EditorRUS
Members-
Posts
21 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by EditorRUS
-
What is the most HORRIBLE way one of your kerbals died
EditorRUS replied to 322997am's topic in KSP1 Discussion
Some people say I may become the next one. -
What is the most HORRIBLE way one of your kerbals died
EditorRUS replied to 322997am's topic in KSP1 Discussion
Hitting a planet at billions of light speed. -
What would happen if you put a ship on the borderline of SOI?
EditorRUS replied to EditorRUS's topic in KSP1 Discussion
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? -
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.
-
What is ads? It doesn't matter for me whether it's Curse or K-S, they are both fine.
-
Part count elimination
EditorRUS replied to Talavar's topic in KSP1 Suggestions & Development Discussion
[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? -
Camera stuck focused on side of VAB
EditorRUS replied to nonot8946's topic in KSP1 Technical Support (PC, modded installs)
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] -
Better time warp mod. Physics Warp x100 makes it quick.
-
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.
-
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.
-
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.
-
How can I reenter safely
EditorRUS replied to hsnmck's topic in KSP1 Gameplay Questions and Tutorials
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. -
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.
-
Silent Update or how I lost my best Kerbal because of Microsoft...
EditorRUS replied to Galenmacil's topic in The Lounge
[QUOTE]You are the smartest windows user I have ever met![/QUOTE] Goddammit. -
Silent Update or how I lost my best Kerbal because of Microsoft...
EditorRUS replied to Galenmacil's topic in The Lounge
Pft. I have never had any problems with that. [IMG]http://i.imgur.com/KbS8hZ6.png[/IMG] -
The easiest one is the Sun, of course. You can go there whenever you like given enough dV.
-
Just like an abbreviation. K as in OK, S as in SCP, P as in pi.
-
I'd say no. Not in the stock game, at least. For now nuclear engines are mostly for orbital stuff where their ISP shines and they have little use for landing or ascending. If all of these features had been implemented, nuclear engines would still have no use beyond that. And even more, they'd require tons of additional components and complicate and weigh down rockets. If you by any means make them do what they originally didn't do then they will become way too powerful and the rest of the game becomes too weak. They'd simply be better in all ways to common types of engines. For now we have distribution of roles as follows: Jet engines are for atmospheric flights, vastly superior to any other type of engines, but limited to atmospheric flight. Solid fuel engines are for, well, gaining initial speed. They only give initial boost and act as a cheep ascent unit. They become obsolote after that, except for serpatron of course. Liquid fuel engines is what this game is about. They are universal, jack of all trades, master of none. They are fit for every role, but they exceed at none. Ion engines are for orbital control. They are like jet engines in space (even their ISP matches jet engines' a bit) becoming absolutely useless at anything else. Nuclear engines are somewhat between liquid fuel engines and ion engines. They have more ISP that all liquid engines, but not as robust for orbital control as ion engines, however, they are more fit for near-body orbital corrections, exchanging ISP for thrust. And let me repeat myself: "Exchange ISP for thrust". In real world that's what's happening for most engines (not taking in mind Orion which is one insane idea). You either get high thrust or high ISP. Getting both of these is a wet dream of scientists out there, but the point is that currently nuclear engines (or, to be more exact, engine) are pretty balanced for their roles and adding more complexity to them requires a lot of rebalancing for them to still be where they belong. And your proposed features are mostly "maintenance" part which... does not exist in current game at all. Heck, you can fly for centuries and not have to worry about your spaceship. It just doesn't match game's content. That's why I said it's fine for a mod, but it's not needed in stock game. Although I agree on your statement that they seem to lack their "nuclearity".
-
For some reason this mod makes matters worse for me. Stock KSP without this mod consumes less memory than with it and mean increase in RAM consumption is the same therefore I can launch about 15-20 ships in Stock KSP and only 4-7 with that mod in any mode. Also for some reason KSP crashes when it reaches 1.7 GB of consumption no matter what. Fresh Stock KSP takes ~1 GB of RAM whereas with that mod it takes 1.2 GB already. Any solutions?
-
So, the problem is described in the name. Here's what's happening. I am currently trying to reach Ike with my ship. According to Transfer Window Planner I should start my transfer at Year 12, Day 75. I don't want to wait so long with kame stock time warping, so I use Better Time Warp mod and use Hyper Warp option which allows me accelerating up to 10 000 000 times. Now, if I choose acceleration of more than 300 000x and wait for enough time, things will start happening. The ship will be torn apart, things will start exploding randomly for no reason at all, you won't be able to time accelerate any more as it says you are over the terrain despite being 22700 km away from Kerbin, flight log will say some of your parts hit launch pad or things currently on it, surviving parts will be thrown away from your current object (or you get free acceleration, it's hard to say), map view won't show orbits of debris of the ship at all, you'll get wobbling and other stuff. What's even more interesting is that reloading last quicksave with the same ship will lead to the same result without any time warping even before last "buggening out". It will be so until you reload your game or launch another ship. After random delay random parts will be shot away or explode. Here's a picture of shot parts. It also says all of them are on Launch Pad now which is clearly not true. I do have a bunch of mods, but most of them are helper mods: Better Time Warp (I don't know if the same thing will happen without it, I either need to skip a lot of time with any setting or have high setting. Either way I don't think I) Hyper Edit Kerbal Joint Reinforcement (I installed it because someone on this forum had similar problem with time warp and they gave advice to install it. Didn't help.) Temperature Gauge Killer Transfer Window Planner Trajectories Tweak Scale (I use some scaled parts, I doubt they cause it) Also quicksave for first screenshot - http://rghost.net/7mwq8Ycsj