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rodrigoelp

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Everything posted by rodrigoelp

  1. 764 parts to build an helicopter. 765 parts to build a space center on a different planet.
  2. I wish there was a list of the maneuvers somewhere per ship, sometimes is quite painful having to super zoom out/in just to choose one specific node. Wondering if this can be my first mod
  3. Once I was testing an SSTO as I wanted to be able to reach orbit without a full rocket. The SSTO took off as I expected but went it hit the 350m/s mark because too unstable and exploded mid air, the crew was Jeb, Valentina and two scientists... As I panicked, pressed quickly escape but did not read the buttons and pressed 'Space Center' which saved that disaster... I was so upset that browsed only how to bring Jeb and Valentina back... but didn't do the same for the scientists... ... could've done more... but didn't. That haunts me until now.
  4. If you are around 300m/s at the moment of hitting the water you must have reentered extremely far for the atmosphere to not slow you down to 140 to 180m/s... or it was extremely steep as said before. At that speed most parachutes (with the exception of the drogue parachutes) will immediately fail (notice the parachute is going to be red, KSP is telling you not to open or the failure is guaranteed). First time I hear about that definition. What's the origin? Cheers!
  5. Hi @Fireclaw27, welcome to the community of fellow mad scientists rocket enthusiasts. It is good to learn from others what works and what not to do (initially). Enjoy your time here.
  6. Hi @RedstoneWizard22, Jeb is quite possibly pretty happy even though he must be having a horrible lone time. Depending on where is trapped you will need to create a small spaceship to encounter with Jeb (always easier said than done). I've had to do it several times in the past trying to learn how to use the jetpack properly (when I was learning how to play EVA in space). Have you ever tried to perform an encounter with a space probe or docking station? A quick tutorial on how to dock two spaceships, easily applicable to rescue kerbals floating around
  7. @KocLobster, though you are right that airbrake parts will overheat rapidly, increasing your surface area while reentry gives you the opportunity to create more drag and orientate your probe/ship. Airbrake is mainly intended as a control surface, is not just for planes, is used to help you control anything within an atmosphere. I tend to use them a lot on extremely light space probes (like small robotic landers) just to get my probe in a stable descent (not intended to be fully toggled on)... plus, isn't KSP about coming out with weird contraptions that will get you fame, glory and Jeb super happy? The advise @NathanKell gives you is completely true. You need to be careful when using those tidbits. Is always better to plan more aerobraking manoeuvres than a steep insertion that ends on a bang. PS: I used to love near future technologies... but being a mac user I was extremely limited on my memory usage and had to pretty much cutdown every mod that wasn't essential. If you show your design I can give it a look and try it out, maybe I can think on something to improve it.
  8. Every version has been joyful... from those in which you did not have reentry effects to those in which aerodynamic effects didn't flip you rocket when you weren't looking (costing you a lot of money)... Enjoy the game, the guys from Squad have been doing a great job.
  9. Things that you get to learn! Although... I do not have reputation it seems.
  10. I was pretty much the same... I've been playing since almost forever (started on 0.8.something on my windows machine... eventually that died and I moved to Mac) but decided to join to forums quite recently. The community seems to be pretty good. Enjoy.
  11. Hi @Vysionone, hopefully you will find the game entertaining and educational as well. As @Starhawk said, there is tons of information around the forums. There is also lots of videos on youtube that can help you get the basics of the game. By the way, when you say land on something other than Kerbin... distance from kerbin is going to be a big factor (as well as other planet's atmosphere), start first with getting around mun, getting really low (not as low as 5K.. that can be dangerous unless you actually plan to land on that mission) then start practicing your landing skills. Happy to help you if you have other questions.
  12. If you collect the ouput_log.txt or player.log that can be useful to know what is going on.
  13. SAS can be very wacky at times, but it depends on which command module is controlling it and how many SAS you have on the probe. But again... if you want your probe to always be retrograde as you are reentering... use airbrake, if overheating retract for a bit and redeploy.
  14. I don't know... I've been playing 1.1 for a while now... the fact that I can turn on anti aliasing now makes me happy. I do have found weird glitches in which I expect a rocket to disintegrate mid air but it starts doing a weird dance until the fuel runs out. In general I think is a complete improvement (just waiting for a huge amount of mods... planet shine should be merged into the game)
  15. Hi @Dcseal, as many others have point out. Delta V or Δv is the difference of your current speed to the final one you want to get. For instance, if you are moving forward on a bicycle at 16kph and a car in front of you is moving at 100kph then you need a Δv of 84kph to keep the same distance between you and the car or a greater amount to catch up to with it. Obviously this is an over simplification that applies to linear motion (which is not the case for orbital motion or radial motion). There is a fantastic video made by Scott Manley that helped me explain a friend why and how he needed to do his burn to get to mun Enjoy
  16. So... you may ask... "What the hell is that thing that looks like an Astronaut but is not a Kerbal on your profile picture?" And I would reply... "Is a worm... a space worm... I am an Alien on the planet Kerbin that enjoys exploding rockets."

  17. The good news is that graphics cards aren't as expensive nowadays as 10 years ago
  18. Could you upload a screenshot? In general, blurred text can happen when the graphics driver is trying to sample the wrong way... Catalyst has something called morphological filter, which can alter images and text in games (anything that gets rasterised) that makes things extra smooth or very blurry... Search for the settings, turn it off (uncheck it) and give it a go again. Also are you running on Windows? Try switching from DirectX to OpenGL if possible (read this).
  19. I wonder, why do you want to bring the whole thing down? are you trying to recover cost or get the science? The science that is required for the lab to work can be transferred by a kerbal into a escape/command pod. The lab would stay in orbit around Kerbin until you can man it and continue getting science our of it. All science created in there would not depreciate during transmission.
  20. Hi @KocLobster, just as @OhioBob suggests, you center of mass might be too high on your return probe, also you are going a bit too low on a reentry of 3100m/s. Try adding smaller control surfaces (such as the aerobrake) close to the top of your probe to help you stabilise the probe. Also increase your periapsis around the 40k mark (such is substantially lighter than 31k). This will give you two passes more in order to do the complete insertion, but at least gives you a smoother increase of temperature than going into the atmosphere at 2800m/s (you probably will bleed 300m/s to 400m/s speed the first time to get to 31k assuming your speed was 3100m/s at the time you got to 70k mark - your speed will increase between 70k to 60k). After that you should be able to readjust your periapsis to have less elevation and come into full atmospheric insertion. You can also play with thrusters to control your temperature, avoiding scortching temperatures... but this is risky and forces you to have to extra fuel just to control your descent... When I send probes to Eve I tend to set it (for instance) at the 80k mark with thrusters pointing retrograde. This allows me to decrease faster my speed when the temperature starts to rise, allowing me to do a single pass or two around the planet before the insertion (sometimes without having the need of heat shields... although I like to always have it as opposed to losing my probe when worst comes to worst. Does speed plays a significant role? Depends on the shape of your probe. Parts sticking out of your probe will generate lift which can reorientate your probe. KSP can show you the aerodynamic forces on your probe, just turn it on and take a look at your probe while in descent (this might give you a clue as to what is going on).
  21. In theory this could be done as a mod as you will need to activate other view for your display... (http://docs.unity3d.com/Manual/MultiDisplay.html) I've never done a mod and don't have multidisplays on my personal mac (which is where I play) but I wonder if I can play for a little bit with this...
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