asgkatz
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Posts posted by asgkatz
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19 minutes ago, gunt3rgam3r said:
The scout landing pod is from way back, I remember playing with it around ksp 1.0. I thought that part and the landing frame was depreciated.
What's the setup for early colonies now?
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31 minutes ago, Kerbals_of_Steel said:
There is a Scout landing module that is in the "Ground" catagory with the stock legs and landing gear. Is that what you are looking for?
KoS
I saw that. Talking about top left part here:
Thanks for your response.
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Coming back to the mod after a while, I can't seem to find the base Ranger part (was it legs and pioneer module?) that the others attach to. Anyone know where it is?
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16 hours ago, Snark said:
As @OHara points out, what you're doing isn't actually a reverse gravity assist. It's just that the somewhat misleading way it's displayed in map view is tricking you into thinking it is.
OHara gives a pretty good explanation above, but perhaps a picture or two might help illustrate it. Here's the image you shared:
It really looks like a reverse assist, right? "See, I approach the Mun heading from Kerbin in the direction relative to the Mun, and then it deflects me in the direction. Reverse gravity assist, yay!"
...Except that that's not actually what happens. Here's my attempt at rejiggering the image to give a better picture of the real story:
...In short: You're not approaching the Mun and getting deflected . Rather, what you're actually doing is approaching the Mun and getting deflected with a strong component.
The best way to visualize "what's the net velocity change that I'm going to get out of a gravity assist" is to picture a vector that splits the difference between the approach and departure directions, like this:
So to sum it all up in one picture,
As you can see... it's pretty clear that what you did was give your craft a pretty strong boost, thus the higher-energy orbit.
So, basically, there were two things that were probably tripping you up, here:
- as OHara explains, the map view shows the Mun where it is now, but you need to picture where the Mun will be at the time you encounter it, and
- you may be wrongly picturing the direction of the assist-- you're probably thinking of it in terms of the departure vector (red arrow I've drawn), whereas really it's the green arrow instead.
Excellent explanations guys. I appreciate it. Any thoughts on the second question?
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Can someone explain what is happening here that a reverse gravity assist is ending in a higher energy orbit?
https://imgur.com/Cr1D5OP
Also, from https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Free_Return_Trajectory can someone explain this line: "The aim is for your angular velocity to be as small as possible compared to the planet. This way you won't have enough angular velocity to make a full orbit around Kerbin when you are back in its Zone of Influence."
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Couple questions...
This may be obvious but are the "automated" drills only different in not requiring a kerbal to operate?
Any suggestions for getting hab/home time up on space vessels for a long voyage? I've tried adding a hitchhiker and cupola from USI-LS but its only about 290 days. My only thought is inflatable hab ring but that requires a much bigger rocket and hauling a excrements ton of material kits into space.
I realize the tundra inflatable hab can be used as a greenhouse, but the ranger hab seems far superior in base hab time and having a high multiplier (albeit affecting 2 fewer kerbals). Am I missing something as far as usage?
Thanks guys
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16 hours ago, Benoit Hage said:
Can you be more specific about how your contract disappeared, what was the situation? Can you reproduce it with an other save? Did you installed or remove any mod related to contracts like Contract Configurator? Have you edited your save files? ...
Well i just noticed that there was nothing there. Going back to space center the list was empty as was the archived list. Doing some research I saw this was an issue a while back in KSP (.25 maybe?) and seemed to happen after switching to another vessel in another soi. That's when I realized that both times this had happened to me I had switched vessels shortly before I noticed. I listed all my mods (no contract configurator) and have not edited my save files.
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Been having an issue where all my active and archived contracts disappear. Not positive what the trigger is but I have a feeling its related to switching to another craft (where it requires loading).
