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wisnoskij
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Everything posted by wisnoskij
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Hello Fellow Kerbalnauts! I just returned from my first successful Minmus landing Mission. My first lander, while it did encounter a few hickups, but far surpassed my expectations. I visited every single biome with suborbital hops. And just managed to get back in orbit with the excess use of monopropellant. I now have rover parts, as well and mining. And The Mun, based on some testing, seems like it will be far far more fuel intensive to land on. I was wondering how usable are rovers? I cannot imagine getting a decent land speed, is it unpractical to imagine driving around to all the biomes? Alternatively, what about setting up a small ore mining facility, to fuel exportation of The Mun?
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
wisnoskij replied to sirkut's topic in KSP1 Mod Releases
Another question about the docking port warning. 1. The grabbing arm is a special type of docking part, right? (Similarly for the winches in KAS/KIS)? Does it count for this warning? 2. Is this specifically about moving docked ships around attached with docking ports? As you have stated it is not the presence of the IR parts, just if you use then in conjuncture with a docking port. So can we have extendable, adjustable docking port that is locked and never used while docked? Half of the IR designs I have seen have a docking port being attached to some IR parts. And a more general question. Any links to design ideas? Really cool mod, but I am just drawing a blank on how to use them. A walker is cool, tho probably not as practical as wheels. Was that lander using engines attached to some sort of rotators? Now that is cool (tho I am surprised they do not flop around or rip off). -
Just had an idea, which i do not think has ever been done. Was wondering what others thought of it. I was just starting my Minmus mining project, and came across a problem. Empty fuel tanks are light, but extremely large and unwieldy. What about the ability to attach empty tanks, that are folded away into small compact packages, that you deploy in orbit?
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How does that work? I do not even know what a molnar orbit is?
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Do you mean that KS implements a generic experience system for other mods to use. Or KS implements an ingame, gameplay changing, experience system? Edit: And I contacted they CKAN guys and they fixed the issue.
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FF seems to be a very specific kerbal stat tracker, that is only used to showcase a kerbols accomplishments (no gameplay changes). KS seems to mostly be a generic implementation that allows other mods to enact an systems to diversify/change kerbal behavior/looks on an individual level. From what I can see KS might only add gender when used by itself? Not sure exactly, but it is minimal. Most notable, Extraplanetary Launchpads uses it to add on a far more complicated Kerbal experience program.
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Does this work with 1.0.2. It is on CKAN, but it is confused about its version and won't let me install it.
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I am not finding Kethane on CKAN, and I am really confused about what patches I am supposed to apply to the main Kethane download. They include one on the main page, but the last few page lists multiple mini patches (nothing listing if they have been included or not). I really want to go with Karbonite. Does it work just as well? And about the adaptation? So there is no reason to use it anymore with all the most up-to-date versions of everything? Or there are still some reasons to use the Karbonite adaptation?
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
wisnoskij replied to cybutek's topic in KSP1 Mod Releases
Hello all, I am sure this has been asked a million times already, but I am having no luck with google searches. I want to switch from Mechjeb 2 to KER in a running career mod with active ships with MJ parts. How can I do this? -
How do you calculate the orbital period?
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I've got to agree. Just don't empty your probe's tanks. A second or two of fuel (at max throttle) will give you enough maneuvering potential to keep your probes in good orbits for millennia, I imagine.
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The wiki tutorial says to outfit your craft with at many as you have satellites and point them individually. I see your point, but still that is two com parts and particularly with the interstellar dishes you wont have a big enough arc until you are far away
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Hello all, First off, amazing mod and thanks to everyone involved. I was wondering if some setting or complimentary mod exists to manage a vessels connections, somewhat. Something like alternate targets. So I can point a SINGLE dish/antenna at all three of my Kerbin MC relay satellites (if it cannot connect to the first in the list, it tries the second, etc.). requiring a probes to have half a dozen antenna sort of counteracts the entire point of smaller, simpler, lighter than a manned mission. Alternatively, how hard is mod development (any hints?), I am rather proficient at coding, I might be able to add the feature myself.
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Hmm, seems to screw up the altitude display with my plane.
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I was wondering if I am just missing something or, this does not exist in game. 1) Plane time warp. I want to fly to Antarctica and the dessert/badlands for fun and SCIENCE! but even at maximum time warp this would likely take hours with the plane tech I have now. Do I need a mod to warp faster in atmosphere (I do not have a satellite, and the plane is not that stable that I could leave it completely unattended for days of in-game time)? Speaking of that, is there some way of fixing the warping physics, It seems like instead of just speeding up the computations warping actually makes the game behave differently. Like a parachute landing will work without touching any buttons, or explode on landing if I was warping. Bonus question: I have a fly around getting eva/crew reports and it wants me above 17K, but I seem to top out at around 12K and that is pushing it. Do I just need to add 1-2 more air intakes? and would I keep them closed to reduce drag at lower altitudes (what stat do I need to look at to see that the engines are getting as much air as they need)? 2) For planes (and rockets on the launch pad) is there such a thing as maneuver nodes. I would love to have an estimated arrival time for plane flying/estimated touchdown location if I cut all engines now. And the planets rotate, so it matters when you launch, it would be great if I could see that if I waited a day I would be better aligned/plan out exactly how much dV I need to add (often I overshoot and end up with 200K suborbital trajectories) Bonus: Career mode missions, Tourist Itinerary? Is there anyway to know the itinerary before hand (the mission briefing seems to just say they have some unspecified Itinerary). I accepted a mission for 3 who all mentioned an suborbital on Kerbin only to then see that they had Itineraries that then went into detail about how I need like encounters with both Mun and Minmus (and I imagine I need to bring them back, but I think they can be sent in separate missions).
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a few specific questions
wisnoskij replied to wisnoskij's topic in KSP1 Gameplay Questions and Tutorials
That helps a lot everyone. Thanks for all the explanations. -
Hello all, I have a few specific questions. I played a little 1.0 and watched a few videos (Scott Manley), and really want to get back into it but a few questions are really bugging me. 1. Solid Fuel Rockets. Are they strictly superior to liquid if you have no need to do anything but full throttle until empty? I am seeing a lot of designs using liquid fuel, even when it is just full burn. Am I missing something or do solid fuel rockets just have disadvantages without ant offset with advantages? 2. Speed in Atmosphere during takeoff. I have yet to see an explanation of how to optimize this. Say for example we have a rocket with 4 thumpers and a terrier. To Optimize performance, do you stage 2 jettison them, and start the last two, then go with the terrior after they burn out? Do you burst fire all four at a time, maybe even have the terror running? We want to get away from the gravity as fast as possible, but at a certain point the air resistance is a bigger concern? Is there a certain speed threshold you want to stay below? 3. Takeoff Angle. I never understood this. Everyone says start turning well in the atmosphere, but, ignoring the use of turbine jet engines for a second, isn't the entire point to get away from the air resistance and gravity as fast as possible, it is easy to add deltaV once we are at 70K+??? 4. Spaceplanes. Once you have jet engine technology will that always be the most efficient first stage for escaping Kerbin? 5. Science Biomes. This always confused me. So not only do you want to do every experiment in every location but you want to do them multiple times. There is, for example. Ocean, flying above the ocean (both high and low in the atmosphere????), Orbiting above the sea (high and low orbit)?. Or is it less than that? Is there some setting I am missing that points out which biome you are in and tells you if you have science you are still supposed to do in that biome? Maybe a mod? Thanks for any and all answers.