. It also doesn't happen with any other wheels, just these ones. Anyone got any ideas how to fix it? http://imgur.com/ZU6UUZr
-
I brought a rock home!
-
I landed on Duna: http://i.imgur.com/uXlnPH4.jpg Jebediah witnessed a Munar eclispe: http://i.imgur.com/6q8KUVS.jpg And we did some contract testing: http://i.imgur.com/DBMQLV8.jpg
-
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
BoilingCold replied to Arsonide's topic in KSP1 Mod Releases
I'll have a hunt If I can't find it I'll see if I can replicate the problem, make a note of the contract details and dig out the relevant persistence file info for you. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
BoilingCold replied to Arsonide's topic in KSP1 Mod Releases
Ahh OK! I just googled "how to track asteroids", so I've learned something new today, I'll go try that right now! It was elliptical. Is there anything I can do to help track the issue down? Logs or something? I can give you a list of the mods I have installed if that'd help. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
BoilingCold replied to Arsonide's topic in KSP1 Mod Releases
Hello there, First of all - great mod! I love it, it's added a brilliant layer to my KSP career games, thank you! I do, however, have a couple of problems. I seem to have issues with equatorial satellite missions, they appear to be impossible to complete for me. I can get the orbit as perfect as visually possible but still the objective never turns green. I have had to end up using the debug menu to complete them, and now no longer accept any equatorial orbit missions. Unfortunately I run a lot of mods so I can't provide you with a savegame Secondly, am I misunderstanding asteroid redirection missions? When I accept one there is no indication of where the asteroid is. Am I supposed to simply go out and find one? If so then how on earth do I do that? I can't get any asteroids to display their orbital paths, I can't set them as targets, I really don't see how I can plot an intercept with them. Am I missing something? Thanks!