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FyunchClick

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Everything posted by FyunchClick

  1. Small update for who's interested. My gear VR arrived finally. Addendum to above post: to disable the oculus sw automatically booting when inserting the phone into a Gear VR, there's an app called CB Enabler (which costs about 77 euro cents or presumably one buck). To get a flat image out to the phone, trinus works fine, however, I'm trying to get TrackIR working with KSP (there's some settings to enable it in the KSP setup menu I noticed), but there may a bug in trinus at this moment according to a forum message there so hrm. I'm going to give tridef a spin next (which is paid), and also look at Vireio (which is free and open source), see how that works out for stereoscopic.
  2. If you're into building or modifying your own rig, you may want to see if the CPU heat sink doesn't have too much cool paste applied. A thick slab of it will make cooling a lot less efficient to the point where it may not be able to dump all generated heat anymore, and I've seen plenty of factory or store assembled rigs (or heat sinks that come with paste pre-applied) where they applied it way to generous. Just a thin film to make sure the CPU and heat sink connect all over without gaps is all you need. Also, if it's been around for a while, get some compressed air and blow out the dust between the sink fins. Just make sure to put your finger on the fan to prevent it turning or you may damage the bearings when the compressed air spins it really fast.
  3. ^this, to toggle snap mode. Combine with shift for precision mode. Also, try F to toggle symmetry from vessel to parent part or vice versa. More here http://wiki.kerbalspaceprogram.com/wiki/Key_bindings
  4. Perhaps the fuel is draining unevenly, which can happen with misaligned fuel ducts. And are you using SAS to track a particular direction? If so, check if it's not accidentally set to Target. I'm on pc myself so I can't say if it's an Xbox thing. A picture of the Lander would help if you can grab it somehow.
  5. For that reason, with SSTOs, I usually bind the toggling of intakes and toggling the rockets/airbreathing engines (or mode for rapier) to a single key, so you can do it with one press of a button. With rapiers, don't forget to disable autoswitching in that case.
  6. No thank you, I am quite capable of creating all the hazards I can handle and then some myself.
  7. Hi DrCeezy. Sorry to say I cant see any image, but welcome anyways! Imgur.com seems to be the image hosting option of choice around these forums, you may want to give that a try.
  8. Well, @Kuzzter left a lot of bits behind, so that disqualifies the M7 from the first S of SSTO.
  9. My scientist is struck with the palsy (or a rover wheel). Like a true Stephen Hawking, he's still able to move around and use his jetpack though. I hope it's the palsy, or that arm is in real trouble. Unlike brave Stephen though, he was just fine after a therapeutic 1 second stay inside the crew cabin.
  10. I'm not so sure. My math skills have gone down considerably since my school days, but I think I'm onto something. Allow me to explain with a crappy diagram: So, fig 1 shows your current speed vector (v), and your desired speed vector (v2), which is exactly the same magnitude, but has a different angle. Now, fig2, if you add a speed vector straight up normal or anti-normal to v (blue arrow) to get to the new angle, you also get an extra bit extending out from your new speed vector, which is your prograde bit (magnitude changed, which means you're going faster forward). So, fig 3, if you add a speed vector at an angle so it leans back a bit (actually, at an angle that is at a right angle to the line bisecting the angle between v van v2, which makes it point a bit retrograde), you end up with exactly our desired v2, regardless of the time it took to accelerate. The blue line also ends up slightly shorter than the one from fig 2, meaning less dv used.
  11. Neat and concise description indeed. WRT the normal/antinormal burn, I'd like to add that the prograde effect you seems to occur mostly when burning through a maneuver node for a significant rotation (just a few degrees has hardly any effect), and is because during the latter part of a larger burn your maneuver vector is pointing further and further away from the normal/antinormal vector. If you'd keep your vessel pointed normal/antinormal on the navball (using SAS to make it easy) you'd hardly see any change on the eccentricity of your orbit, but it would be rather inefficient like walking along an arc to get from point a to b is less efficient than going in a straight line. I found that when setting up a maneuver node for a significant plane rotation, adding a bit of retrograde to the node to keep the orbit similar (usually checked through the position and values of AP/PE) gives you the most efficient burn, as you're wasting no dv on a prograde component.
  12. Hi all, I've got a Gear VR coming in the mail, and I'm definitely going to try and get KSP running on it in 3d stereoscopic VR. I just wanted to touch base and see if the above setup (KSP->Tridef->Trinus VR, and perhaps some SideLoadVR to get around the automatic starting Oculus app) is still the best way to do it, or if there's anyone out there who's figured out a beter way to handle it?
  13. Well, that's probably because a seasoned sarge in any organization knows that taking any other tone with whomever this incarnation of an LT is only makes em more determined and it's best to just treat them with polite exasperation and hope they grow or get promoted out of it before they hurt themselves too much.
  14. With Jool at that size, they'd still be what, over a week or even more out, and it may still need to swing through the inner system for a grav assisted capture, so they may just want to stay there and have intrepid come to them. Unless it sent its escorts? fighters? on ahead, intrepid should be safe for the few days of refueling remaining, right?
  15. It may be obvious, but you can consider to cut out the pilot by adding one of the advanced modules that allows for additional SAS options (especially on low TWR ships I find the maneuver hold option very useful). It saves you another third on supplies consumption assuming you planned to send one of each.
  16. Are you actually burning in the direction your controlling from? I've had KSP select unexpected modules as the controlling module. Just make sure to select 'control from here' from the context menu of the one you want it to be and see if the navball jumps.
  17. Not one of the fifty eh. But benign. This should be interesting. Good to have you back @Parkaboy, did your eye healing up ok?
  18. or like the ending slogan from this gem: https://www.youtube.com/watch?v=BC0DpPy6cro
  19. I know that this exceeds the parameters of your question because one-way-trip, but one place it definitely doesn't take you is a low kerbol orbit. I had this rescue contract for someone stuck in "low orbit" around the sun, which was well inside Moho orbit. So I built me an 10 km/s rocket thinking lets put some margin in there and maybe pickup another rescue contract at the same altitude, got an PE at the right altitude and an inclination match without much trouble and well within budget (something just a little over a Moho intercept with a minimal inclination change), and then basically discovered I wasn't going to be able to match speeds with the target even if I'd brought several km/s more. I'm not sure what I did wrong, perhaps I should've gone for an even lower PE and tried to get an intercept from there at AP? In any case, I'm not going to take those contracts so lightly anymore.
  20. Good one, I would actually like this as well. On the up side, there's now a disarm option, so if you do stage them by accident in orbit, you can unstage them.
  21. Am I the only one who occasionally finds themselves right-click-dragging or mouse-wheeling at KSP screenshots or videos to have a better look at something interesting? I just caught myself again doing at that screenshot.
  22. I know you and mom didn't get along, but this is harsh mi corazón...
  23. I rarely if ever see someone on this forum tell something is dumb, most just offer some friendly advice on improvements. Secondly, I've seen a ton of protip answers to newbie questions that made me scratch my ears and rethink my habits and convictions and understanding of what's going on, and that still occasionally happens even to this day with several thousand hours under my belt. Thirdly, as a completely lost newbie for the first several hundred hours, lurking those questions and their answers really helped me get the hang of more advanced techniques, and I presume it does the same for people jumping on board now. You're of course free to play the game you like it, relying on your own ingenuity to figure everything out. Me, I'm rather glad with newbie questions.
  24. Well, there's this recent thread: Apparently the user is on a realism mod or two, but not FAR in the initial post at least, so the dVs are a lot higher than stock, but there's some interesting discussion on the subject.
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