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EditorRUS

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  1. What if somehow CoM manages to get into the very exact borderline of SOI where it's neither in Kerbol's SOI nor in Kerbin's SOI?
  2. So let's imagine we have a really long ship and somehow put it at exactly 84 159 286 m obit (hyperedit, anyone?) so that one part of the vessel would lie inside Kerbin's SOI and another inside Kerbol's SOI. What would happen here? My assumption is that these two parts would start to experience different gravititional pull and basically the vessel would get phantom thrust until the entire ship is in only one SOI.
  3. What is ads? It doesn't matter for me whether it's Curse or K-S, they are both fine.
  4. [QUOTE]Just a suggestion to make the batteries, etc "upgrade-able". Rather than having 24 batteries wrapped around the ship, and tons of solar panels.. You could simply pay extra to "upgrade" the item at the same cost of the initial item. Each upgrade would lift the capabilities of the part by 1x. hence a 1000 capacity battery would become a 2000 capacity battery, then upgrading it again would make it a 3000 capacity battery, etc.. Would cut down on part counts, and help out a lot when constructing bases that end up having crap-loads of parts in the end, which slow down calculations. I know batteries and the such are physics-less, but they still seem to have an impact on performance, regardless. Could work with solar panels, batteries, radiators, and thermo-electric generator.[/QUOTE] I think Devs should incorporate parts of TweakScale mod into real game. I honestly have no idea why should there be many different parts which are only different by size. What is even more ridiculous for me is that you need to research the hell out of science tree just to get slightly bigger fuel tank. Probably it's for balancing reasons, but hey, why not somehow balance sizing?
  5. Perhaps you mean something like that: [IMG]http://i.imgur.com/YJz6qq8.png[/IMG] If so, then it's not caused by mods (doesn't seem so at least). It can be reproduced easily by unfocusing from the game window while game loads from main menu. When you focus on it again, it will be stuck like that. Just remain focused on the game window while it loads and after it loaded you can safely do anything you want. [IMG]http://i.imgur.com/MHJ2uKu.png[/IMG]
  6. Better time warp mod. Physics Warp x100 makes it quick.
  7. Their spacesuits are making them nigh invincible. If they are capable of surviving millions of G, they are capable of surviving falling even from Mun too.
  8. I am somehow sure it was asked before, but I couldn't find any similar topic. This question's been bugging me for a while. You see, I love using that thing, it greatly helps me with gravity turns and maintaining stability. But is it generally seen as cheating? It is most certainly debug tool but hey, KER is not considered cheating despite it giving more information than stock game provides.
  9. Whether MechJeb is cheating or not depends on the user. I learned most of game mechanics: how to perform gravity turn, what is Oberth effect and how to use it, gravity assist, phase angles, rendezvous and so on. I know how to do almost everything that MJ can and I see no problem with automating most of these things since it does not affect my gameplay anyway. It just removes boredom of performing these things manually. And also I should point out that MJ not always performs its job more effective than if it were done manually. Still I do everything almost manually using Kerbal Engineer, KAC, Trajectories, Precise Node. If MJ is used by novice, it's technically cheating.
  10. Many players seem to struggle with re-entry and it's not so far from reality, actually. There are a couple of tips I can give. First of all, all planets have certain critical height at which you can put periapsis without getting most of your crafts exploded. For Kerbin it seems to be around 30 km. Never put your periapsis lower than that if you are re-entering. If you are returning from orbit around Kerbin, you should stick to 30 km to 40 km. Exact safe altitude depends on your starting velocity upon re-entering. Getting back from interplanetary flight seems far more trickier and you should mostly find the value empirically. For most part it's not worth it to put it higher than 50 km, but it's too dangerous to put it at <40 km. When re-entering, take a look at your craft and answer a question: "Does my craft have any heat-sensitive equipment which may get into the air flow?". If so than re-enter pointing nose forward, otherwise try to induce as much drag as possible by exposing more of your craft. If you have a heat shield, you should _always_ make sure it gets in the flow the most. Heat shields are very heavy and you should shrug off some of ablator since you won't need it anyway. Depending on your re-entering profile you might need up to 200 ablator for 3.5 m heat shield. And you can open with right click parachute's menu which will state if it's safe to deploy it now. Unsafe will get your parachute destroyed immediately, risky might do that, safe will never lead to that. [QUOTE]First: get AIRBRAKES. Put four of them on your capsule. If you don't have it yet, do lots of science close to Kerbin and Mun so you can get it.[/QUOTE] DON'T. They are not designed for re-entry and most likely won't survive for long.
  11. It makes drastic difference when you perform your burn. Porkchop plots are perfect example of why launching time matters. [IMG]http://i.imgur.com/OViKSgC.png[/IMG] If you were to launch it right now and use the least amount of fuel, you'd still need ~3736 dV to get there and you'll spend 904 (!) days. It will take the least amount of fuel and time if you launch it at (in this case) Year 21, Day 322, 3:18:20.
  12. [QUOTE]You are the smartest windows user I have ever met![/QUOTE] Goddammit.
  13. Pft. I have never had any problems with that. [IMG]http://i.imgur.com/KbS8hZ6.png[/IMG]
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