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KSP2 Release Notes
Everything posted by Jimbodiah
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Mechjeb twr is never correct in the vab, takw it to the launchpad. My experience is that it is off by as much as 20x.
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Yeah, I figured Squad would back down on all the things they promised, and I think 1.1 will be full of new major issues/bugs judging from their devnotes. The carrot they were dangling in front of us is slowly starting to rot.
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Could be a routing issue. I always start with the pod and work down, theb attach a probe core to the bottom and route that as the starting part, drag the lander into a subassembly.
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I can second that... tried to make a 3-stage lander and could not get the decouplers to work (they blow up the outer tanks). Never gave it mich thought as I know Mage said he wants to revisit the lander core in the future anyway. He uses Interstellar fuel-switch, he redistributes it with the CryoEngines mod.
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Jettison side fairings is already in the actions groups list, but it's called "disable side fairings". In the VAB it removes them, in orbit it will jettison them.
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What I do when I need the soyuz to go beyond just a rendezvous in LKO, is to have a second stage (or even a small third) from the rocket that has enough dV left, this is usually not hard to accomplish as I used to regularly send the Orion with SM to minmus that way. The MUS tanks are nicely suited for this and also have some rcs nozzle and monoprop tanks incorporated. This way you can add an additional 1000-2000dV in a small package. If you have the LH2 option enabled (rename patch file to .cfg) the weight is quite low meaning you can take more fuel/dV in the second stage while keeping the same first stage. Use the RL10 engines for this, they are light and efficient, especially in the LH2 option. My little soyuz launcher: 4x Merlin 1B, 1.875m tank for LF/O, TWR 2.2, gets me up to 1700m/s and 32km 2x RL10A-3 with LH2/O, TWR 0.75, can get me to 150km LKO with 600dV left and then rendezvous with station with 200+dV to spare Soyuz really doesn't need to use it's engines to get to the rendezvous, but it turns faster than with the 2nd stage still attached. PS: I put all the things I need to do in an action group so I don't have to go through the GUI menu during a launch. If I press 1 the LAS jettisons, SM panels are dropped, solar panels extended, cabin lights turned on, docking lights turned on and docking antennas deploy. Saves a lot of clicking and scrolling. With "Abort" I decouple the bottom of the DM and activate engines on the LAS, this leaves the SM behind. Then when I press 1 it decouples the OM and deploys chutes. This way I have a clean automated emergency procedure without panicking which button to press to open chutes before it smacks into the ground. I never use it as there is a Revert to Hangar option, but it's cool to play with it sometimes.
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With the soyuz I can start from 135km LKO, rendevouz with a station at 350km and do a retro burn to descend with dV left over.
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Just playing with them now... noice! The "Loaded" text is on the inside of the boosters, is this intentional? It won't be visible once attached to a main core.
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BTw this forum is f_kced up... I answer to someone and a few hours later replies appear in between, like time-zones are messed up.
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The double mount version had a copy/paste error in the last release, my bad. All others should work normally. BTW: Did you come up with this mission, or are they randomly generated?
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I wouldn't even mind the jettison nozzles not being visible in the textures. Details are nice, but it has to be practical from your side as well, and a lot of effort for two black dots seems "hmmm".