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Everything posted by Aser
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Were the heat shields intended to act this way?
Aser replied to Aser's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the replies. I guess I will continue to jettison the shield before it kills anymore kerbals. -
I came back to KSP for the new update (haven't played since 1.0 hit), and I've noticed that the heat shields do not behave themselves any more. I first noticed it on returning from my first orbit in a new career. I always try to return pretty gently (~75k ap and ~50k per). Everything seemed pretty normal until i reached around 20k. I'm blazing towards the ground and it seems like I'm coming in way too hot. Maybe I'll start slowing down? Nope. Ended up pulling my chutes at 1000m going 350m/s. Of course they ripped off and I slammed into the ground, killing Jeb. I played around with it some more and did some reading here on the forum. Slashy recommended decoupling the heat shield after you're through with it. When I do that, I slow down just fine. Using KER I see that my rate of deceleration goes from ~2.4 G's to ~4 G's as soon as the shield is decoupled. Why is the heat shield so much more aerodynamic than the bottom of the pod? Is this an intended behavior, or is this a bug? Also, I seem to remember a mod that had heat shields with built in decouplers. Does any one know which one it is?
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Look at that again, and think about it... 1.1 < 1.4
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A huge mess in stage 0 has been my "fix" as well. It is not ideal... (Sometimes it ends up getting accidentally staged...)
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Hello, I want to know if there is a way to remove and item (such as engines or decouplers) from being activated by staging. I have a habit of sending up multiple missions per launch and sometimes staging makes a mess. For Example: Here I have a rover w/crane and a separate crew lander. I don't want the decouplers or the crane engines to have anything to do with staging. I'd like to just activate each part manually.
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Sub-Orbital Question
Aser replied to Cyborg Pirate Ninja Jesus's topic in KSP1 Gameplay Questions and Tutorials
With a Periapsis of 66km, you're just barely inside the atmosphere. It'll slow you down a little bit each pass. The atmosphere is so thin that high up it will probably only be ~100 meters (wild guess) change in your apoapsis each pass. ^ninja -
Landed my first Minmus base today. It was a bit of a pain bringing it through the atmosphere, but I got her up. Then I made it to LMO and realized I didn't have enough DeltaV to land, so I sent a refuel mission. Found out the hard way that you can't attach an engine directly to a docking port and have them separate cleanly. The engine fairing will stay attached to the port. So I sent a redesigned refueling mission. Easily landed. Here you can see Val and Bob proudly posing. Then I found out I needed another Kerbal for the lab to function. I didn't have a lander shuttle parked at the orbital station, so I decided to jet back down a new scientist. Everything went well.
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The points that come up in the contract system are procedurally generated and dont actually correspond to visible landmarks.
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Coming back from one of the first sub-orbital flights, Val's pod faced some aerodynamic issues. Unfortunately, she burned up in the atmosphere and was the first kerbal to perish perusing space flight. Examination of debris unearthed serious design standards violations in the heat shield system. After a lengthy investigation, it was discovered that the heat shield development budget had been severely depleted by department drug and alcohol abuse. The perpetrators are currently being held in maximum security lock down awaiting their banishment to Eve.
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Whats the meaning of Reputation
Aser replied to Kettlec's topic in KSP1 Gameplay Questions and Tutorials
Higher reputation will mean that you are granted more advanced contracts with better payout and new challenges. Edit: ninja ^ -
Atmospheric Efficiency/optimal ascent speeds in 1.0?
Aser replied to ShunterAlhena's topic in KSP1 Discussion
Really? It's been working fine for me so far. Much more and I start to burn. (btw, your asteroid glider is probably my favorite ksp creation. Top. Notch.) -
Atmospheric Efficiency/optimal ascent speeds in 1.0?
Aser replied to ShunterAlhena's topic in KSP1 Discussion
I don't know the speeds, but I've been doing alright ascending between 1.8 and 2.0 G's. -
What's up with parachutes in 1.0?
Aser replied to yopeasants's topic in KSP1 Suggestions & Development Discussion
That might make sense for sandbox, but in career, you don't start with drogues. -
Am I the only "Glass half full" guy around here?
Aser replied to MrZayas1's topic in KSP1 Discussion
^ Nailed it. On one hand, I like the new features. But, on the other hand, I feel like Squad could have really benefited by calling this release .95 and taking a few more weeks to really polish it up. It seems like most of the negativity is coming from that same place. If Squad had called it .95 vs 1.0, I doubt people would be as riled. -
how do i get 1.0
Aser replied to Findthepin1's topic in KSP1 Technical Support (PC, unmodded installs)
https://kerbalspaceprogram.com/kspstore/ Sign in>My Account Click Download next to KSP>Choose your OS -
It's back up now (at least for me).
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The ROUND8 memorial thread - UPDATE: It's alive!
Aser replied to ShadowZone's topic in KSP1 Discussion
Ah, thanks. I was just missing the title part. -
The ROUND8 memorial thread - UPDATE: It's alive!
Aser replied to ShadowZone's topic in KSP1 Discussion
The Round-8 is one of my favorite parts. Makes my choice easy on the first mod to install when 1.0 drops. -
After breaking countless installs and breaking most of my saves, I've started making a new KSP folder when I install a new mod. 3 separate folders right now. If I get into the 5+ range, I'll start culling out some of the old ones. And when the culling begins, I have little doubt that my saves will break and I will have to start from scratch again.
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Parts' fuse strength and fuse weakpoints ?
Aser replied to Mapoko's topic in KSP1 Gameplay Questions and Tutorials
Moar struts? There's a mod called Kerbal Joint Reinforcement. I haven't used it, but have seen it recommended. IME, decouplers, SAS modules, and size adapters end up being pretty bendy. Disabling SAS on the upper sections of your rocket can help. I usually just take the easy way out and slap a pile of struts to it. -
I tried running it at 1280x720 in windowed mode with various ui size settings. None of them allowed me to get 25/50/75 (or fine tune the upper and lower ends). I also tried 1366x687 (my native res) and 1920x1080 in fullscreen, borderless, and windowed. I also adjusted the ui size between tiny and small for all resolutions and was still unable to hit my mark. Unless I'm really goofing this, I disagree that resolution, ui size, or window mode have anything to do with this. Everyone, please note: This is just a curiosity for me. Don't feel obligated to help me figure out what's going on. That said, I still want to figure out why this is happening and any help would be appreciated. I know it's not my mouse sensitivity. I can hit every other value in increments of .5
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That's interesting. I tested it on a fresh vanilla install, and was unable to. Could it be an installed mod allowing you to get 25/50/75?
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I've been playing around with thrust limiting on my engines, particularly SRB's. So far, I haven't been able to figure out how to thrust limit anything to 50. I doubt it makes a big difference having your thrust limited to 50 vs 50.5 or 49.5, but it seemed strange that you couldn't set 25, 50, or 75. Is this something thrown in by the devs to mess with people who have OCD? Is there maybe another reason? Has anyone found a way to set 25, 50, or 75?