Mods installed:
Filter extensions
USI Tools
Community Resource Pack
Extraplanetary Launchpads
Firespitter
Interstellar fuel switch
Raster Prop Monitor
Kerbal attachment system
Kerbal Inventory system
Kerbal Engineer
Hyperedit
KSP-AVC
KSP TOT Connect
KW Rocketry
KW Rocketry Community Fixes
ModuleAnimateEmissive
ModuleRCSFX
PreciseNode
Realchute
Stock bug fixes
Kerbal Alarm Clock
Transfer window planner
Tweakscale
USI Kolonization
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Gotcha. What about intakes in the same situation?
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Ok, so just to confirm if I see the wing literally inside of the intake and/or engines, it won't have any negative effects?
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Not trying to clip spam here. But I was wondering if being mounted (clipped) in a wing can cause issues with engines or intakes from possible occlusion?
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Just to give some more details the engine I was talking about was the " 'Honeybadger' VTOL Atmospheric Engine". Max thrust is set at 15. Anyone have the proper max thrust setting?
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So I thought I had this bug just arise out of nowhere. After reading your last post, I think it might have happened when I deleted a mod (crossfeed enabler). Any way to fix when its triggered by add-on removal? Tried putting addon back in, reinstalling KSP.
Side note, tried validating files. 1 was missing. Every time I launch game and later try to validate there is again 1 file missing. Does anyone know anything about this or if its related? -
Is it ever necessary to have more than one version of the .dll? For example, if a certain mod comes with an older version? Or will it work fine with newest as well?
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It's the 'Honeybadger' fan engine. Haven't been in game so not sure of exact number but it's really low.
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I noticed the thrust on honey badger fan engine is something really low like 15 kN. I'm guessing that was a mixup?
also I noticed the hover functions seem to be gone from fan/vtols. Last time I played I remember there was the issue of them blowing up in hover mode. Was it just removed? -
As far as inclination, I'm wondering if there is a way to find the AN and DN of one planet relative to another. Also, once that is found, how would you find which point in time the first planet will arrive at the node? My only thought as to the second part was measuring angle between planet and node and using that angle compared to orbital period to estimate.
With delaying intercepts, I was thinking about this in the context of, for example, flying in front of Ike to save delta-v circularizing at Duna. I figure knowing Ike's orbital period you can find when it will be in the right spot, but is there a way to maybe change your orbital period to delay your arrival, then return to the original trajectory? Was thinking possibly a retrograde burn combined with radial-out, done probably at a midpoint to minimize delta-v.
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Those are the files used to make the mod and thus are unnecessary and may be freely deleted. They are there for licencing purposes.
Great thanks a lot
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A couple of things. If you attach a docking port to a HB cargo pod you can connect rovers together via those nodes with additional docking ports. Also, they fit the new Mk-V modules perfectly, and those are now efficiency parts for the Mk-III modules.
Not exactly sure what you meant with first part. Are you referring to being able to have a rover docked in the HB cargo pod (as in your video where it drops to ground from a landed HB)?
Also, I was actually asking about the small nodes on the top and bottom of the Honeybadger nuclear reactor and what kind of purposes you had in mind?
Thanks a lot
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So should the double-cone chute and stack chute have each "parachutes used" set to 2?
Also, any guidelines on pre-deployment/deployment altitudes/pressure? Are there any formulas or something that can be used to find the appropriate speed/altitude/pressure for a given chute to pre-deploy/deploy?
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Any news on vtol engine overheating in hover mode?
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At the risk of sounding like a complete scrub.... Does the "src" folder in TankLock go in the main KSP directory?
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I'm new to the mod and a bit confused about all the scaling factors. Any advice for some config settings to get an effect somewhere between Stock and full KJR? Or are there any guides/tips/posts out there covering the parameters and some recommended values?
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Small bug report, top/bottom attachment nodes on large cargo rack for starlifter don't seem to be working. Small is fine.
[1.12.x] - Modular Kolonization System (MKS)
in KSP1 Mod Releases
Posted
Looks nice but honestly I can't tell what half the parts are lol.
Whats at the top left? with solar attached?