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Snark

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Everything posted by Snark

  1. Yes, and that's what I'm talking about. Mk3 parts don't fit perfectly on that adapter. 3.75m parts, do. If what you want is to join a 2.5m stack to a Mk3 (not 3.75m) stack, then you're using the wrong part. This is the part you want: https://wiki.kerbalspaceprogram.com/wiki/Mk3_to_2.5m_Adapter
  2. No it isn't. It's to convert from 2.5m to 3.75m, and has nothing to do with Mk2 or Mk3 at all. This is the part that converts between Mk2 and Mk3, and has always had fuel in it: https://wiki.kerbalspaceprogram.com/wiki/Mk3_to_Mk2_Adapter
  3. I totally get that. It's just a question of who you want to be your target audience: astronomers? or people who care about when it's daylight at KSC? I would contend that the latter vastly outnumbers the former. On the other hand, speaking as a modder myself, I'm totally on board with this ain't a democracy (nor should it be)-- the prime directive of mod design is that the author has to be happy with it, first and foremost. So if the folks working on JNSQ like it this way, that's all that matters, really. (And it's not that big of a deal to me, I'm still gonna enjoy the heck out of this mod. Sorry that this topic seems to have derailed the thread to such an extent-- when I mentioned it, I didn't expect so much debate to spring up. I've said my piece, so I'll pipe down on this topic now.)
  4. Yah, different people are into different things. For example, I can totally see how that would bug you... on the other hand, it doesn't bug me at all, even slightly, because I've been playing KSP for five years and to this day I still have not even the foggiest inkling of what longitude KSC is at. It's simply not a thing, for me. Longitude simply isn't relevant to my gameplay and I don't even notice it. In my own KSP universe, any statement of the form "But then UT would be <any assertion at all>" simply isn't a thing. To me, UT in KSP isn't a global time standard like it is on Earth. It's simply a measure of "how much time has elapsed since I started this career". I don't have any notion of it being tied to any geographic location. Put another way, to me, UT in KSP isn't a timestamp, it's a stopwatch.
  5. I believe that this is incorrect, and is actually one of the worst gravity assists. I think the optimal case is when you're deflected by something like 90 degrees, not 180. Yes, this may seem counterintuitive. Details in spoiler.
  6. Here's what you need: Have a good transfer trajectory from Kerbin in the first place. Understand the basic "how it works", i.e. what it is you're trying to do. Know where Tylo is supposed to be upon your arrival, and what path your craft should be taking. Adjust your path, midway on your trip from Kerbin, so that Tylo (and your craft) will be in the right place upon arrival. Details on each of these, below. Step 1: Have a good transfer from Kerbin You need to have an efficient Hohmann transfer from Kerbin. This is because you want to arrive at Jool with the lowest possible Jool-relative speed. I mean, obviously you want that anyway to try to lighten your dV requirements. But also, it's especially critical for using a gravity assist. Because the faster you go whizzing past a planet or moon, the less dV you can squeeze out of it in a gravity assist, because there's less time available for its gravity to bend your path. I've done Tylo gravity assists, and they work great if set up properly with a decent Hohmann transfer: i.e. can shave a few hundred m/s off the craft's speed, and actually capture to Jool without spending a single gram of propellant. So it's totally doable. Just, make sure you have a pretty good transfer window, or a Tylo assist won't help you all that much, is all. Step 2: Understand the basic "how it works" (e.g. "why am I finding this so hard") Long-winded details in spoiler, but the key concept to bear in mind here is that timing matters. Tylo has to be in the correct place. Step 3: Know where Tylo is supposed to be upon your arrival, and what path your craft should be taking. (In the following discussion, I'll use "left" and "right" in the sense of "north is up" that KSP uses in space.) When your craft is approaching Jool, you'll see the face of Jool moving from left to right as it rotates. The moons are orbiting in the same direction: from left to right as they pass in front of Jool, and from right to left as they pass behind it. You're going to want your craft to pass to Jool's right (i.e. you want to be orbiting in the direction relative to Jool's rotation). You want Tylo to be in front of Jool (not behind), i.e. between you and Jool: you want to meet Tylo before your Jool Pe, not after. You want Tylo to be slightly to the right of Jool as you approach from interplanetary space. You want your craft to whizz past Tylo as close as possible to Tylo's surface, in order to maximize the dV transfer from the assist. You want your craft to pass to the right of Tylo (i.e. you want to go past its leading edge in its orbit), so that it will slow you down. Put another way: If Jool is the center of a clock dial, and Tylo is at the rim of the clock and orbiting counterclockwise, and your craft is approaching from the 6 o'clock direction, you want to pass just to Tylo's right when Tylo is in about the 5 