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Everything posted by TheXRuler
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Editing craft to rotate a part`
TheXRuler replied to colin_in_space's topic in KSP1 Gameplay Questions and Tutorials
Yes! Really happy I could help you Happy landings and fly safe -
(Turn-based) Kerbal Multiplayer Collaboration
TheXRuler replied to Thunderous Echo's topic in KSP1 Discussion
Ok so aparrently I'm to thick to figure out how to edit the document. If I understand correctly I should just edit the Current User document in the collaborative google drive and put my name in the reserved player slot. I can't figure out how to change the doc though (or did I and it just doesen't show up for me?). Also there seems to be no user currently listed -
Getting a Specific Contract
TheXRuler replied to mjmcooke's topic in KSP1 Gameplay Questions and Tutorials
wait a sec just testing my theory out Edit: I'm sorry I really thought that was possible, then I guess the only way is to edit your savefile (or whereever else the contracts are saved). In case you are unsure of how to do that . -
Editing craft to rotate a part`
TheXRuler replied to colin_in_space's topic in KSP1 Gameplay Questions and Tutorials
Well, I don't know what the part itself is called, however I present to you a workaround (since changing parts on ships often leads to explosion and game crashing). Before you try any of the following BACK UP YOUR SAVE. Savefile editing has the potential of ruining your entire savegame. Rename your ascent stage to something of which you are sure that no ship has had that name in your save before. Quicksave. Then open your KSP directory, go to saves --> then find your career. Open the quicksave file in the windows text editor (not the office one) and search for the name you gave your ship. Now open a new and empty .txt file. Copy the entire text segment that looks like this: VESSEL { pid = 9113a41ee6cc4455b410c561d75326fa name = Duna MkI Lander type = Ship sit = ORBITING landed = False landedAt = splashed = False met = 630543.493035062 lct = 3540387.19839442 root = 0 lat = 0.99595287958034 lon = 163.796236215368 alt = 149887.361389331 hgt = -1 nrm = 0.1403287,0.9317664,0.3348422 rot = -0.7037058,-0.6567019,0.01649558,-0.2706822 CoM = -0.000848032,-3.551316,-0.0002164816 stg = 5 prst = False ref = 0 ctrl = True cPch = 0 cHdg = 0 cMod = 0 ORBIT { SMA = 750153.000496161 ECC = 0.000368510851376625 INC = 1.16055223187746 LPE = 41.1010731341502 LAN = 230.483264606256 MNA = 2.32168271087149 EPH = 4093422.12665356 REF = 1 } Now you want to paste this to your new txt file and save that, you will need it later. Then you go back to KSP, and launch the Eve orbiter as it should be onto the launch pad (without it's ascent stage, only what you want to have on eve), be sure to remove launch clamps before launch. Give the ship on the launchpad another unique name. Quicksave, and open your quicksave file again. Now you need to search for the second name and copy the text segment that looks like the first one. Paste this into a second clean txt file and save that. Once you have done that you will need to open the txt file from the ship on eve, copy the text in there and replace the segment (in your quicksave file) belonging to the ship on the launch pad. Then copy the text from your second txt file (the one belonging to the ship on the launch pad) and use it to replace the segment (in your quicksave file) belonging to the ship on Eve. Save your changes to the quicksave file. Now, if everything was done correctly you should be able to simply quickload, and the vessels should be swapped. The one previously on the LP should be on eve, the one previously on eve should be on the LP. If you have trouble understanding my explanation feel free to ask, english is not my native language and I might not be able to explain some things very well. Also, if you have trouble, check out by Scott Manley. That's what got me started, the rest I taught myself. -
Can an asteroid be destroyed?
