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Posts posted by Toastedbuns
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2 hours ago, Nansuchao said:
I meant grab it while the asteoid is still at 2/3 days to the Kerbin's SOI. You'll need a LOT of fuel to brake an asteroid and put it in a safe orbit, so, the sooner you grab it, soon you'll be able to tweak his trajectory.
Fair enough, thanks for your help! (I figured out that one skipper thruster with ~2500 dV quickly turned into ~150 dV when wrangling a class C asteroid. I had another stage with a low thrust high vac. Isp engine for the capture burn because I didn't expect the skipper stage to last that long. Needless to say it only had 19 dV )
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37 minutes ago, Nansuchao said:
In my opinion you tried to intercept this asteroid too late. It's better to take it while still in interplanetary space.
Btw, due to the high speed of the asteroid, you'll not be able to reach a perfect encounter on the maneuver node, but you can tweak the distance while the encounter comes.
Thank you for your response, and you are definitely correct, I was too late. I did end up grabbing the asteroid, and I was able to get the initial intercept distance down to 10km despite the wobbliness. However it took an extra 100-150 dV trying to get the 10km down to just a few dozen meters before I used my RCS for fine tuning.
One question though, by intercepting in interplanetary space do you mean I should leave Kerbin's SOI and intercept it, or plot an intercept course for when IT enters Kerbin's SOI?
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So for some reason the 'target position at intersect 1' for an asteroid I'm going after is bugged outside of the asteroid's flight path, and it's making it extremely difficult to actually get an encounter under 5km. It does occasionally skip back and forth into the 10km range but the intersect distance is something I can handle.
The mods I have that probably could be relevant to this problem are PreciseNode, Trajectories, Mechjeb and Kerbal Engineer Redux.
Here's a screenshot http://imgur.com/itUL8w6. Thanks in advance!
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Thanks both of you, I didn't even think of right clicking the asteroid.
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Hi, I've been having a problem while trying to complete and asteroid contract. My ship will not stay on retrograde or any one spot when I'm trying to make a burn while I'm carrying an asteroid. I have to resort to spinning 360 degrees to the retrograde node to make incremental burns instead of a steady burn. It's not gamebreaking, but just frustrating. Thanks in advance.
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18 hours ago, Thiagobs said:
I've never used it myself, but I *think* you can change the patched conics model on PreciseNode (I think I remember seeing a screenshot of this)... Changing the patched conics will draw the orbits in different ways... perhaps that's what you're seeing..
Thanks for the response. I'll try seeing if that's it.
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My encounters with not just the Mun but Minmus appear out of their orbits in seemingly random position between Kerbin and the Mun or Kerbin and Minmus. It's not the hugest issue but it's an annoying bug for sure. Here's an image... Mun Encounter Image
The mods I have installed include:
- Kerbal Engineer Redux
- DMagicOrbitalScience
- Distant Object
- ScanSAT
- Hyperedit
- Community Resource Pack (Not sure where I got this from)
- NearFutureConstruction/Electrical/Propulsion/Solar/Spacecraft/Props
- InterstellarFuelSwitch (Not sure where I got this from)
- PreciseNode
- Waypoint Manager
- FinalFrontier
- Trajectories
- Mechjeb2
- Kerbal Joint Reinforcement
- Chatterer
I have v.1.0.5.1028 if that's important.
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You need to bore down and find the dev version. There are links to it near the end of the KJR thread. Changing to that version will instantly fix the problem.
I'll check again. Thanks to you both!
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Which version are you referring to? I downloaded the most recent version on the 29th on January, little less than a week ago.
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I can dock fine, but no matter how many times I save and load quicksaves after clicking 'undock,' relaunching the game and editing states the parts will NOT UNDOCK.
I have both clamp o trons and clamp o trons seniors that cannot undock from those of the same type.
Here is my modlist, fully updated.
Chatterer
InFlightWaypoints
DarkMultiplayer
CollisionFX
ProceduralFairings
DeadlyReentry
NEAR
ScanSat
Trajectories
DistantObject
000_Toolbar
StationScience
ActiveTextureManagement
KerbalJointReinforcement
CrowdSourcedScience
TriggerTech
RCSBuildAid
and finally, Kerbal Engineer
EDIT: I should mention everytime I load a quicksave in which I think I'd have undocked the whole craft just explodes instantaneously.
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My girlfriend and friends use/i've recommended Avast and Malwarebytes, a few also use Spybot S+D.
