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Everything posted by jarmund
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i cant get a good orbit around kerbin
jarmund replied to lightbombs's topic in KSP1 Gameplay Questions and Tutorials
A few pointers: - You're going too fast too early, wasting fuel fighting drag. I normally try to stay in the 150-200 m/s until I'm above 10000m. Adjust your SRB thrust limiter down, and they'll burn longer and more efficiently instead. - Your ascent profile is way too steep. It made sense in the pre-1.0 soupmosphere, but now you are wasting a lot of fuel fighting gravity without gaining any orbital velocity. I normally pitch over to 5 degrees pretty much as soon as I clear the pad, and then try to aproximate this curve. It's not perfect, but it allows me to launch to orbit fairly efficiently: Pitch to 15 when passing 100 m/s Pitch to 30 when passing 200 m/s Pitch to 45 when passing 10000 altitude, and start increasing speed. Pitch to 60 when passing 20000 altitude, full throttle until AP is where I want it. PS: By pitch, I don't mean just pitch, I also mean try to keep your prograde there. Pitch as needed to adjust. [*]- Missing nosecones on the SRBs. They matter now [*]- Loads of speed lost to drag from excessive angle of attack. Try to always keep your nose pointing as close to your prograde as possible. 5-10 degrees AoA max when turning. In addition, if you have something that tells you "time to apoapsis" (Kerbal Engineer Redux and MechJeb both does this. I'm sure there are other mods too), try to keep that time around 1 minute. What you're doing once you have an apoapsis of 100km is pretty much correct, except from one thing: Half of your burn should be before hitting the AP, and half after, that's the most efficient way of doing it (otherwise, more of the thrust will be spent stopping the downwards fall). See the burn-time estimate, divide it by 2, and that's how long before the maneuver node you should start your burn. This isn't just for launching into orbit, but maneuvers in general. Also, Scott Manley has a nice -
Contract progression jumps from the Mun to Pol
jarmund replied to ocram's topic in KSP1 Gameplay Questions and Tutorials
As a software dev this bug made me chuckle, as I know what kind of regex laziness causes it (I've done similar things myself) if ($science =~ /pol/) { $science_target = $planets{'pol'} } ---------------- EDIT: It would seem this bug was fixed in the steaming fresh 1.0.1 patch that was just released. -
Looks like it's changing the FOV. If I was into video making, I'd start using that effect when flying low.
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Never colonizing anything other than Duna, as I've started a new save everytime before getting around to doing so. My current save is intended to be more long-term, tho.
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How harsh is reentry heating?
jarmund replied to kiwiak's topic in KSP1 Gameplay Questions and Tutorials
I truly hope so. I for one like stock heat system, but I miss that aspect of Deadly Reentry. -
Standard answer: There's a mod for that But yes, it should be stock. Alternatively, you can turn on the heat-shading from the debug menu.
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Happened to me while pushing a Stayputnik. I think probe cores don't like heat very well, and there can be a lot of shock heating even without seeing the flames. If you open up a thermometer you will see it shoot up quite high at those speeds that high up too. Fairings fixed this for me.
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It allmost happened to me today. I ejected the last stage so that the pod carrying Bill could right itself. The spent stage still had a lot of fuel in it, so it was quite heavy compared to the pod, and the pod took some time to right itself begause of a center of mass just slightly below its middle, so I started losing speed faster than the stage. I saw it coming around 1000m away, so to be sure I leaned the pod over to let the lifting body effect make sure i was clear of the debris. It missed me by maybe 200 meters. Would have been less if I hadn't moved over. Not sure about the relative velocity, but I'm guessing maybe ~50m/s. Sidenote: Yes, by pods right themselves with the heatshield down: - Slightly modded my install to turn physicssignificance on - Under the pod I have a utility bay with some batteries. Useful, and it acts as ballast. - Heat shield on bottom, chute on top. = Works like a charm.
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I for one like 1.0 for what it is. Tremendous amounts of content/features added, with the most serious bugs fixed. To the critics: Yes, there are still bugs in the game, but how many 1.0 releases in general have you seen that have been completely bug free? The more complex the code base, the more likely it is that bugs creep in. I do not know how many lines of code, objects, or function calls the KSP source tree involves, but judging from the product, the outstanding issues are minor. In other words: It's 1.0. It's not expected to be perfect, and there will be updates and fixes along the way. If 1.0 is so horrible as some of the claims I've seen, I'm sure it's possible to stick to 0.90.
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0 ablator left after a highspeed encounter with eve resulted in a flat but deep aerobraking maneuver. My capsule made it, but i'm sure it was mere millikelvins away from catastroflaming to pieces itself. On the other hand, it's perfectly possible to enter without a heatshield. I've done it on kerbin multiple times (on purpose!) when i had a tight part counr budget. Just make sure you spend a lot of time high up. Burning retro around 40000m also helps.
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A simple question, I guess. Say I start a career save, and I unlock a bunch of tech tree nodes. If I then choose to install a mod that involves parts belonging to already unlocked tech tree nodes, will I get those parts, or do I need to unlock the nodes again (and if so, do I have to spend science on them?). I think I had this issue when I added interstellar in a 0.24 save, but I may remember incorrectly.
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Hype Train Express 1.0! (Pic Heavy)
jarmund replied to Ival70's topic in KSP1 The Spacecraft Exchange
Any video that combines Thomas the Tank engine and Crazytrain is a winner in my book. Going off the rails on the HypeTrain! -
Neat, maybe I can do something similar that'll allow me to show off my skills in Lisp
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1. Get'r'done! Because a good video is good regardless of outdated effects. I for one love the original The Time Machine (can't stand the newer one). I think the same of old KSP videos, they're still entertaining
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Good morning from GMT+1. Kids dropped off at daycare - Check Day off from work - Check Significant Other downtown - Check KSP 1.0 - Unchecked Now what do I do?
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cp -rv Kerbal\ Space\ Program ~/ksp_0.90 ....in case I feel like flying in the soupmosphere at a later point.
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I for one like Dres. It was the gateway to Eeloo and Jool for me.
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Silly question: What's an AMA? I assume we're not talking about the Angolan Music Awards, here?
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Perfect music for the HypeTrain: Everyone needs to listen to that in loop, double speed, while waiting and watching this thread.
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Better aim for page 500 just to be sure.
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Butbut.... that's......like........FOREVER!
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What time of day do they normally release?
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It's monday here in GMT +1, Where's my update? Also, hype!
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I'm currently watching the KSPTV livestream testing various 1.0 stuff, and so far I can tell the ones unable to watch: - Valentina is even more awesome than advertised - Reentry heat is somewhat accumulative. It seems to propagate through the ship, and takes a bit to cool down (More realistic than deadly reentry in that respect) - SMOKE EFFECTS ARE AMAZING! When launching, the engine exhaust comes out of the side of the pad. And if hovering over ground, smoke will flow outwards over ground. - Tech tree now allows you to see far ahead what parts are where, so it's easier to plan. Also, it seems to branch more