TheXRuler replied to Crusher48's topic in KSP1 Gameplay Questions and Tutorials
Crash tolerance, among all other data can be found in the configs and the relevant configs can be found in your gamedata-->nasa mission --> parts -->potatoroid. // --- standard part parameters --- mass = 150 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 1e38 explosionPotential = 0.1 vesselType = SpaceObject -
Getting a Specific Contract
TheXRuler replied to mjmcooke's topic in KSP1 Gameplay Questions and Tutorials
The only way I know of is to use the debug menu (alt+F12?). You need to find the contracts tab and there you can creat your own contract, albeit only with the standard options. I have never tried since it's not very intuitive how to set the parameters but oh well. It might also be possible to do it manually by editing your savefile (or whereever else your contracts are stored) but I wouldn't know how. -
Assistance troubleshooting my spaceplane
TheXRuler replied to mekasha's topic in KSP1 Gameplay Questions and Tutorials
It Sounds like your problem is that you CoM is shifting to far forward and therefore your control sufaces no longer have enough authority to keep your nose up once you reach the upper atmoshpere. I tend to drain fuel from the front to the back, as control authority gets worse the higher you go. You could try TAC Fuel Balancer (I know it says 0.25 but don't worry about it, I have not found any issues so far and I use it all the time. The area where the aerospike excells is not a very high ISP but a realtively constant ISP throughout all altitudes. One of the problems might be your ascent profile, it would help quite a bit if you could provide that (or some approximation of it). -
Having a TWR that low is not a bad idea as such, you just need to be a lot more careful to keep you vertical velocity nice and low.
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Orienting Kerbals in EVA
TheXRuler replied to cicatrix's topic in KSP1 Gameplay Questions and Tutorials
Apart from using MMB (which if I remeber correctly is reset was soon as you touch translational controls) no. At least not that I know of, I'd be happy if I was mistaken though ^^ -
How to stabilize docked craft ?
TheXRuler replied to Khazar's topic in KSP1 Gameplay Questions and Tutorials
No problem, we're all here to help and learn after all -
Orienting Kerbals in EVA
TheXRuler replied to cicatrix's topic in KSP1 Gameplay Questions and Tutorials
Oh sorry cicatrix, I misjudged your level of experience with ksp Well done Perry Apsis you managed to word what I was trying to say in an understandable way xD -
Can an asteroid be destroyed?
TheXRuler replied to Crusher48's topic in KSP1 Gameplay Questions and Tutorials
Both as far as I know, if you attach enough chutes it should survive. Also you could fly it to kerbins surface like a ceratin crazy forum member has done as seen . -
How to stabilize docked craft ?
TheXRuler replied to Khazar's topic in KSP1 Gameplay Questions and Tutorials
Well, if you don't mind fiddling and waiting a little you could use a munar gravity assist to increase your inclination. Then burn at apoapsis to get the maximum efficiency for the rest of the inclination change and aerobrake back to a circular orbit. Changing inclination in a low orbit is incredibly expensive and should be avoided if at all possible. If you there is no way around it I recommend raising your apoapsis quite a lot (a few hundred if not thousand km) and making the burn at apoapsis. However if you are orbiting an airless body you will also have to burn retrograde at periapsis to circularize again. I usually try to plan my missions so that I do not need to do an inclination change while in low orbit or if that is not possible try getting a gravity assist to make the change for me. For precise gravity assists I find the [thread=47863]precise node[/thread] mod to be absolutely essential. Also you could use a free image hosting website like imgur and wrap your URL's in the appropriate tags like so: [Spoiler="Whatever you want the spoiler to be called"][IMG]your image URL[/IMG][-/Spoiler] Do not include the "-" in the second spoiler brackets, I only put that in to prevent the forums from converting the code. Of course the spoiler is not in fact neccesarry, it is just good manners to not clutter up the forums with large images, since not everyone has unlimited internet. -
Orienting Kerbals in EVA
TheXRuler replied to cicatrix's topic in KSP1 Gameplay Questions and Tutorials
Well, Kerbals on EVA can be hard to control, first of all you might want to try switching camera angles. I don't know why that won't work, maybe what is meant is that space reorients your kerbal to the upright position relative to your camera angle Your best bet for going somewhere other than straight ahead is to combine the different translational controls eg. oyu want to go up and left? Use L-SHIFT to go up and the a key to go left. It is also possible to freely orient a Kerbal using the middle mouse button when on EVA (assuming enabled jetpack and zero-g enviroment) but I personally find this fiddly and not helpful most of the time. -
(Turn-based) Kerbal Multiplayer Collaboration
TheXRuler replied to Thunderous Echo's topic in KSP1 Discussion
Nice adaptation Will there be another stranded Kerbal to rescue? I have some really fun ideas I'd like to test out. Of course I could put one up myself, but I feel like it would no longer be your challenge ^^ Also, you guys obviously have your cycle all figured out, but where do I fit in there? -
Attaching Parts to the same node is completely fine and is indeed the basic principle upon which I built this Lander.