o'clock position. Step 4: Adjust your arrival timing to make that happen. Wait until you're around halfway from Kerbin to Jool, when you're still many hundred days away from Jool arrival. Presumably you already have an intercept with Jool's SoI (since you set that up when you left Kerbin). So now you just need to adjust things for your gravity maneuver. You'll be doing this by plopping down a maneuver node, there at the midway point, and adjusting the handles. Here's what you do: Focus the map view on Jool, so you can see your path through the system. You need to know where Tylo's going to be, given your current timing. To do this, just use the controls on your maneuver node to scan your arrival trajectory back and forth from left to right through the Jool system, from the left edge of Tylo's orbit to the right edge of Tylo's orbit. Somewhere in there, you'll see your trajectory show a Tylo intercept. Okay, now you know where Tylo's going to be at the time of your arrival, if you didn't do any tinkering with the timing. This tells you what you have to do about the timing. Maybe you got super lucky and Tylo's already in the right place, in which case yay, you're done. But it probably isn't. So, unless you got really lucky, it will be one of the following two cases: Tylo is behind where it needs to be (in which case you need to delay your Jool arrival to give Tylo time to move farther along in its orbit). Tylo is ahead of where it needs to be (in which case you need to make your Jool arrival earlier, so that you'll catch Tylo before it moves along too far). Okay. So now you know whether you need to delay or advance your arrival, you need to make that happen. Take a look at your Jool Pe marker to see when it is. Note the time. Start playing with the controls. The goal is to adjust the time of your Jool Pe, while keeping its location where you want it. Note that for each of these pairs of controls ( on the one hand, on the other), one of them will make your arrival path sweep to the left, and the other will make it sweep to the right. The way you adjust your time without adjusting your path is to use those controls in turn. For example, if you use to sweep your path a bit to the left, and then use to sweep it back to the right again to the original location... the time of your Pe won't be the same as it was. It will be ahead or behind where it was, by a bit. So just keep repeating that operation to shift your time until Tylo gets to where you want it to be.
  7. Sure, there's that. I run graphics mods, myself. But if I had to pick one, I'd prefer sunrise, not sunset. Because then I get all the eye candy and I have plenty of daylight. Sure, it's no showstopper. And it only affects the very first day, anyway. Perhaps it's not something that would bother most players. For me? Maybe I'm an oddball, but I have an OCD hang-up about the kerbal clock & calendar. It's "real" to me when I'm playing, probably the most "implicit roleplay" thing I do in KSP. I hate wasting the kerbals' time, and no matter what I do, I always have a "personal achievement" metric running in the back of my mind: for any given task, try to get it done in the least amount of kerbal time. So for me, the start of a new career is always a precious time (those first few missions when the career is "fresh"). That's when missions last minutes or hours, not weeks / months / years. So I guess I never realized I was doing this before... but "how much do I get done on the first day" has been a thing for me. So I hate timewarping for multiple hours until I head Munwards. Perhaps that's just me, in which case all of this is silly. It's certainly not any kind of showstopper, or anything that would prevent me from using what looks like an amazing mod. And after the first day of a new career it's going to be completely moot, anyway. Was just curious about the reasons, is all.
  8. Moving to Add-on Discussions.
  9. Moving Gameplay Questions. Also, please note that this question was asked well over a year ago, and therefore the OP has presumably long since moved on, so any further advice at this point would be moot. Accordingly, locking the thread to prevent further confusion. If anyone has any new questions about this topic, feel free to spin up a new thread.
  10. I'm curious, why SAS only? Doesn't that mostly defeat the purpose of having the reaction wheel? After all, in SAS only mode, the reaction wheel is useless for reorienting yourself to land properly when you go airborne-- you'll lose all control the moment your wheels lose contact with the ground. And you won't be able to use it to assist with turns, or as a proactive anti-tumble compensation for when you need to do a hard maneuver at speed.
  11. It's not a "rotate sign", it's a marker to show where you transition from one body's SoI to another. For example, when you succeed in aiming close enough to the Mun that your projected path intersects the Mun's SoI, i.e. you hit the target.
  12. Just tried out the mod for the first time. Haven't done much yet, but so far it looks great! Out of curiosity, though... I notice that when I start a new career, it's just before sunset at KSC, rather than being noon as in stock. Was just wondering, is that by design, or just an accident? (I've always found it convenient that new games start at midday, so that there's daylight available for the first few missions.)
