Gooru
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are all rescued kerbals scientists?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
So lets play the lotery. There are just two outcomes: win the million or don´t win the million. So i´ve got a 50% chance to win a million and just have to pay one $ for it. Thats great. By the way: Do you play poker? I´d love to have a few hands with you! -
there is a new option in Mechjeb limit Q to [20000] pa what does this mean?
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are all rescued kerbals scientists?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
a scientist is one of three possible outcomes, so the chance to get one scientist out of one is 1/3 = 33,3%. The chance to get 7 scientists out of 7 is (1/3)^7 = (1/3)*(1/3)*(1/3)*(1/3)*(1/3)*(1/3)*(1/3) = 1/(3*3*3*3*3*3*3) = 1/2187 = 0,000457 = 0,0457% -
are all rescued kerbals scientists?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
Here is my modlist: ModuleTankLock ScienceAlert Mechjeb (currently the testversion for 1.0.5) KER Kerbal Alarmclock NavHud Transfer Window Planer Docking Port Alignemnt Indicator Portrait Stats surface lights stockalike station parts Texture replacer Mechjeb and Engineer for all parts RCS Build Aid -
are all rescued kerbals scientists?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
I´ve got 7 scientists by now. If it is completly random and evenly distributed the chance to get this is 0.0457% -
I´ve rescued a lot of kerbals now and all of them were scientists. are all rescued kerbals scientists?
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Well, velocity is allways relativ to a reference point. And so is the distance traveled. You simply can´t say "a rocket traveled this distance" So a geostationary satelite for example does not move at all (as the word stationary implies) if you look from the surface of the planet. If you look from outside it travels a full circle around the planet.
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How to build droptanks for a jet plane?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
Did 1.0.5 change the plane fuel drain? My droptank shuttle now drains the tanks in the main hull before draining the droptanks. -
This is my first take on kerbalised missions to other planets. I´d like to set up a station as a base for futur missions on Duna and Ike first. Of course it needs a lab for processing the science. Then it should supply the landers with fuel, so in need ISRU. I don´t want to set up a big surface mining base with drilling trucks, surface refinery and so one. (perhaps i´ll do that when it comes to the jool system) A "simple" mining lander should do. Is it better to have the ISRU with the lander or onboard the station? Ore is more compact and the ISRU is heavy, so i tend to do the convertion in the station. Next question is where to place the station. Mining Ike is easier than mining Duna. So would it be wise to place the station in an orbit around Ike and start my missions from there? Or is preferable to have it near Duna? And finaly, what is the one important thing i forget to add to my station?
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How to tell kerbonaut specialization?
Gooru replied to uncle_jew's topic in KSP1 Gameplay Questions and Tutorials
You could also use the texture replacer to assign different uniforms to different specialization -
I´d like to try a spaceplane with droptanks, but there are some problems. 1) Jets drain fuel from all tanks, but i want them to drain the droptanks as fast as possible. 2) Where/how should i place the tanks? it´s hard to do it symetrical. i´m running out of ideas before i really start it seams.
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how to avoid cyan aerodynamic lines?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
Nope, unfortunatly not. -
how to avoid cyan aerodynamic lines?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
Thanks too all for the help. I learnd a lot about yaw control. But the plane now has got the heat-bug and explodes randomly. If i switch heat-damage off via cheat it shows 1242463523423%heat on nealy every part and glows in a bright yellow even if no overlay is enabled. I´ll delete it and start all over. -
how to avoid cyan aerodynamic lines?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
Some guids on SSTOs state you should go for 400m/s when useing RAPIERS before you climb higher. Moving the CoM back is only possible by moving all tanks back and this would result in the CoM moving forward a lot, while fuel is drained. Isn´t this worse? CoL and CoM touch, with the CoL slightly behind. -
how to avoid cyan aerodynamic lines?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
The unstabability starts from the start of and gets bigger the more the plane accelerates. It is designed to reach orbit, but hasn´t to be a SSTO. I don´t mind if i have to drop tanks. It can get supersonic up to 400m/s before the *sideforce/unstabability* gets overwhelming. Without SAS and Trim it is noseheavy. I moved the tanks/wings forward to counter and it helped, but it´s still noseheavy a little. Without the torque wheels it is very wobbly. If SAS is off i have to use the controls to avoid dropping. -
how to avoid cyan aerodynamic lines?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
Dectivated the torgue wheels. According to the description, the Delta-Delux Winglet has the highest leift-rating. Wings are dehidral already. The craft is wobbly like hell now. The last two advices made it worse. -
how to avoid cyan aerodynamic lines?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
The vertical fin is yaw only, the elevons are for pitch and the inner elevons are for roll in my current setup. if i use the outer elevons for roll the roll gets a little wobbly. But i can fly the plane fine even without fine control enanbled. _________________________________ [edit] Replaced the 4 big evelons with a pair of evelon 2´s and now it wobbles -
how to avoid cyan aerodynamic lines?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
So,m i activated "Physics > Aero > Display Aero Data in Action Menus" and checked the Drag value for the Tanks, the Intakes, and the RAPIERS. As far as i can tell there are small differences between the symetric Tanks, up to 2% of the total value. The drag-vector are also different. left drag-vector is (0.0,1.0,-0.1) right drag-vector is (0.0,1.0,0.1) -
how to avoid cyan aerodynamic lines?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
I think this is whats happening. When flying with about 300m/s the right tank shows a cyan line upwards while the left tank shows nothing. The Tanks produce a different cyan-drag. Is there a way to avoid this bug? -
how to avoid cyan aerodynamic lines?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
As i stated im my opening post this is not a problem of this special craft. I´ve got this problem with every single plane i build. On some planes the "cyan sideforce" isn´t strong enough to overcome yaw-control. These planes fly stable but with the nose tilted to one side. One plane flies stable with the nose 4° right from prograde and a strong sideforce. -
how to avoid cyan aerodynamic lines?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
It´s really nothing special. -
how to avoid cyan aerodynamic lines?
Gooru replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
The plane isn´t flipping, its spinning. It flies straight prograde. Then these cyan lines show up (sideway bodylift as you say?) , and the yaw-control tries to compensate till the lines get too strong. Then it starts to spin. -
I´ve build a bunch of planes the last few days and all sufferd from the cyan lines that show up in the aerodynamics overlay. These lines appear on non-lift-parts of the plane for no reason and seem to pull it in random directions, mostly left or right, till the plane starts to spin. I don´t know what force these lines represent or shall represent, as there is no reason, why my prograde flying plane would be pulled by a super strong sideway force. What is this? How can i avoid it to happen?
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I´m mostly interested in the answer for rockets, but feel free to talk about spaceplanes too. What is the better launch option? Is it better to go for LKO first and then do a hohmann transfer to the final orbit? Or is it better to raise straight to the final AP and establish an orbit when you reach it?