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jiminator

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Posts posted by jiminator

  1. That's fascinating.

    But why do I need to know length C? or A for that matter.

    All it looks like I need is B. - wait do I even need to know that?

    All I really need to do is:

    1 Plot that test mode.

    2 Know how long the burn is.

    3 and start the burn that many seconds before the node.

    I don't need to know distances at all just speeds and times.

    or am I missing the point? (which I usually am)

    The burn time to stop orbit tells you nothing about how long you are going to be dropping. The distance (A) helps for that. If you look at the triangle you would assume based on the test node & speed that you start your burn 19418m from the target. The calculation however shows 20727, so the delay will probably result in overshooting the target by 1300m

  2. was just thinking about how career mode is good but it is somewhat pointless, empty. science is cool but it becomes very grindy. Then it struck me how much better it could all be if **some** contracts included parts rewards. Science could still be fit in there but it would not be used for unlocks. In some video game models you do x then you get y which makes doing x easier next time. The contracts could be simple to complex. Rescue someone and get a new astronaut. Recover a part and be able to use it. Fly to x and get a part to make it easier next time. The pay for parts tree with science... could still remain... but optional....

  3. The planet navigation is probably the weakest part of KSP. You can help with either NavHud and/or Waypoint Manager. NavHud will put all of your navball markers on the hud, they also move as your ship moves so it is easier to track destinations. Waypoint Manager will put a big marker on your hud, it also shows distance and ETA in addition to being able to do other things. Both IMO are essential to doing navigation on planets.

    As for those types of contracts... you can just decline them with no penalties. IMO they are just too hard and annoying to do with very little payoff. On Kerbin, fine, you get to build cool planes. On moons/planets though you are mostly talking rockets and each landing is going to be expensive.

    It is good to learn how to do precise landings, but probably better to use them for building a base or rescues or so on. Changing inclinations and landing for temperature readings... just not fun.

    All that being said... there is an anomaly surveyor that gives contracts to visit the various easter eggs in the game. VERY worthwhile, and it will test your landing skills in some places.

  4. you mean root parts? first you have to connect it to your main ship, break off what you want to save, remove what you don't want from the main ship then reconnect. You may need "re-root" parts. You have a part you want to be the main part. Click root function then click a part next to it, then click it. You can then break off the parts above it and below it.

  5. Anyone know what can be causing this? I had installed some atmospheric sound mods and removed them once the problem arose. Does not make a difference, even when moving my saved game file to a prior instance of KSP. I get ships left on the runway, KIA kerbils and large rep losses. thanks

    Edit: Just redid a clean install of KSP. My mods are mostly contract & navigation related. The problem persists, so I think it is in my saved game file. :(

    Edit: may have been caused by having too many contracts open. clearing them appears to have solved the problem.

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