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Everything posted by LN400
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Aircraft woes. Control issues.
LN400 replied to LN400's topic in KSP1 Gameplay Questions and Tutorials
Further testing reveals a consistent roll, tiiiiny but there, to the left. A single tap on the trim is too much and it starts rolling to the right. Zeroing out the trim and the left roll is back. Both engines matched up, aero overlay shows nothing peculiar. Makes me wonder if there is a connection with the ever present left veering on the runway during takeoff. (On a flip side, found out one can stow away sience stuff inside the empty fuselage section under "structure". No need for the cargo bay then and 50 kg shaved off. Plane rebalanced and shows up fine in the hangar. If only it would show up that nice in the air too...) -
Aircraft woes. Control issues.
LN400 replied to LN400's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the replies, guys. - Low wings: I tried high wings but then the plane would hardly respond at all. Another idea of the low wings is to fit retractable gear once I have the tech. Low wings allows the gear further out. - Mission is science gathering and scouting. Currently it flies well at around 90m/s for more than 6 hours at around 2000m for a range of around 160 km out. Faster and the lift becomes too great for SAS and level flight. - Thanks heaps for the tip on limit authority. I'll have to play around with it more. Btw, the 2 pair of ailerons are really 1 pair of ailerons/spoilers and one pair of reversed spoilers with no other job. -
I have this aircraft Boing (not a pun on Boeing but a description of my landing techique yessiree) and it has a nice turn rate which is probably the only good thing I can say about it right now. Using KER I have adjusted the wings so that torque is between 0 and 0.01 (full fuel/empty). My issues are -With SAS off, adjusting pitch is on and off to the extreme. Either nothing happens or it pitches up/down waaay too much. - Roll is equally troublesome with either nothing happening or it banks rapidly and continues to roll long after I have let go of the keys, making straight and level flight a dream and landings a wild fantasy. What I would love to have, is a plane that keeps reasonably straight and level, one that reacts less violently, less sluggishly, more consistent with key presses, than what I have now. Pics http://tinypic.com/r/2lndbgh/9 http://tinypic.com/r/vhu62b/9 http://tinypic.com/r/30ib9xc/9 Craft file (Modular Rocket System (MRS) dependent) can be uploaded if one can recommend a decent, free file hosting site that doesn't leave me with headaches and stomach ulcers. EDIT: Craft file https://nofile.io/f/AtSad7nsPGW/Boing+I+G.craft (again, MRS dependent).
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Waiting for a contract that didn't involve messing up my satellite network for a nickle and a few words of praise. Got one in the end, before my first Mun landing. Land a massive beast of a base on Mun... that will have to wait. I will definitely welcome any tweaking of the available contract mechanism.
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Looking at the RT flight computer's expanded view, there is a small box in the lower right where one can set an additional command delay. Any insight in what it's for and how to use it properly? Testing it here but it's not easy too see how it's supposed to be used. Also there are an "insert right after this" button on the active command exe list. How do I use this?
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Thanks tons for the detailed post. I am definitely not going directly with this satellite as its original mission was and still is to map all 3 bodies before it needs to find another job. It was my gross miscalculation on the plus side that made me think of putting the fuel to good use.
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I have a SCANSAT map/biome satellite which eventually will take a polar orbit around Minmus after Kerbin and Mun. Seeing I overbuilt it in terms of dv I am pondering sending it off to some other planet when it's done around Kerbin. If I refuel it before leaving Minmus, the total dv budget is 5620 m/s. This leads to some questions: Does it take the same dv to leave Kerbin to a given planet as leaving the less massive Minmus, considering that Minmus is orbiting at a speed one perhaps could use to one's advantage? How does 5620 sound for a polar orbit around Moho? Unfortunately, it is a 2 stage rocket with a fuel capacity for 1700 m/s in the first stage so wherever it goes, it will be a one way trip. How about radiators? I have KIS/KAS installed so I could fit some in orbit if needed. Currently the sat has 4 1x6 solar panels but again, more can be fitted if I go further out. Any other ideas of where to send the satellite mucho welcome.
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Um forgive my ignorance but what is a 90 deg. eastern orbit? You mean the orbit is 90 degrees from where KSC currently is? If so, wait about 1/4 of a day or 3/4, and let Kerbin rotate KSC into position. If that's not it, a screenshot to show what a 90 deg eastern is.
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Issue: Catapulted from Command Seat.
LN400 replied to LN400's topic in KSP1 Technical Support (PC, unmodded installs)
Awesome. Thanks heaps, Xyphos. -
Drove a Mun rover 65km or so at 8m/s... Thank goodness for RT and the cruise control feature or I would have done something else entirely.
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Trying to build a rover with 2 command seats for some Munar exploration, the design is currently undergoing tests on KSC. One major issue is: Whenever a kerbal is leaving the seat, he is catapulted skywards a few meters. That will be hilarious on Mun or Minmus (once and only once). At first I thought it was because other parts were a bit too close to the in-seated kerbal but the same thing happens when I place a seat on top of a Mk I pod with no obstructing parts. Same catapultism every time. This did not happen to me in version 1.2 but appeared with v1.3. Any insight to what is going on and how to work around (fix?) it?
