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Everything posted by ibanix
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Thank you for listening to your community and removing RedShell.
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Community feedback works. This is the example. Speak up for what you feel is right.
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Considering that protest has already caused a number of publishers to remove this from their product? Yes.
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Deinstalling KSP and no longer playing until this is fixed.
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Breaking up long burns into multiple burns - How?
ibanix replied to ibanix's topic in KSP1 Gameplay Questions and Tutorials
That mod has not been updated since 1.2.2, fyi -
Breaking up long burns into multiple burns - How?
ibanix replied to ibanix's topic in KSP1 Gameplay Questions and Tutorials
Thanks for this. I'll give this a try after I manage to remove enough mods to make my game playable again.... -
Breaking up long burns into multiple burns - How?
ibanix replied to ibanix's topic in KSP1 Gameplay Questions and Tutorials
How? This is the one I have a problem with. -
Breaking up long burns into multiple burns - How?
ibanix replied to ibanix's topic in KSP1 Gameplay Questions and Tutorials
So what I'm reading is... break long burns into orbits of multiple integer days (1 day, 2 day, 3 day); or just burn to a higher circular orbit to begin with? -
Breaking up long burns into multiple burns - How?
ibanix replied to ibanix's topic in KSP1 Gameplay Questions and Tutorials
Scott Manley had a youtube video on this, and I believe he got something like a 20% difference in dV when everything was factored in. The main issue with long burns in low orbits (ie, a 100km orbit) is that you are burning off-axis to where you need to burn. The optimal burn would be an instantaneous burn (zero second) that gave you 100% of the dV you need for the orbit change. Every second you're not doing that, you're spending extra dV in order for the final orbit to be what you would get, if it was a zero-second burn. So it turns out there is a plugin that handles splitting up burns - Maneuver Node Splitter - but it has not been updated beyond KSP 1.2.2. Sure, that's a possibility. But it wastes more dV to get up into that orbit and then burn out. I know it's possible to use multiple burns, I just can't figure out the math involved. Hasn't *someone* done this? -
Breaking up long burns into multiple burns - How?
ibanix replied to ibanix's topic in KSP1 Gameplay Questions and Tutorials
Thanks for replies. I know 4m isn't a terribly long burn, but I'd like to add this "technique" to my toolbox for when I try to send a 100t station to Jool and need to split a 90m long burn, for example. I'd love to hear from anyone who has done split up a super-long burn into many of them, and how they timed them so as to still get the transfer window correct. -
So I've got a ship ready to go to Eve, using nukes. The delta-V needed is only about 1000, but the burn time with the nukes is just over 4 minutes. My ship is in a 100km parking orbit, and a 4-minute burn is going to mean some extra dV spent in order to compensate for not being entirely prograde during the burn. I've seen that other people break long burns into multiple small burns with a complete orbit in between. How do I figure out the timing of these burns? Thanks in advance.
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Today I did a fourth (or fifth?) sub-orbital tourism mission. I'm playing with the game on OMG HARD mode - 20% science, Kerbin science values are all changed to 0.1 multiplier, CommNet with only one station, 110% re-entry heating. I'm basicly running whatever missions I can in order just to get enough cash to upgrade buildings so I can actually fly missions for pitiful science, in order to get key technologies like RA-2 dish and solar panels. Trying going to Minmus and back on just batteries and with a 30-part limit and high re-entry heating. Good times!
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Additionally, I'm noticing that the Advances on my contracts are now all negative numbers.
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They're all showing +50%/-50% for me. Need a save file/logs?
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Back again in KSP after a long hiatus and glad to see Strategia is still going. Question: What do the upgrades to Contract Slot Machine do? They all seem to have the same description.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ibanix replied to cybutek's topic in KSP1 Mod Releases
It's GPL, anyone can fork the code and release their own version. You may want to wait for the original mod author to release their update. -
That bug has occurred in previous versions. Can you post a link to a copy of your save file? Nightingale will need that for debugging
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[1.11] RemoteTech v1.9.9 [2020-12-19]
ibanix replied to tomek.piotrowski's topic in KSP1 Mod Releases
It's only working in single target mode, even if it shows a cone? Just trying to confirm. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
ibanix replied to tomek.piotrowski's topic in KSP1 Mod Releases
At some point in time, did the behavior of dishes change so that dishes pointed directly at other targets, act as cones on that target? When I have a dish pointed at another dish, they show a cone aimed at each target. I thought cones only happened if you aimed at an entire body, eg Kerbin or the Mun. -
Those Stupid Airborne Missions
ibanix replied to Corona688's topic in KSP1 Gameplay Questions and Tutorials
Read thread, just posting to say I think the Terrier is a good candidate for "most useful engine in KSP". (I'd also argue the NERVA, but people seem to hate the weight and size. Exceptionally useful for both long interplanetary missions and SSTOs, however) -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
ibanix replied to TriggerAu's topic in KSP1 Mod Releases
Confirming I can reproduce KAC bug as reported by @Wcmille. -
I decided to start a new challenge playthrough, and I thought I'd offer it up as a challenge to others. Kolonization! Mission Goals: Place a colony on every body (that can be landed upon) in the Kerbol solar system. (Not asteroids.) Achieve 100% satellite coverage of every body in the system with RemoteTech. Achieve 100% scans of every body in the system with SCANstat. Other limitations/details: Game play is in Science mode. Other mods are allowed. No StockRT or StockSCANsat, Anything violating the spirit of the mission (eg. starting from anywhere not Kerbin) will be disallowed. Ask if you want to know. A colony must have at least three Kerbals, a Science Lab, and a Hitchhiker can. A part with mass >= the Hitchhiker can and >= crew capacity 4, from mods, is also valid. Colonies must be able to communicate back to KSC 100% of the time with RemoteTech. RemoteTech coverage should allow for 100% coverage of all bodies back to KSC, 100% of the time. Scoring: Submit save files and screenshots to verify completeness of goals. Document your progress for everyone's fun! The main scoring factor is time - the sooner all goals are complete, the better the score. Extra points will be granted for self-imposed challenges: If you want to use a life support mod (e.g. USI-LS), that will get you big points up. Any other questions, post them up. This is mainly a self challenge for myself, but I'd love to watch others try this.
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The defaults are actually pretty generous - a month inside a a Mk1 capsule is pretty rough...
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