Reddeyfish
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Everything posted by Reddeyfish
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Before I try to do this on my own, has anyone tried plugging KSP orbital paths/burns into black-box optimization algorithms (i.e. Simulated Annealing, Coordinate Descent)? (i.e. optimize the lowest kerbin periapse while in a duna orbit within the next 5 in-game years. The result would hopefully detect and use multiple moon gravity assists) (I have found one research report here [URL]http://ccar.colorado.edu/asen5050/projects/projects_2014/Nikkel_Jonathan/index.html[/URL] (which became a web app for transfer planning [URL]http://ksp.olex.biz/[/URL]) which mentions the use of grid search (machine learning), but appears to be only exhaustive search).
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What will you build once 1.0.5 drops?
Reddeyfish replied to Mad Rocket Scientist's topic in KSP1 Discussion
X-COM skyranger. The reverse-thrust 2.5m engines plus the ability to afterburn the 1.25m engines are going to help with actually flying the thing, and the MK3 ramp is a must. -
If you hold down ALT, things will snap to nodes. However, from the picture it looks like you've placed the radial attachment point upside-down.
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Best ascent profile
Reddeyfish replied to uncle_jew's topic in KSP1 Gameplay Questions and Tutorials
rocket delta-v can be calculated manually, but most people use Kerbal Engineer. -
-Stack separators don't leave debris on either end, which makes them essential if you're deploying multiple things with one payload. (you can stack them on top of each other) -I assume you mean the Thud. They have some use in early-career spaceplanes, but they also have a very high gimbal range, which gives them some very good uses when you're trying to build something unconventional and have it actually fly. -the MicroNode is used to connect I-beams (yes, I-beams, not girders) to each other at right angles. I don't use I-beams, so I also don't use the MicroNode. (you can't radially attach things to I-beams like you can girders)
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The Ultimate Speed Challenge
Reddeyfish replied to X9Squared's topic in KSP1 Challenges & Mission ideas
I assume we can't use RCS? -
They're also adding a Deep Space Network to Kerbin, so the kerbin commsats aren't necessary.
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How do I use the Surface Scanning Module?
Reddeyfish replied to mvk's topic in KSP1 Gameplay Questions and Tutorials
The surface scanning module needs to be used on the surface, so you need to be landed first. Once you are landed, you can use the right-click menu to scan. You definitely need the scans for find a good spot for mining; the survey scanner has notoriously bad accuracy. -
Massive overheating while drifting in space
Reddeyfish replied to PFCoffey's topic in KSP1 Gameplay Questions and Tutorials
if possible, you can dissipate all heat instantly by time-warping at the max speed. -
23-77 Twitch engine issue
Reddeyfish replied to Finndibaenn's topic in KSP1 Gameplay Questions and Tutorials
your 64 kN of thrust in the shown TWR readout is for in-space ISP, not atmosphere ISP. That's probably the source of your problems. Also, check to make sure that center ore tank as well as the monoprop tanks are empty or at least taken into account for your TWR. -
Pretty much in the same boat; I quicksave often and quickload when a bug happens. (i.e. landing burn missed because warp to position doesn't stop) However, I keep quickload disabled so that I have to open up the debug menu and enable it every time I want to use it. Also, I've kept reverts enabled so that I can use them when I've deployed parachutes on a failed launch. Saves a bit of time and tedium, because I know the thing will land safely.
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kOS: calculating spacecraft weight
Reddeyfish replied to Hyperlynx's topic in KSP1 Gameplay Questions and Tutorials
You have an extra SHIP:MASS term. if your 'gravity' variable is meant to be the acceleration due to gravity, then the equation should be CONSTANT():G * ((BODY("Kerbin"):MASS * 1000) / ( distance * distance )). (remove the ship's mass) If your gravity variable is meant to be the force due to gravity, then the equation to calculate gravity is correct and is equal to the weight. -
Mk2 Fuel Trick - Double the fuel amount in half of the space
Reddeyfish replied to Xyphos's topic in KSP1 Discussion
Doesn't that create structural/aero problems? A part can't have two parents, meaning that whatever is placed after the two T800s is going to be disconnected from one of them. (No connection = no node occlusion, so more drag) -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Reddeyfish replied to nightingale's topic in KSP1 Mod Releases
An error message told me to post this here, so: Exception occured while saving ScenarioModule 'ContractVesselTracker': System.InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[ProtoPartSnapshot] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ContractConfigurator.Extensions+<GetHashes>d__18.MoveNext () [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Contains[uInt32] (IEnumerable`1 source, UInt32 value, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Contains[uInt32] (IEnumerable`1 source, UInt32 value) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractVesselTracker+<>c__DisplayClass6.<OnSave>b__4 (.Vessel v) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Vessel].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Vessel].Find (System.Predicate`1 match) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractVesselTracker.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 I am using the Advanced Progression, SANSat, KSS, RemoteTech, and Tourism contract packs.- 5,206 replies
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yep; 1100-1200 m/s. runway takeoff, then angle at 10-30 degrees above the horizon (exact angle depends on your jet TWR), once the jets start to lose air at around 18km / 1100 m/s, activate the rockets and pitch up if necessary.
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hold 'ALT' to have node-attachable things snap to those top and bottom nodes, attach surface-attachable things (e.g. goo, thermometers, etc.) to the inside surface of the bay. EDIT: ninja'd
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transfer to the sun
Reddeyfish replied to thelordrahl's topic in KSP1 Gameplay Questions and Tutorials
the orbit in the video has the periapse at about 800 million. Yours is at 2330 million. That's probably why. -
Is there a mod that allows the color of lights to be changed after the craft has been launched? If yes, what is the mod? If no, how hard would it be to make? If it's not too hard, how would I go about making it? (New to ksp modding) EDIT: nevermind, found one: https://kerbalstuff.com/mod/170/Bright%20Utilitarian%20Luminescent%20Beacon%20%28BULB%29 can this thread be deleted?
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For early career, the hidden record contracts are enough. Once you reach mid-game, then you'll want to start taking rescue contracts, plant flag contracts, and so on.
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What "Unlocks" The Rescue Contracts?
Reddeyfish replied to Landwalker's topic in KSP1 Gameplay Questions and Tutorials
no, it's the astronaut complex that allows EVAs. R&D will give you resource transfer and surface samples. Make sure your kerbals can do EVAs. -
There are two blue symbols; One for target burns, and another for radial/anti-radial directions. I'll assume you're talking about the target burn one, since that issue is more common. The target burn will often appear to 'jump' around when the amount of delta-v left in the burn is very low. (i.e. less than 10m/s low) Timewarping will cause it to stabilize, but once you drop out of time warp it'll start happening again. It is generally caused by some sort of physics instability such as part clipping (parts in service bays are especially notorious), but can also be caused by a lack of structural rigidity (add more struts) and occasionally for no good reason at all. When this instability happens, the amount of time remaining in the burn as well as your orbital path often become jumpy as well. I don't know of a good way of fixing it permanently, but since it only happens with very small velocities it's easy to ignore.