Personally, Windows Defender and Malwarebytes is completely adequate.
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^This guy has it.
I roll with the same combo. Avast for the viruses and connection security, malwarebytes for the other baddies.
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Yeah, with the new atmosphere there should be an all over re-balancing. And AFAIK they're doing that. I, of course, have no idea what changes exactly they are doing, but an all over re-balance is in the works, for all I know.
And specifically to the Ion-engine: Yes. The Ion Engine, even with the incredibly over the top exaggerated power (compared to the reallife one) it currently has, is absolutely useless, from a money efficiency and a time standpoint. No one will spend 3 hours "burning" that damn engine, and I surely won't waste tons of funds on Xenon gas, if I could use a nuclear engine instead and have that be cheaper. (Although, even the LV-N can make for a pretty useless engine, if you have heavy payloads. Almost the same burn times as the freaking ion engine, sometimes)
"I'd love to spend my afternoon getting to the Joolian system for 50 science." - literally no one
I'd like if you could set things to autoburn in the background, would that make ion more of useful investment? Yes.
Two problems with ion is time and money, the devs only put in there as a metaphor for real life
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My Nvidia GTX 760 can run the majority of the games currently on the market at max or near max settings. A couple of the modern beauties like BF4 and (definitely) Witcher 3 are ones I have to compromise for. The 980 is an upgrade I'm looking forward to sometime this year that can run BASICALLY everything on max as long as you aren't bottlenecking it with your CPU (cough Planetside 2 cough cough)
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Probably nukes. I massively, and I say MASSIVELY overbuilt my first interplanetary mothership TO .... with something around 900 parts and 8000 tons and I still (albeit at 5 fps) made it to the Joolian system and back (although I did have to abandon my tylo and laythe landers) because of how ....ing easy it is to correct your mistakes with the amount of delta V those things give you.
Not saying we should nerf them of course, we NEED nukes to get past Duna effectively with big payload.
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I've just applied apparently, been a month, seems more than just just​
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Cooling off after a successful Minmus expedition and preparing for a Duna one. I only use Jeb.
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You know you're a noob when you lithobrake with command modules filled with kerbals.
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I'm afraid that was the case. I'm definitely gonna redesign my mothership after I painstakingly complete this mission. Thank you.
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The easiest way is to decrease the graphic quality in the settings.
Try running at 1/8 res of the texture quality with aliasing to "off", Pixel Light Count to 0 and Shadow Cascade to 0... it SHOULD give you a little FPS boost, but for very massive ship don't expect miracle either
And yes, it's gonna be ugly
Just saw this and nope, didn't really help :L But thanks for tryin
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I'm guessing a lot people have had this problem before because I know my PC is definitely not a terrible PC but yet it still tanks to hell whenever I try to assemble anything in orbit. I have a two part mothership, front-end and back-end with a heavy Duna lander, a lighter Ike lander and a rover for transportation on Duna and every time I control the thing my FPS drops insanely low. I've heard about the physics thing or whatever and its at the default setting but I was wondering if there are any fixes or mods that can solve this issue without having to restart the station construction because I'm lying when I say it's taken at least 8 hours.
Whoever can figure this out gets eighty bucks and a hooker. Thank you
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Assuming you put a halfway decent effort into using transfer windows and Oberth maneuvers, this should get you anywhere you want, even with the current fuel supply. You may well have overdesigned it
Better overdesigning than underdesigning! I'll definitely reuse this for further interplanetary missions. Thanks a lot
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Just curious, assembled this hunk of junk in LKO for my first interplanetary mission and I wanna know. With these stats, where could this thing potentially travel to with enough fuel there and back with adjustments along the way? I plan on lugging along a lander for Duna, Ike and two probes to do some preliminary surface scanning as well as a Duna rover. So...
1. Could it complete my Duna/Ike mission with fuel to spare?
2. If I fully refueled it, where else could this makeshift load of metal take me?
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I'll check both of them, thanks!
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Quick question, does anyone know of a mod that allows two ships to NOT flail around like a fish out water? Been having that problem with my mothership and her six payload.
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
in KSP1 Mod Releases
Posted
How high does the Seismic Hammer have to be placed for it to 'impact the surface from here?' I placed mine pretty low and it doesn't hit Duna's surface apparently even though it extends into it. I try hovering and then the message says that it's 'too close to the surface.' If I keep thrusting up then I can't use it! Is this a bug?