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fireblade274

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Everything posted by fireblade274

  1. Thank you for that link, it has the information i need, but its easier said then done and the info is still confusing. Ill have to read it alot and try and find a video tutorial on that exact subject. Thank you both for the information provided
  2. I'm familiar with the concept of burning at your highest/lowest point to get the most efficient burn, and I understand the different colored orbital trajectories, showing your path before and after your encounter with a SOI. The purple and orange icons that i'm referring to are the "target at intersect 1" and "target and intersect 2", one is orange and the other is purple. When there is only one intersect, the color of it is a bright red, and it usually indicates its a good encounter with your target; your velocity relative to the target will be much more encountering it at a 90 degree angle then if you slowly come up behind it. How do I get this with a planet when coming from LKO? Example: lets say i'm trying to get from LKO to Moho. I wait till my transfer window, and then I must place a node somewhere on the side of Kerbin facing Kerbol and go prograde, so once I leave Kerbin, I will be decreasing my orbital altitude above Sol to get an encounter with Moho. I understand I will have to make a course correction to match planes with Moho. My questions are: where should the first node be optimally placed, and how do people get to their target (say moho) by simply burning towards the "target" icon on the NavBall? My last trip to Moho started at LKO and the small craft had 2.1k Dv for its first stage with a TWR of over 2; I nailed the first node and the second one, and even though I got an encounter with Moho, I still encountered it from the side and did not come up right behind it. Take a look at this crude Paint sketch I made, when I got in this example is on the right, and what I wanted is on the left. (Obviously the planets wont be in the positions I drew but you get the point): https://www.dropbox.com/s/3s1vn1b40no85bv/bad%20orbital%20drawing.png?dl=0
  3. Alright, so I have about 2k hours of KSP under my belt, but most of that time (when going interplanetary) was using very low TWR and large atomic craft, and therefor did not make use of transfer windows. I'd escape Kerbins SOI and then get an encounter. Now, i"m starting to utilize the windows more, which Kerbel Alarm Clock has been helping out with greatly. However, I'm still finding it hard to get a direct path to my target planet(s); I'm fine making a second maneuver node at at my ascending/descending node to get my degrees of separation as close to 0.0 as i can, but even then there is usually still considerable distance between my craft and targets position, and (i'm not quite sure how to explain this) the encounter is not one that leave me with the least amount of Dv relative to the target to burn off upon entering SOI. The intersection points are not bright red, but purple or an off orange. The encounter is not smooth, i'm intersecting it at an angle, and not reaching it when i'm at my perapsis/apoapsis. How can I most efficiently use transfer windows? I know when starting your burn on either side (day/night) of Kerbin will either ascend you in solar orbit or descend you, and I know why, but I see these people on YouTube that just get an encounter with a planet without using any maneuver nodes, and I wonder how they do it. Are they waiting till the exact moment of perfect transfer and then burning while pointed at the target until they have an encounter? I don't care so much about doing this without nodes, but I have yet to learn the most efficient process of using transfer windows If anyone can help id much appreciate it! thank you
  4. Yea that's what I was thinking Space Odyssey 2000 lol
  5. Hey I've literately just noticed this, but when you look at the load career screen in the main menu where the craft is crashed on the Mun and the camera is looking at Kerbin, is that camera location from a specific location on the Mun? Anyone know?
  6. so i can just download the New Kerbin Clouds standalone, not do the other ones, and it will compliment the EVE mod i have? EDIT: Ah so i take it now this plugin is experiencing 1.05 issues? not surprised as the game is terribly optimized as it is and even if this mods was updated it would make sense to wait till 1.1 I will say this mod is very tempting (coming from someone who originally wanted a pure stock experience) and looks really cool from whats described; better clouds from EVE is what im looking for. If it was updated for 1.1 id probably go for it, but id probably only download the ones that require EVE and I probably wouldnt bother with some of the other other ones that require the Asteroid mod and whatnot
  7. stock flight recording, ability to upgrade parts, more IVA usability, multiple fuel tank transfers, auto trajectory calculation, *cough*clouds*cough*, weather, hanger doors that open and close, water and texture update, less bugs. But id be just fine with the upcoming 64bit and multicore support
  8. Mostly harmless. I love that book.

    1. Tremzack

      Tremzack

      Yea, best printed in large friendly yellow letters.

