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Everything posted by jarmund
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This used to happen to me with one of my launchers on 0.90, as I was flying with FAR back then. Unless I was dead center on prograde when decoupling boosters, it flipped once or twice. I usually managed to recover just fine, tho. It stopped when I moved the finns from the boosters and onto the center tank.
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Refuelling depot: permanent tanks, or visiting tankers?
jarmund replied to hoylemd's topic in KSP1 Discussion
When I played around with Kethane, I started with a mining rig and a tanker-shuttle to bring the fuel to orbit to whatever needed to refuel. However, I found it easier to just combine them into one huge vessel: 1x orange tank in the center + all the mining stuff under. Probe core and docking port on top 6x orange tanks around it, each with an LV-N, a gigantor panel, lights and landing legs. I had some radially attached helper engines as the TWR was slightly under 1. This was on Minimus, by the way. It did the job perfectly, and was my pride for that savegame. I just had to: 1) Make sure it was balanced. I used TAC Fuel balancer for that 2) leave the center tank half full after refueling, so that it could get down to the surface safely. -
They work as IR radiators? ----------- I just tested, three wings on each MK1 tank, and it lasted 30 seconds longer. So now I'm totalling 5m30s at 100% throttle, which should suffice in most burns.
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I am currently working on my standardized interplanetary tug, and I need to figure out which design allows me to burn a pair of LV-Ns the longest without any parts blowing up. What I'm basing this around is a set of MK2 parts with fuel lines feeding into a pair of radially attached MK1 Liquid Fuel Fuselage. These fuselages have the LV-Ns on the tail, and those slanted nosecones on the front. When in the shadow of kerbin, 1000km orbit, this allows me to burn for exactly 5 minutes before the MK1 tanks explode (they have less heat tolerance than the engines themselves). I've tried attaching a bunch of OX-4L 1x6 to the tanks, hoping they mould function as IR radiator (I thought I heard something about this for solar panels), but the result is the same. Have anyone else experimented with efficient cooling/heat absorbtion? What were your findings for heat-tolerant assemblies?
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Heh, you don't have kids, I see.
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Mod/cheat to remove hire costs
jarmund replied to sssomeone's topic in KSP1 Gameplay Questions and Tutorials
Neither a mod nor a cheat, but kerbals that you rescue from wherever via contracts becomes part of your roster. It's a gamble whether you get pilot, engineer, or scientist, but hey, they're free. In fact, you get paid to "hire" them, you just have to pick them up yourself. -
How to improve traction on rover wheels?
jarmund replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
I've seen a lot of people utilize upwardsfacing engines or RCS translating downwards to stick to the surface. In addition, it should be noted that the wheel types have different friction rating. Also, as this is Duna, you might want to try to add: -
This. In career mode, once you have unlocked custom action groups, you should use action groups for this, by assigning "toggle engine" to a group. If you only have basic action groups unlocked, you could use one of the basic ones. I rarely use the abort group, so If I really need to, I use this for stuff, as it's conveniently bound to backspace. If your craft is already flying, you would need this mod as it allows you to edit action groups post-launch.
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Working fine here, as I just returned a three-man capsule after a minimus trip. What you need is a set of finns near the engine, as they make everything better. As the reliant does not have vectored thrust, you might want to consider some finns that move.
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Tourist would like to go on a suborbital flight of the Sun
jarmund replied to CorBlimey's topic in KSP1 Discussion
I say let them. Then others will learn not to pay you for stupid ideas they come up with at bachelor parties. -
Your best bet is to take out the drive and mount it on a functioning machine, such as via a USB drive dock (cheap on amavon, as mentioned above). Then you use a utility, such as ddrescue to try to read the drive bit by bit into a disk image. Once you have the disk image, mount it as a read only loopback device, and see if you salvaged enough to browse the drive. If not, you might be able to extract the important parts of your install (The saves, screenshots, and ships directories.) by scanning through the image for data resembling the contents of those folders. So simply put: Yes, it's possible. I only know how to do it in linux, but for any OS, here's a broken down todo-list: 1. Connect the drive somehow as a secondary drive 2. Read everything you can into a drive image 3. Salvage data from drive instead of disk ....that way you won't have to cope with failing hardware as you're looking for the stuff you want to extract.
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Which Kraken did you encounter?
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If you know what you're doing, I'd say "no", but with a footnote: It is not very economically forgiving about failed launches - You pretty much have to do multiple contracts with each craft to avoid any funds-grinding. A failed launch can be truly devastating as my rockets cost more than half of my Kash balance.