  13. It's being looked into. Thank you for your patience, everyone.
  14. Hello, and welcome to the forums! I've taken the liberty of splitting off your post from its original thread to here, since it sounds like you have a specific technical problem and need help with that, and this is the right place for that sort of thing. Nobody else can help you directly, since it would be illegal for anyone to send you any assets from the stock game, due to copyright / EULA reasons. However, depending on how you acquired KSP, it may be easily fixable. For example, if you bought it on Steam, just go to your game library in the Steam app, right-click on KSP, choose "Properties". When it pops up the properties dialog, click on the LOCAL FILES tab, then click the "VERIFY INTEGRITY OF GAME FILES..." button. It will automatically scan your installation, find any missing or corrupt files, and fix / replace them by downloading fresh copies from the Steam server. And it's safe to use even if you're modded-- won't disturb anything except the "standard" files that are part of the game. If you got it by some way other than Steam, there may be a way to do it for your platform, too, but in that case I don't happen to know the exact steps myself.
  15. Moving to Breaking Ground Support.
  16. Easily answered, just click the "original post" link on the quote and it takes you right there. Glad you found an answer! We don't delete threads, since they may be useful to someone else in the future. It'll just fade away in time, as newer posts shove it to the "back of the line". If you did find a solution, perhaps post here what it was? Maybe someday someone might have a similar problem, and find this thread while googling, and wonder what your answer as.
  17. Moving to Add-on Discussions.
  18. Moving to Technical Support, since it's not really a question about how to play the game. FWIW, I haven't observed that, myself.
  19. I sure don't remember anything like that, and I started playing before the Mk3 parts were introduced. I remember there always having been fuel in basically every part that's either Mk2 or adapts in between Mk2 and anything else. I started playing the game at 0.23.5, which was before the Mk2 parts were introduced (in 0.25), but after the Mk3 parts (in 0.15). Is there any chance you're remembering something else Mk3-related that didn't directly involve Mk2? Or possibly remembering some modded part?
  20. Also, just as a reminder, please bear in mind that "don't make it personal" applies not just to individuals (e.g. a person you may be arguing with), but collectively (e.g. making assertions about wide swaths of the population). It's not okay, for example, to say or imply that people who don't like the same things that you do are lazy or unintelligent. Some content has been redacted and/or removed due to people apparently forgetting this. And of course we all know that this is a sandbox game that different people use for different reasons, and enjoy different aspects. A proposed feature that one player loves and thinks is an absolute must-have and that the game is "unfinished" without it... could be something that another player hates, and thinks it's entirely the wrong direction because "the game is about <something else>", and not only do they not need the feature, but they actively want it not to be there. And both of those players are "right". Or even if both people claim to want the same thing, they may have completely different ideas of the "right way" to implement it. Folks, there's nothing special about your personal viewpoint. And nobody is in any position to make any claims about what's "right" for anyone else. Nor is anyone's viewpoint more "valid" than anyone else's-- no matter what your personal history and achievements and internet points or anything else. Any argument of the form "No, you're wrong, because you're advocating for X and KSP is really about Y" is completely pointless. Because nobody is in any position to say what KSP is "really about". It's "about" different things for different people. It's fine to say "I, personally would prefer that KSP do X and not Y, because for me KSP is about X". Please don't try to assert that your personal opinion of what's "right" is some sort of universal truth or applies to anyone other than yourself. Because if you do, you are, 1. wrong, and 2. disrespecting your fellow players, and 3. probably going to start a flamewar. Don't assume that your perspective is "right", or any more valuable than anyone else's. And don't assume that anyone other than yourself wants the same thing that you do. So please, have some perspective. And kindly drop the being-judgmental-about-others shtick. It doesn't help anyone and only serves to alienate people, which is sad because we're all pals here, right? Thank you for your understanding.
  21. It's already there, and has been since the beginning. (Take a look at the "Extending / customizing" section of this thread's OP.) Fully customizable via ModuleManager. Take a look at the config file for cockpits, for example. You can choose the default angle, minimum angle, and maximum angle. I've set the minimum to zero, but you can set it to a negative number if you like. (There's also a "pitchIncrement" setting you can add, if you'd like it to be adjustable in increments of something other than the default 1 degree.)
  22. Here's a pure-electric Duna flyer. When empty of fuel, it can fly indefinitely on solar power, and can do a vertical lift-off. More photos in spoiler. Haven't yet tried landing it with a full fuel load to see if it can get back to orbit. I know it handles high-speed aero transit well without going kablooie.
  23. Since this question was asked and answered a few years ago and everyone involved has presumably long since moved on, there's not really anything further to add. Accordingly, locking thread to prevent further confusion. If anyone has further questions or issues around this topic, feel free to spin up a new thread.
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