  9. I made a suggestion post about this before and 100% agree people will say some parts already have a high enough heat tolerance, but a fair amount of them (the Mk2 pointy cockpit for example) have less heat tolerance then then its inline brother (the non pointy one) and it makes no sense why a part that it ment to be the forward-most one has 100 less tolerance then Mk2 inline. Also i could talk about how aerobrakes are wayyyy needing a heat tolerance update. so yes i am in favor of adding ablator to parts
  10. I've occasionally encountered heat reentry effects showing up on the graphical display of engine exhaust at different camera angels upon looking close up at my craft when landing: https://www.dropbox.com/s/a5dn2fbvvs952oe/2016-02-08_00008.jpg?dl=0 https://www.dropbox.com/s/q8zdh7nk1a0c2q2/2016-02-08_00009.jpg?dl=0 they go away upon zooming out enough and upon turning off the engines. Anyone else gotten this issue? my mods: EVE distant object KIS/KAS kerbal engineer stock bug fixes Atmos trajectories KAS
  11. yo im having an issue where the clouds are black when they should not be, and there is usually a cut-off of clouds around planets' diameters. I installed the mod for the first time last week, are people getting this issue? I do not have the city lights installed, only the clouds https://www.dropbox.com/s/mp8ygjhhbhv39zd/2016-02-04_00005.jpg?dl=0 https://www.dropbox.com/s/xy107ljs6380z6w/2016-02-08_00006.jpg?dl=0
  12. I have always had them and they are everywhere, yes annoying but i believe its just the game engine doing its thing lol
  13. https://www.dropbox.com/s/tkbouoxjd3vtrz5/2016-02-08_00003.jpg?dl=0 https://www.dropbox.com/s/3sgaqoozu9b9pi2/2016-02-08_00004.jpg?dl=0 mods: EVE distant object KIS/KAS kerbal engineer stock bug fixes Atmos trajectories KAC The guy is not in the solar system and the mission has not expired yet, it says hes not in a wreck, and there are 0 eva's active in the tracking center.I have since accepted another rescue mission (where he is in a wreck) and he is showing up in an orbit. I'm going to cancel the mission and count it as a loss, its whatever, but is this issue known? Id also like to point out in an unrelated issue that cockpit IVA's display odd graphical issues outside the windows often, and there is nothing attached to the front part of the vessel which is the Mk2 pointy command module: https://www.dropbox.com/s/cfsdpmp64nj8s8t/2016-02-05_00008.jpg?dl=0 https://www.dropbox.com/s/tp1kak3u6ctgxg8/2016-02-05_00012.jpg?dl=0 Has anyone encountered this? Thank you in advance!
  14. Do the clouds change at all over time or are they revolving but static?
  15. I only use 4 mods, have always strictly said id only get ones that displayed information and trajectories, but this mod is very, very enticing. I've thought about this before and thought it would make an excellent stock addition. Ill probably check this out when 1.1 comes out, and hope the devs take a good look at this
  16. All I do is career mode. out of 1500 hours, id say 1400 spent it in and 100 hours in sandbox before career came out. It got too feel way too pointless to instantly have everything available to you with no funds to manage; after about 100hours.
  17. My friend is getting this same issue, he has the ksp store version and im trying to help him update the game. it has been multiple hours since the message went up, im getting it on the windows 1.05 file download from his account. I need the full zip file as we uninstalled the entire game (saved his save file). Does server migration really take this long? I can download the 1.05 MAC version, and the windows installer, but the full 1.05 for windows wont download and has been on server migration for a long time. I followed Reds advice and flushed the DNS Cache, but to no avail. Can anyone enlighten me on how to get this downloaded please?
  18. I have mods installed atm, but i was getting this issue before installing mods and post 1.0 On approach to the runway wings usually "poof" and vanish like they are getting destroyed, yet there are nowhere near high G forces at work, or high temperatures or speed. Usually, unless im just about to touch down on the runway, I cant avoid crashing and its really starting to hamper any missions where im returning with a spaceplane. This has happened countless times, here is just a 3 pics from the most recent happening this time only one rear wing and aileron poofed, but previously much more poofing has commenced. https://www.dropbox.com/s/opzaxps7m7ptviu/2015-12-13_00003.jpg?dl=0 https://www.dropbox.com/s/ldpa39beco9wcig/2015-12-13_00004.jpg?dl=0 https://www.dropbox.com/s/rukb099x97c4ccl/2015-12-13_00005.jpg?dl=0 There was a thread for this but after a quick search i could not find it. Im simply trying to shine light on this issue and wondering if any work around has been found
  19. Get an i7 4790k. I have the i5 4690k and its fantastic, and in a year or 2 ill be getting the 4790k. its the best i7 you can get with the 1155 socket. if you have more money, get one of the newer generations, but whatever you do make sure your cpu matches the socket on your mobo
  20. This has been happening to me for awhile now, since before 1.0. It usually goes away after restarting the game for me. It usually happens when you have an intercept with another planet; afterwards you cant place a menouver node on the blue line anymore.
  21. Sometimes i will transfer to a ship in orbit, it will have power, reaction wheel are labled "active" when attempting to move, I will still be moving in orbit, but the ship wont move or rotate. Its like its the Glue Kraken and stuck in orbit, except its still going at its normal orbit fluidly. Upon restarting KSP it usually start acting normally again. mod list: KAS/KIS Kerbal engineer atmosphere trajectories kerbal alarm clock claws stock bug fixes
  22. Everynow and then when i start up kerbal, the resourse bar would not show up and my mod "tabs" are gone. The mods and everything seems to function, but not having access to KAC and my resource mgmt is annoying.. Anyone else getting these issues? pic: https://www.dropbox.com/s/y2cn5byqo0kj8mq/2015-12-11_00009.jpg?dl=0 mod list: KAS/KIS Kerbal engineer atmosphere trajectories kerbal alarm clock claws stock bug fixes
  23. Quicksave https://www.dropbox.com/s/y0gx99pld7zx41u/quicksave.sfs?dl=0 So i was just returning from a mission where i rescued a kerbal from kerbin LKO and a guy from Minmus. After aerobreaking a few times I came in for final approach. the plane was reacting fine the entire time since take off; Upon reaching low altitude, 6k, i ejected rear rocket engines (while less then 22 away from runway) to make the plane more stable and recover the parts later. It still has jets. once below 5k, i get massive roll issues. the craft seems perfectly balances, and has acted that way since mission take off, but it seems to roll in on direction like a wing or aileron has been taken off, but i can see no visible damage to the craft. It would not remain airborne and i deployed emergency parachutes to save the crew members. the quick save loads right when i was starting to feel the problem, shortly after ejecting rocket engines. Could someone take a look or help me understand why this is happening? i have tested this craft for tens of hours getting it perfected and i got it there, but for some reason phantom forces are at work on it. Thank you for your time mod list: KAS/KIS Kerbal engineer atmosphere trajectories kerbal alarm clock claws stock bug fixes
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