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Everything posted by Warzouz
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Please improve Time warp
Warzouz replied to Warzouz's topic in KSP1 Suggestions & Development Discussion
Yes but "doing yourself" thing is just a workaround for lack of proper in-game feature. The game shouldn't NEVER allow a ship to explode because of timewarp (physical or regular). It's a BUG. The ship wouldn't blow on normal speed. I agree that may be difficult to implement but as a customer/player, I don't care about technical arguments. As now, time warp limitation is a pain and it doesn't even protect you for blowing up when returning from Mun (which is quite a regular orbit). So I don't even understand the goal of this feature My job is mostly to test software in my company (a bank). That situation would clearly be reported as a bug. -
I've the same one for months. I use it only to fly planes and to dock. So most of the time I don't use joystick.
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Jittery SAS on small craft
Warzouz replied to zolotiyeruki's topic in KSP1 Suggestions & Development Discussion
Ths issue is also with the SAS which over balance the oscillation. MechJeb SAS is much more efficient and doesn't create oscillations. When I hav a probe where I had to add a small reaction wheel, the stock SAS is useless, so I use MechJeb's. -
Jittery SAS on small craft
Warzouz replied to zolotiyeruki's topic in KSP1 Suggestions & Development Discussion
A low torque reaction wheel could be added for probes. The existing 0.6m reaction wheel has already too much torque. -
Issues There is 2 issues with timewarp : You can't fast forward when you're near a body. This doesn't protect you when entering atmo Example I returned from Minmus and mess my timewarp. The display froze when arriving near Kerbin (probably loading textures), and I couldn't reduce the timewarp. I ended directly into atmosphere at 30km and blew up... Proposition Timewarp should only be limited if periapsis is under an certain altitude (mountains or atmo), not the current altitude. Then, warp reduction would depend on the current altitude. With that rule, altitude limitation could be raised much higher to prevent bugs. That way timewarp wouldn't be a hassle while waiting on parking orbit and reentry would have a safe timewarp slowdown. Futher more Time warp should auto slowdown when approaching a maneuver node
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My KSP moto would be : "Why sending a probe when you can send a space station ?"
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And BTW, I just tested KerbalX to Duna. I had to cheat 600m/s to get back. (I was able to reorbit, but no fuel left for the escape + transfer. KerbalX is very ill equiped to land on Duna. Drogues would save a lot of fuel.
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Yes and Eeloo is way to high. It's nearly as easy as ONE Jool's moon.
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I edited the first post, so you can check what I've done. XLSX file here : http://n.lejeune.free.fr/ksp/science.xlsx Some more notes I don't get splash down elsewhere except "water" biomes, but the excel sheet may be able to calculate it I don't get asteroids.
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I did some extensive Excel/science calculation. Here is what I got : Kerbol : 1123 (1 "biome") Moho : 13415 (12 biomes) Eve : 9906 (7 biomes + atmo) Gilly : 2476 (3 biomes) Kerbin : 3148 (9 biomes + 33 KSC + atmo) Mun : 9226 (15 biomes) Minmus : 4767 (9 biomes) Duna : 6029 (5 biomes + atmo) Ike : 7544 (8 biomes) Dres : 7544 (8 biomes) Jool : 2686 (1 "biome") Laythe : 13436 (5 biomes + atmo) Vall : 7634 (4 biomes) Tylo : 14917 (8 biomes) Bop : 9250 (5 biomes) Pol : 7634 (4 biomes) Eeloo : 19867 (7 biomes) Please note : This assume one science experiment from every biome (so minimal value) I included recovery of a landed shop, but non planetary bodies (Kerbol, Jool) may not have their value correct. Kerbol "Fly" science may not be possible due to overheat I didn't use the "landed" science on "splashed" biomes (by climbing on top of your splashed ship) Total potential science would be around 142000 points (one experiment each) Total potential science would be around 186000 points (full experiment value) Total techtree unlock is 18468 science points Well that was useless XLSX file here : http://n.lejeune.free.fr/ksp/science.xlsx
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True, but I use MJ "Node Editor" and I'm quite happy with it.
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Like many of you, I'm quite clueless with this new feature. There are far more useful stuff to do, like improving graphical immersion and sound design. But again, Squad may have tested a new Unity feature. I hope that wasn't time consuming. We'll see if there is a meaning to that.
