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Zeroignite

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Everything posted by Zeroignite

  1. Oh gods, last night I installed FAR, stuck my first Mun landing this save, then came in for (deadly)reentry in the ALCOR capsule. The screen was shaking so hard I could barely push cockpit buttons. It was absolutely terrifying and entirely wonderful.
  2. Last night I installed FAR and did my first Mun landing this career mode. Coming in on (Deadly)reenty, IVA, with an untrusted aerodynamic model and camera shaking that made pushing cockpit buttons a challenge... it was one of the most terrifying things I've done in KSP
  3. Only a few times, and I've been playing for quite a while. Let's see... Definitely experienced Warp Shakes before those were fixed. I never had the original flavor Deep Space Kraken. During some of the old Experimental versions, I had the bug where hitting an SoI change would cause orbit reversal. Phantom forces causing ship rotation, maybe one or two times. The last Kraken-like thing I experienced was in v0.18, where I was flying a kethane jet around Duna, and my base exploded right as it hit the 2.5km physics load distance. Pretty sure that one's been fixed.
  4. Space Stations are also a not-bad place to retire Kerbonauts who you don't want to risk on missions.
  5. Me as well. All the time. I don't do it for tumbling-out-of-control, but it's nice to tell a heavy ship "ok, now stop"
  6. I was thinking manual control. And rather than reducing packet interval, I was thinking more reducing packet size, so you see data is still going out regularly
  7. You can always add a modulemanager config to have launch clamps pump in kethane, similar to how they currently keep a ship powered electrically.
  8. Great answer! Quicksaving/loading before and after aerocapture isn't too bad; not something I really like but I assume I'll get used to differences and tune in my offset In general I'll do more conservative aerocaptures and pack a bit more delta-v to circularize... which is probably good practice anyway, really. Are there ship configurations that will tend to result in severe heatshield-towards-space on reentry, apart from things like fins on the bottom?
  9. So, couple thoughts: First, does KSP do ok if you set the packet size to fractional Mits? I'd kind of like to see five transmissions-per-second regardless of real bandwidth. Secondly, here's a plugin request: AntennaThrottle It kind of sucks when you bottom out your batteries on a larger-than-expected transmission. Not only is being out of power damn awkward, it's annoying to see the warning message every time the antenna does get a packet through. What I'd love is an in-game slider to throttle antenna bandwidth on-the-fly, limiting it to the selected electricity/second rate. An example use-case: My solar-powered Joolian probe just finished an aerocapture, and now has a bunch of data to transmit. There's a few hundred Mits of data sitting in storage, but the probe is only packing a couple hundred units of electricity and generating only 2E/s. In this case, I'd set the slider to throttle antennae at 2E/s and start the transmission, knowing it'll take a while but happily never running out of power. If I suddenly get eclisped by Tylo (the jerk), downthrottle all the way to 0E/s, temporarily "pausing" the transmission without any actual data loss incurred from a transmission abort. Does that sound doable, or even a good idea?
  10. Has anyone here tried editing tree.cfg by hand? I've played around with TreeEdit and it seems pretty consistently buggy/difficult for me, and I'm considering just doing things the old-fashioned way. Related, is it possible to tie a modulemanager config to a particular save? I'm interested in rebalancing datasize/science yield for parts for the mod tree, but it'd really be better to have that a savegame-specific change.
  11. So, I'm getting more and more tempted to hop on board with team FAR. Still a couple questions/concerns: 1, is there any way to semi-accurately predict aerocaptures? I'm ok using a web or clientside tool for this. 2, how well does FAR play with Deadly Reentry? I've heard rumors that it makes things a lot more burn-up-y when you hit ~30km.
  12. http://forum.kerbalspaceprogram.com/threads/45887-Fastest-Kerbin-Circumnavigation My challenge thread for this back in August. Zakaron already had an entry primed and ready to submit Which, by the way, is still a really impressive time.
  13. My Eve "colony" had absolutely no means or plans to return kerbonauts. Eve is evil. Purple sphere of inescapability. The first jet aircraft I sent to Laythe, landing was "jettison the cockpit and open a chute", and was left sitting on the beach for eternity. The second jet aircraft I landed on the ice cap, since it was guaranteed to be flat. First rescue mission ended up in a horribly inclined Laythe orbit. The subsequent rescue attempt ended up in a solar orbit nowhere near Kerbin intercept, and was considered lost. I've never actually returned anything from the Joolian system.
  14. Does it adjust mid-flight to aid in asteroid wrangling?
  15. So, regarding the change for antennas to send data one Mit at a time... now I'm wondering, does the game do ok if you send fractional Mits? What I'd love is a plugin to throttle antenna transmission to a slideable electricity/second rate, to avoid that awkward problem of completely bottoming out your batteries and watching individual packets prevent any real charging.
  16. I think you need to explore the system a little more thoroughly And regarding the original flavors of Kraken, the initial issue was indeed a frame-of-reference centered on Kerbin. They switched it to a moving frame of reference that would reposition every couple of kilometers, but at high velocity floating point errors still lead to "warp shakes" that would make ships look like they were vibrating to death. Now when you engage warp your ship is literally the center of the universe
  17. There's no aerobrake quite like flying to the Joolian system and doing a direct-hit on Laythe for a LLO capture. Doubly so if Laythe happens to be on the oncoming part of its orbit. The reentry corridor is just a couple hundred meters wide...
  18. Toolbar integration would be one more step to having my UI be perfect. Another would be opening the Big Map and starting/stopping scan from within RasterPropMonitor displays.
  19. For gentle reentry, setting a periapsis for 20-25km works pretty well. Lower results in a greater peak-g, higher keeps you going fast in-atmo for an uncomfortably long time (with Deadly Reentry, you have ablative shielding burning off). In general, anything below 30km will pretty much guarantee a one-pass aerocapture to landing.
  20. ALCOR Yeah, I know it's not stock, but just look at how gorgeous that IVA is. When running instrumentation-heavy the multiple digital displays are actually way better at information accessibility than HUD overlays. Indeed, I can do an IVA mission almost entirely with the game UI toggled off via F2, only needing to stop to run/transmit science.
  21. I'm vaguely disappointed I never got Dildo Kerman in the short window before the name was blacklisted...
  22. Blue buttons at the top of the map screen filter by vessel/object type. They're always visible from the tracking center, and drop down when you mouse over the top edge in map view. It's a start.
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