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Very interesting indeed. I had no idea about that mod so thanks tons for the heads up. It may very well be the game changer I'm looking for.
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^These are words of wisdom. Personally, I don't find strategies worthwhile but then again, that would be in the way I play the game. Sure, the grind for science early on is not exactly my favourite part of the game so perhaps there would be some merit in it for me, to look at the strategies more closely. Not too keen either though, to start yet another career for testing. Took me absolute ages to upgrade the VAB/R&D/Pad to tier 3.
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I realize that if there is one building I have neglected all along, it's the main office. I never could get the hang of strategies, which ones would pay off, how much to invest etc etc etc. I still have no good idea of a good idea vs a bad idea in the strategy department. How about you? Do you neglect them as well? Do you have your favourite strategies, investments etc? How much time do you spend looking around in the main office building?
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Using v18.0 and wondering how to remove waypoints (teardrop icons set in ScanSat). I found the older WP how-to but it doesn't seem to work with the latest ScanSat. The zoom map window is different now with new icons and the teardrop WP editor I do not recognize from earlier (granted, it's been a while). Anyway, selecting the editor then clicking outside the window doesn''t work. In short: How does one remove waypoints?
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Weird. I have Proc. Fairings 4.0 installed but only the KW fairings + stock show up. D'OH... I'm a brickhead Turned out I was a bit quick when installing the mods late at night... Fixed that and the parts are where they should be.
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Getting back to KSP after a long break and I have downloaded several mods including Proc. Fairings, KW, MRS, SpaceY and others and now I wonder: In the older versions on my HDD, there are these fairings parts that come with base parts and separate fairing parts. The bases were 3 different ones without decoupler (IIRC), tweakable in diameter, fairing attachment nodes etc, the fairings were 2 parts. The fairings would auto shape to fit the payload. After looking through the parts I have now (v1.3) I can't seem to find these parts. I do have P-fairings parts as well as stock parts but these are not the parts I'm looking for. Anyone know what mod has (had?) the parts I am looking for?
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Satellite contracts. Did something change in 1.3?
LN400 replied to LN400's topic in KSP1 Gameplay Questions and Tutorials
Aaaah. Been out of it so long now I forgot about that. Thanks! -
Satellite contracts. Did something change in 1.3?
LN400 replied to LN400's topic in KSP1 Gameplay Questions and Tutorials
Here -
Looking at 2 satellite contracts. One is for an equatorial satellite, the other at a 13 deg. inclination. Both orbit direction indicators show eastwards orbit BUT one of them have the descending node where the ascending node should have been. Did something change with 1.3 so that only the AN/DN markers will tell the actual direction, with the indicator always going east, even for a westwards orbit? That would make for loads of fun with the zero inclination contract... Anyone have some insight?
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That's what worries me I managed to learn to fly helis without any incident but this plane is having me worried. I have absolutely no idea what to expect, having nightmares of p-factors and torque and all sorts of mischief.
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This is a bit of a catch-22 No idea how tail draggers behave and flying "blindly" in the sim, hoping the real thing is anywhere close. Any of you guys using a simulator (realflight or phoenix or other)?
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Rather than dyscalculia, I would say you have some knowledge but there are gaps in that knowledge. That is very, very common. I'll suggest you go back to the very basic with the purpose of finding those gaps, identify them and fill them. Start with the basics and work your way up to more and more complex ideas and concepts. Don't be surprised if such a gap seems trivial or "too obvious to be bothered with". They are far from that. Fill the gaps as you find them. It's quite amazing what that allows further down the road. Read up, ask here or elsewhere, and don't skip a gap for being "uninteresting".
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Perfectly true but my point was rather to highlight what was going on behind the scene when you multiply
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A bit of expanding on my previous post: On decimals and multiplication. Say you want to know what 3.4 x 7.2 is. First understand what the 2 numbers are saying: 3.4 is 3 whole somethings and 4 tenths of this something, 7.2 is 7 whole something and 2 tenths of a something. This might seem trivial but there might be something more to it so let's see: Multiplication is adding the same number and it doesn't matter which of the 2 numbers we choose to add to itself so let's do the 7.2. 3.4 means we need to add 3 whole 7.2 (7.2 being this something above) and add to that sum 4 tenths of 7.2. Now what is a tenth of 7.2? Move the decimal to the left and get 0.72 which is zero whole something, 7 tenths of this something and 2 hundredth of this something. In total we'll get 7.2 + 7.2 + 7.2 + 0.72 + 0.72 + 0.72 + 0.72 = 7 + 7 + 7 + 0.2 + 0.2 + 0.2 + 0.7 + 0.7 + 0.7 + 0.7 + 0.02 + 0.02 + 0.02 + 0.02 = 21 + 0.6 + 2.8 + 0.08 = 21 + 3.4 + 0.08 = 24.48 Point is, treating multiplication as addition works even when you have decimal numbers but the key is to recognize what the decimals are telling us. Of course, this algorithm is long winded and there are much quicker algorithms but this one shows you exactly what is going on underneath the bonnet, even when you are using the quick algorithm.