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Everything posted by Dafni
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@steve_v and @LoSBoL thank you for the info guys, appreciate it
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Any specific reason for this? Something to do with single thread performance? If money were no issue, wouldn't a i7 be better?? Or in other words, do you think that i5-7600 is the optimum these days for KSP?? And about that wide screen monitor, are you sure KSP would cope well with such a monitor?? thank you
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One of the best KSP picture I have ever seen. Awesome, man! Very very nice. Congrats
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[Old Thread] KRE - Kerbal Reusability Expansion
Dafni replied to EmbersArc's topic in KSP1 Mod Releases
Thank you! -
[Old Thread] KRE - Kerbal Reusability Expansion
Dafni replied to EmbersArc's topic in KSP1 Mod Releases
Is there a 1.1.3 version of this mod still available somewhere? Just looking for the stage legs and gridfins. Thanks in advance -
Orbits - inclination and interception
Dafni replied to Kerbal007's topic in KSP1 Gameplay Questions and Tutorials
If I understand you correct: Set the equatorial craft as Target to get the Descending Node and Ascending Node. Burn Normal or Antinormal at those nodes to match the inclination. Hope that helps. Play around with maneuver nodes to see what I mean, after you set your target orbits craft as Target (by right clicking the craft icon in map view) The DN/AN numbers is what you want to see and get down to 0.0° -
Still give you a lot of respect for the nice video. These kind of landings are pretty hard indeed. Even though I have some practice now, I could never do it without the interfaces on screen to give me the numbers for altitude and speed. My comment was in no way meant as a criticism, just thought I share my experience on how the manual hoverslams (suicide burns) work better for me with a more reasonable TWR. (ie with all 9 engines its very easy for me to "overshoot" the maneuver and have the rocket actually going up again before it touches down)
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Nicely done, its a great video. For a little bit more control if you want to fly it manually I'd suggest to only re-ignite some of the engines, just like F9 in real life. (3 engines for the reentry burn but most importantly only the center engine for the actual landing) Looks like Mechjeb did a pretty crisp suicide burn there, I bet this is hard to do manually.
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1.3 Part Suggestion MEGA THREAD!
Dafni replied to TopHeavy11's topic in KSP1 Suggestions & Development Discussion
@Badie @SQUAD or whoever listens, we need bigger landing legs, Falcon 9 legs would be awesome and I know many players agree. Gridfins would be icing on the cake, but landing legs for big boosters are long overdue. An Mk2 nosecone would be nice too. Thanks for reading.- 52 replies
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- part suggestion
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Heat shield/re entry mechanics
Dafni replied to Nickel AP's topic in KSP1 Gameplay Questions and Tutorials
That might very well be the case. Good thinking.- 13 replies
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- heatshield
- reentry
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I disagree on the part of how the writing is not the best. I just finished the trilogy (Red Mars, Green Mars and Blue Mars) and I found them to be fantastic. Highly recommended to all space nuts, some of the best books I ever read. Definitely the best on terraforming etc.
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[Old Thread] KRE - Kerbal Reusability Expansion
Dafni replied to EmbersArc's topic in KSP1 Mod Releases
While I am sure FMRS is nice and handy, the statement is not entirely true. As in you can do it without that mod, if you are quick and know exactly what you are doing. This is not to bash FMRS or anything, just making a point for the newer players out there looking at this thread. I play a lot of bone-stock KSP, and when I first got into Falcon 9 style launches and landings I took great pride into achieving RTLS in complete stock installs. Admittedly at first it took some effort and a lot of trial and error too, and the orbits I end up with are sometimes more eccentric than I'd wish for (it helps to overengineer the second stage with a lot of TWR to make that circularisation not take too long) When 1.2 finally rolled around and there was still no sign of SQUAD ever releasing landing legs or gridfins, I decided to add them myself by using your lovely mod here, KRE. Other than that my install is completely stock, and these days most of my RTLS are successfull (I'd say I land 95% of them if you count the whole KSC peninsula) -
Kerbal Space Program suddenly became personal
Dafni replied to AlamoVampire's topic in KSP1 Discussion
That was a touching read! Intense emotional KSP moment right there, thanks for sharing. This game is wonderful, it brings so much different nice things to so many space enthusiasts all over the world. Gotta love KSP, and the community in here too. -
In real life it is less expensive to always launch in the same orientation (it's not easy to turn launch pads with all their infrastructure) and then do a so-called roll program to get the correct flight azimuth. Many people do this in KSP too, for realism or looks or whatever. However in KSP you can easily orient your rocket in the right orientation on the pad so you only have to pitch down to get to where you want to go. BTW, IRL they do pitch up grav turns in all manned flight, as negative g is much easier to tolerate for the human body. Too much positive g would literally push too much blood into the heads of astronauts. Just some interesting info.
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Here, let me translate this for you "my bad (I apopogize for my limited English, I'm from Germany) now it is working fine, thank you very much" you are welcome
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Aligning Orbits Without Patched Conics
Dafni replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
What I do for this is put some kind of satellite in LKO at the inclination of Minmus. Makes it much easier to eyeball the DN/AN of Minmus' orbit. You could even set that probe as target to get the corresponding markers on the Navabll. -
Great work so far, thanks for sharing.
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Landed my munar transfer stage with a suicide burn at the KSC after two aerobraking passes. Pure luck though, still felt great.
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[Old Thread] KRE - Kerbal Reusability Expansion
Dafni replied to EmbersArc's topic in KSP1 Mod Releases
Hmm, I used to attach them like they look on the Falcon9. When they are not deployed they are pointing down. Is this how you meant them to be used or am I missing something here? -
Ship Unresponsive.
Dafni replied to GreenUFO13's topic in KSP1 Technical Support (PC, modded installs)
Are you sure it is not just the "plasma blackout"?? You could switch that off and try. -
I think I get what you meant. My trick is to build in the SPH and rotate the whole craft, sometimes the symmetry axis or focal point will change. Altought I can never say wich way will work, I have to rotate the whole craft around and try. It does not always follow a strict logic I think, or at least none that is obvious. Sometimes even changing the root part can flip symmetry axes around. Dont know if this helps your craft, but its definitely worth a try.