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I wasn't clear enough and/or you didn't understand what I wanted the say. I was speaking about transfers. Sure MJ is a very useful mod. I use it a lot to do basic manoeuvres like circularize. I use it for rendez-vous because I'm bad at it. A use the "Execute node" with around 80% of my own planed nodes. The node editor is not as nice as Precise Node, but it's efficient. In Beta, I used to go to orbit using the ascent guidance, but since 1.0, I find that flying rocket is much more interesting than before. So to speak, I use a lot of MJ features but I don't use it to get planetary transfers.
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Beware that MJ calculates a efficient burn to leave origin SOI. It doesn't calculate good slowdown encounter. Only Alexmoon site does. Maybe, I'm not using MJ correctly, but nearly any time I let it calculate a Moho encounter, I got a very bad one with a non tangent intersect. Nearly every time the MJ solution was much less efficient than a equatorial burn + plane change (If I had done the slow down at target). I wouldn't recommend using MJ for more than a Fly-by.
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I think entering is enough. I remember validating this contract part when entering SOI. The contract would validate only when the tourist is back on Kerbin ground.
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Any way to plot out maneuvers from launch?
Warzouz replied to Buster Charlie's topic in KSP1 Gameplay Questions and Tutorials
I also use this technique to plot interplanetary burns (using a space station, a satellite or even a debis). But that's very little help for orbital rendez-vous. -
Ah, I had such an experience like that. Sometime you understand something that makes you feel you've understood everything (except oner thing : you're wrong !) and you can do anything... on paper... and miss the obvious. Here is my story about ego-failure
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Yes, that must be it. Before 1.0, the dV was 4500m/s. Now it's around 3200m/s. That means KerbalX couldn't get back from the Mun. It may have been possible to get back from Minmus though. I think that's a good thing that stock game proved a rocket example which is able to go to all Kerbin SOI bodies. I feel that many other stock examples are useless and even don't seems provide any educational value.
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I came back from Mun with 500m/s left if I'm not mistaken. I've retried to check : I'm on a Mun intercept with only the second stage used. It's 2400m/s in the Third stage to Munar maneuver + return. I think that's enough. EDIT : Landed (manually) with 1360m/s left (even with retake-off due to too steep slope)
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Last week, I was on vacation. I took my wife's new laptop and installed a fresh copy of KSP without any mods. I hadn't played KSP for few month and wanted a quick fix I took Kerbal-X to a simple landing on Minmus and then, with another flight, on Mun. Both were down in 1 hour, iirc. After all, it's easy to go to Mun or Minmus when you know what to do, (even I had to fight with the unfriendly node handles) It was a very simple pleasure of calm, peace and contemplation. That's my definition* of KSP . Thx Squad * well, on a more game-mission, I would add : learning, ingenuity and pride.
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List of highest terain altitude
Warzouz replied to Warzouz's topic in KSP1 Gameplay Questions and Tutorials
True, but I prefer round number, it's easy to remember. (I've rounded all the height up). And I removed the "west of KSC" mention, that was not true. -
List of highest terain altitude
Warzouz replied to Warzouz's topic in KSP1 Gameplay Questions and Tutorials
@winged, thx, I forgot about Kerbal Maps. Many values were different from what I could read on the Wiki. I've edited the OP to set the correct values. -
I was wandering on the Wiki, and I noticed that very few planetary bodies have their max height specified. Moho : 6900m Eve : 7600m, atmo at 90km Gilly : 6400m Kerbin : 6800m, atmo at 70km Mun : 7100m Minmus : 5800m Duna : 8300m / atmo at 50km Ike : 12800m Dres : 5700m Jool : n/a, atmo at 200km Laythe : 6100m, atmo at 50km (I remember 55km... but I must be wrong) Vall : 8000m Tylo : 11300m Bop : 21800m Pol : 5600m Eeloo : 3900m Am I right ? Can anyone fill the blanks ? Thx
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Observational Surveys of the mun
Warzouz replied to jakeb1993's topic in KSP1 Gameplay Questions and Tutorials
I tend to avoid this kind of mission. They are usually painful, long and not much rewarding. -
best launch vehicle for space station
Warzouz replied to JWOC's topic in KSP1 Gameplay Questions and Tutorials
I use "Kerbal Joints Reinforcement" mod (KJR). I don't like the stock joints handeling, even if KJR is a bit over-kill. But maybe the new fairing in 1.1 will solve this issue : all stuff into the fairing will be rigid from what I understood.