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Everything posted by Venusgate
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Suggestion on space station altitude
Venusgate replied to Atlas2342's topic in KSP1 Gameplay Questions and Tutorials
Another reason to be somewhat above 70km is, if you're going to do an nuke transfer burn from station orbit (like a 4+minute burn) your periopsis might lose 10-20km (meaning your trajectory would take you well into the atmosphere if you started your burn at 70, but if you were at 120+, you'd be completely safe) Fixed this for you.- 33 replies
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- habitat
- refueling station
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(and 1 more)
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Actually, i think the most immediate thing you can do is turn on precision controls by pressing CAPSLOCK (it will turn the needles in your yaw/roll/pitch dials in the bottom left from orange to blue) basically, what this does is give your RCS and SAS a longer "accelleration" to get to full, instead of just 0 thrust/full thrust. This should help your wobbles quite a bit. The wobbles themselves is a continuing bug where the SAS tries to overcompensate itself, especially if there are multiple sources of SAS and if you have any parts that are clipped, it will definitely exacerbate the problem. As for not being able to use prograde et al, I've run into this too. another bug. not sure howto fix.
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Roverdude said it would be attachable to a 2.5m cross section and the inflated diameter is 10m. And no, it won't be a mod part.
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My craft yaws/rocks during docking
Venusgate replied to Clear Air Turbulence's topic in KSP1 Gameplay Questions and Tutorials
Assuming by last moments you mean when the docking ports are within each others' influences, I almost always shut off rcs and sas as soon as I see the magic moment when the ports start to attract each other. If I'm anywhere close, the dock is going to happen, and I've had bad experiences with sas and rcs trying to fight the magnets and ripping things off. -
[1.11.x-1.12.x] Mk1 Cargo Bay Updated (v1.4, 02021 Sep 06)
Venusgate replied to Kerbas_ad_astra's topic in KSP1 Mod Releases
Say, these look pretty good. I like the pocket baydoors. Few things more frustrating than your design choices being limited because of big folding dumbo doors. -
On Rapier, on Terrior, on Skipper, and Rhino! XD
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It took me until the last picture to understand what I was seeing. That's fantastic.
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Finally launched my first real sun-station. Enough room for 5, enough greenhouse production to double supply life for four, but only sending up a single russkie Kerman. Those 1900 supplies ouch to last him a few years...
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Sat network rockets are probably my ugliest. Radial, and sometimes the transfer/orbital stage is long enough to do a second set of radials.
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Land on damaged runway?
Venusgate replied to Galane's topic in KSP1 Gameplay Questions and Tutorials
I've thought about using the KAS anchors for eating up required dV on no-atmo landings, but i suppose the same concept could be used for very-short runway landings -
Land on damaged runway?
Venusgate replied to Galane's topic in KSP1 Gameplay Questions and Tutorials
I think what you're asking for is really just bushwacker balloon tires, aren't you? -
I aim for 4000m/s in KER and build fugly rockets. I also keep my launcher stage(s) high(er) on the asl isp. so, obviously, im not taking off with terriers.
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There was a Kerbal .gif in a popular video.
Venusgate replied to RAINCRAFTER's topic in KSP1 Discussion
Space is so loud, man. -
Damnit MavericK!
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Docking Ports and Acceleration
Venusgate replied to keyscapeunit's topic in KSP1 Gameplay Questions and Tutorials
Under normal circumstances, no, it will not cause troubles if you dock in line. Unusual circumstances: TWR of 10+ CoM of the docking vessel is not centered over the docking port axis The docking ports form a pretty solid attachment, but it is at least half as weak a connection as a straight up editor build (like an engine on a tank) -
Reusable Dune landing craft
Venusgate replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
Consider putting a heatsheild "on top" of your lander, not unlike a Samurai hat, elaving the retractable legs and main engine(s) pointed retro as you re-enter. Your craft may be a little top heavy, tho, fyi. -
A while back, I put a base down on Minmus intending to be a mining base, but the design didnt go spectacular. Just got a contract to expand it from a 9kerbal outpost, to a 17 kerbal, 3 scientist base. My experience with manually docking additional parts has been frustrating, so I decided i'd give a KIS install a try. Worked like a charm! (Additional parts are the two K&K habitats on the back end)
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I'd say not intended, but a specialized heat-deflecting nose cone IS probably needed. So unintentionally filling a unintentional gap
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Station contract: send crew to the station
Venusgate replied to aluc24's topic in KSP1 Gameplay Questions and Tutorials
You shouldnt need to transfer kerbals at all, they can stay in their pod and as long as their docked, that part should be checked off I think that you have run into a naming bug. try closing and reloading. KSP will reinitiate finding all the names and instances for everything and it should turn out fine. Assuming: -You dont have multiple stations and you chose the wrong one by accident -the timer isnt counting down alrady, and wont check off the dock until the time is up -
Help Calculating Rocket Flight Height in Kerbin
Venusgate replied to Driger's topic in KSP1 Gameplay Questions and Tutorials
I'd say discount "gravity weakens as you go higher", as you maybe went from 9.81 m/s^2 to 9.805 in that distance. Other factors to consider: atmospheric drag is going to take some dV off. You are already going ~250m/s tangentially eastward when you are landed, so calculating surface velocity can be kinda wonky. -
[1.0.5] * Rocket Factory * - LeBeau Space Industries
Venusgate replied to RaendyLeBeau's topic in KSP1 Mod Development
On name distinction, perhaps since your planned parts don't cross into atmo flight, rovers, or space habitation, "LBSI's Stockalike Rocketry Expansion" (I think SRE isn't a spoken for mod acronym yet XD) -
I imagine you have multiple tanks in your atmo stage. If this is the case, the fuel drain behavior for engines is always "drain the tanks furthest to nearest." What this means for you is that the Center of Mass keeps dropping as you go up, and when your CoM if below the visual center of your rocket, it wants to THROW that heavy end toward space. Like trying to throw a dart backwards. What you can do: MAOR fins. MAOR SAS Shorter rockets - the atmo drag isnt going to totally ruin you. experiment with short fat ugly rockets until you get a feel for what you can get away with. DON'T throttle down until your Ap clears the atmo - especially if you have vectoring engines (like the LT-45) - unless you have a starting TWR of 5+, or are launching a flying saucer, the amount of drag you're fighting will be less than the amount of gravity you need to get away from. The longer your engines are burning away form the gravity, the more it's draining from your dV.