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Edit: John FX found the video I was looking for, oh well, I'll still leave this here. As Deutherius says, maybe you should try landing manually, mechjeb does a rather inefficient landing because it lets you fall toward the surface after killing orbital velocity from far up. On eg. the mun that isn't as much of a problem since the gravity is so much lower that freefalling for ~7km won't completely ruin your descent. On tylo however the gravity is so strong that it will acellerate you very quickly, meaning you will not only have to kill orbital velocity, but also kill your vertical speed from falling the ~7 km. This is horifically inefficient. You might want to try something a little more tricky but also safer. Get a grazing orbit that takes you down to less than 2 km above the surface. Use the LV-N's to kill most of you orbital velocity. Then land on the triple set. The way you want to do this is aim fully retrograde, start burning and when you come to within less than 1km of the ground (use KER's radar altitude for this) you start pitching up to slow your vertical descent. When you reach about 45° on the navball you start toggling the poodle on and off to keep from smashing yourself into the surface. Keep your vertical velocity to something like 10-20m/s depending on the terrain (if it starts coming up towards you quickly you should reduce your vertical speed). When you have gotten rid of almost all your orbital speed you should be realy really close to the ground, within say 300m all you need to do is the standard descent (or let mechjeb do this part if you dont feel comfortable [forewarning mechjeb can make bad decisions when landing from a sub orbital trajectory]). By landing with this profile you will maximize the burn time on your LV-N's which have a much better ISP and you will be making maximum use of the Oberth Effect. Also you will reduce gravity losses to a minimum by not freefalling from 7km Might still not work, I do not know for sure, but it is definetly more efficient than what mechjeb does.
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So there are a few things in the forum that took me a while to figure out (mostly due to my inaptitude to correctly use the search function ^^) however I have figured out the mistery of rep and rep power and a few other things concerning BB-Code etc. One thing I still don't understnad though is how user titles work. I know it's possible to get a custom user title, and I know about going from curious george to bottle roketeer but where does it go from there. I noticed my title is rocketry enthusiast, but I did not change it since I assumed in some way it would show the dedication of the user to the forums, however I'd much appreciate knowing the exact workings behind it.
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(Turn-based) Kerbal Multiplayer Collaboration
TheXRuler replied to Thunderous Echo's topic in KSP1 Discussion
Great yeah I can imagine that, but then again I have my Grand Orbital Space Station Challenge save and my career save (600+ hours) to waste any free time ^^ I adore this game and devote almost all my free time to it atm. -
Welcome to the forums mister bacons (I just love that name xD) I wish you many happy explosions and even more happy landings (without explosions). Hope you will enjoy the game, and also the amazing community here as much as I do. Since you say you're new to the game I thought I'd point you [thread=55401]here[/thread]. Took me ages to find that thread and I found some things I really liked there.
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Stock or modded? Assuming you're talking about stock bearing I have no idea, since I have a really bad mod addiction but you might just find what you are looking for in the [thread=43086]Open Source Design Thread[/thread]. If you do not limit yourself to stock you could just install [thread=37707]Infernal Robotics[/thread], I would be very surprised if it was possible to build one more compact than in this mod.