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I think the ones who waited for 1.0 or didn't hear about it properly until 1.0 haven't been assimilated into the forums yet. I for one played long before looking up the forums. (half a year or so). I'm sure we'll see a lot of necwcomers in the next few months, and if this poll was posted then, the results would've been slightly different.
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This poll will remain biased: Those who prefer 1.0.2 are busy flying instead of voting
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After some observations during my reentries I needed to do some tests and my suspicions were confirmed: The utility bays (at least the 1.25 and 2.5 meter ones) are not balanced properly. My testrig, from top to bottom: Parachute Pod Utility bay (closed, nothing in it) Heat shield Decoupler Some sort of launch hardware just to get on a ballistic trajectory No parts were rotated or offset during assembly. (This setup was repeated for both 1.25m and 2.5 meter pod with utility bay, chute, and heat shield of matching size) Test method: Launch to suborbital trajectory, just to get slightly out of the atmosphere Decouple near apoapsis Turn SAS off Observe orientation in relation to retrograde marker with navball set to surface mode Repeat with the exact same setup except from utility bay All tests without utility bay points to a balanced pod, as the assembly keeps pointing to retrograde. All tests with utility bay makes the pod tilt slightly compared to the above. I also, just for fun and profit, did a few of the tests while reentering at 4000+ m/s with the periapsis set to 30km, with the same result. Is this intentional? Can someone confirm this behavior, or am I doing something stupid?
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Same. Now I launch very similarly to how I used to launch with FAR: Start the turn pretty much as soon as I clear the launch clamps, and keep turning gradually while not straying too far away from my prograde.
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Instead of dublicating my post, I'll just link to it here instead, as it's relevant to this thread.
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"LV-Ns overheat too fast" They always ran hot, hence the description saying so. Not an issue if accounted for during building by proper design "They brought back the soupmosphere" KSP Aero was meant to be fun, not realistic, and with 1.0.2 it is more fun than any other version, as the higher drag makes for a more predictable flight. Drag isn't off the charts or broken in any way, it is tuned up from being way too low in 1.0.0. "Rockets flip over too easily" No. Use fins and stop doing gravity turns the way you learned pre-1.0. "SSTOs are impossible now" No they're not. Forget what you learnt pre-1.0. "SSTOs are ugly now" If you can't make your Ion powered Borg cube replica or flying wing design go to orbit the way you want it, you need to look at real life SSTO concepts. "They changed the aero AGAIN" Yes they did. And you have to tweak your crafts. As HarvestR said before release, balance is a moving target, and this isn't a KSP phenomenon. How long has War Thunder been around? They're still rebalancing that game. 1.0 Was a great update! 1.0.1 I didn't have a chance to try 1.0.2 Rebalanced and fixed one of my few 1.0 grievances, resulting in a game that is more fun than ever. I'm just tired of seeing the same threads by the same group bashing the release-builds. If you don't like like the aero, use FAR or NEAR. If you don't redesigning your 0.90 crafts, then switch to 0.90. Simply put, I don't get the whining this thread refers to either.
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Release notes Here Thermal: * Fixed ships potentially overheating when splashed down. Parts * Small tweak to Mk16 parachute drag.
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Career - Going to the mun without fuel lines.
jarmund replied to Stealth2668's topic in KSP1 Gameplay Questions and Tutorials
I have two crafts, both built very early on, for the purpose of going to Mun: Apollo 8: Not enough Delta V to land (I think, maybe you can pull it off), but it can get into orbit there and back. Apollo 11: Landed and got back safely. If anyone wants me to upload them, let me know, and I'll fire up KSP and strip off the Kerbal Engineer part and share it. I won't bother unless anyone's interested. I cannot remember the tech level in use, but I know that I didn't have proper landing gear (only the first flimsy ones) and FLT800 tanks (The latter of which I compensate for with smaller ones in stack... it makes it wobbly, but doable). -
Attitude control of Kerbals on EVA
jarmund replied to Lorunification's topic in KSP1 Gameplay Questions and Tutorials
Am I correct in thinking that you want to rotate? As in patch and roll? Unfortunately I don't think you can do that... if it's possible, i'd very much like to know, as this can cause me to struggle get onto a ladder from time to time while in orbit. -
Command Pod Superheating during launch
jarmund replied to SanderB's topic in KSP1 Gameplay Questions and Tutorials
For starters, you're going too fast too early. Secondly, it seems to me that probecores generally don't like heat/drag very much. I've lost multiple probes because of this. In the end, I got around this by just wrapping it in a fairing.