-
Posts
600 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by KerbonautInTraining
-
I built it this Christmas so it's fairly recent. Not screaming in terms of performance though (~550 USD) The CPU is an 8 core AMD (can't remember what model), I bought it with the intention of upgrading... I just realized I never considered what I'm gonna upgrade to. Oh god, intel CPU's use a different socket don't they? Please tell me I'm wrong
-
Just noticed the webcasts' thumbnails portray Mars being terraformed...
-
In the PAD it mentions fluctuating G-forces (going as low as 0.84 before picking up again) so while they aren't out of the atmosphere they would have climbed considerably. That's assuming my 1-in-the-morning brain is interpreting the PAD correctly. Was the PAD for a hypothetical off-nominal re-entry?
-
Apollo flight journal Skip to 191:48:xx and read the explanation below it. A PAD is a massive set of condensed information relayed orally to the crew, which is then written down in a labeled grid sheet for future reference. That's 1960's tech for ya. They most definitely did skip on the lunar missions. (Read discussion below) Sorry if this looks like cherry picking, but I can guarantee the Apollo lunar surface/flight journals are the best damn sources for info on the Apollo missions.
-
My "Ares" Duna missions in Kscale2 (2x bigger solar system) with KIS/KAS and TAC life support. I really need to make a mission report but basically the lander + transfer stage are launched first, unmanned. The command module is essentially a small space station with a single LV-N. The CM docks with the lander and an EVA adds KAS struts to stiffen things up a bit. The transfer stage sends the stack to duna. Capturing at duna takes nearly 18 minutes of burning (spread over 2 orbits) accelerating at 0.8m/s^2. For heavier lander variants the stack can aerobrake using the lander's heat shield. After that it goes pretty much as you'd expect. The lander has a dedicated descent stage which is tied to the surface with KAS pylons. I love the Apollo-look of the landing site after departing. There's an ascent stage with 2 terriers and an OMS stage with RCS and 2 monoprop thrusters.
-
Asparagus Staging Question
KerbonautInTraining replied to StevieC's topic in KSP1 Gameplay Questions and Tutorials
Is it rolling in one direction as if you had Q or E held? Do the booster engines have a gimbal? Pics of the ship would help a lot. This belongs in "game play questions" btw. -
I just remembered what inspired me to make this thread. A few weeks ago my phone did a software update. Apparently it also updated the "peel" smart remote app, something I've never used. The morning after the update I saw an icon on my lock screen of a remote. In my half awake zombie daze, I decided to press it, thinking the app might now be more useful. I was wrong. The screen dimmed (as if there was a pop-up, but there was none) and the touch screen became completely unresponsive. I could get the restart/shutdown menu up but couldn't press anything on it. I had to take the battery out to use my phone again. GG Peel.
-
What parts do you rarely or never use?
KerbonautInTraining replied to storm_soldier2377's topic in KSP1 Discussion
@Felbourn Had a mod that did just that but it's not compatible with 1.x.x (yet?) On topic, I never use the Reliant, other than early career ofc. I don't like the Tail Fin for some reason, I prefer the AV-R8 winglet. Also fuel cells. -
Potatoroid in VAB easter egg/bug
KerbonautInTraining replied to legoclone09's topic in KSP1 Discussion
Challenge idea: how far can you take the rock? The Mun? Duna? Laythe? Moho??! -
The moment when you finish a long mission...
KerbonautInTraining replied to NeoFatalis's topic in KSP Fan Works
Oh wow. I especially love the way the clouds are done! -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
KerbonautInTraining replied to liquidhype's topic in KSP1 Mod Development
That's what I'm saying. I can't imagine what you had to go through to get in touch with them, just so your mod would be a bit closer to reality. It's attention to detail like that that amazes me. -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
KerbonautInTraining replied to liquidhype's topic in KSP1 Mod Development
I know KSP mod makers are devoted to their work, but holy crap dude. -
Jet Engines should Spool down
KerbonautInTraining replied to DeputyLOL's topic in KSP1 Suggestions & Development Discussion
That's supposed to be the engines idling, as they do in real life. IMO, they should have three modes. Off, starting, and on. It takes hardly any time for a jet engine to go from idle to full thrust compared to the time it takes to start. When you activate the engine it should slowly come to idle (starting, won't respond to throttle inputs), after that they could work like they do now but with much better throttle response. -
Something I didn't know until many months of playing is to have a dedicated backup battery. Right click on the probe core (or any battery of your choice) and click the icon next to the charge meter. This will lock the battery from giving or receiving charge. If the other batteries run out you can use the backup (by re-enabling the battery) to get your solar panels some light. A ship of that size could easily run on a couple 1x6 panels.
-
Jet Engines should Spool down
KerbonautInTraining replied to DeputyLOL's topic in KSP1 Suggestions & Development Discussion
In real life it's pretty much instant. Usually a turbo jet will be down to less than 10% thrust in less than a second. Same goes for throttling down, the compressor/turbine shafts just aren't heavy enough to hold any significant kinetic energy. The only reason, say, an airliner engine will seem to take ages to slow down is there's no reason to slam the throttle down. Pilots like to keep things slow and smooth whenever possible. -
Decoupler below multi-engine stage?
KerbonautInTraining replied to *Aqua*'s topic in KSP1 Gameplay Questions and Tutorials
1.0.5 allows you to disable the shrouds, thankfully