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Everything posted by Blaarkies
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Previous comment on the same page. I have achieved these dv scores many times before, but I will admit that some transfer windows WILL be more expensive than a Mun land/return AND it takes much more effort and a bit more time to plan the Eve then Gilly intercept...rough guess, about 30% of the transfers to Eve/Gilly will be more expensive, while perfect transfers makes the Mun landings look absurdly expensive
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How about, send him on a Mars One expidtition? It will be a "one" way trip ...sorry i'll show myself out now
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Career mode, overall game time, what is the point?
Blaarkies replied to Magzimum's topic in Welcome Aboard
Absolutely nothing changes...except for the once in a lifetime Jool-Eeloo transfer window. If you start a fresh career, timewarp full speed for an entire day, and then come back and actually start playing...you won't be at a disadvantage. Nothing ages in KSP and as long as all your craft are in safe stable orbits, you shouldn't lose anything(except the obvious synchronization of your satelite network if you use RemoteTech and the like) But for Role-Playing reasons...obviously it is different. Me, myself and I only cared about time when we played with Snacks! and remotetech(snacks is a simple life-support mod). My latest playthrough is interface mods only, with all returns set down to 30%, no sci labs, no asteroid sci farming, no exploiting plant-flag/sci-from-space contracts, no sci from part testing contracts...this leads to a desperate and complete disregard for any sense of time I very rarely run small missions during my interplanetary missions(unless they are very lucrative) -
No problem, don't be sorry That was a lot of text from my part, but it was mostly because I recognized that before I knew the Oberth effect, I basically thought the same thing...anyway, it took me weeks before I fully grasped how Oberth worked(I really, really didn't want to believe it at first). I hope this helped speed up that process for you. A good experiment is getting a craft in orbit, then adding maneuver nodes to achieve some goal(don't actually use any fuel). - Try to reach Minmus intercept with 5+ nodes, sum all the delta-v requirements that the nodes show. Compare this with going straight to Minmus with one burn from LKO. - Get a Mun intercept(fidling with the node to get good timing: you should be able to adjust your Mun Pe by just moving the node back and forth). Set a future maneuver node to capture into Mun orbit. Try this twice: High Pe at Mun like 1 000km, and compare that to doing the same thing with your Mun Pe at 7km(remember to end at a constant low orbit - to keep thing fair)
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“The good thing about science is that it's true whether or not you believe in doubt it.” ― Neil deGrasse LKO to low Mun orbit: 1200m/s Mun landing/accent: 650m/s x2 Mun escape: 320m/s Total: 2820m/s LKO to Eve eliptical orbit: 1200m/s Eve elip orbit to gilly surface: 600m/s 2x Eve elip orbit to Kerbin capture: 200m/s Total: 2600m/s * These Eve values are not perfectionist, but are also not extremist. I generally end up with leftover fuel back at Kerbin capture. You don't need to be Scott Manley to do this, you just need to understand the Oberth effect and the rest of the basic orbital mechanics. The super cheap "Eve elip orbit to Kerbin capture: 200m/s" happens because of Oberth. Eve's gravity is so much stronger than Kerbin. This leads to more opportunity to make use of the Oberth effect. So no, the Oberth effect is not the same everywhere. It is in fact less at Dres with it's SGP of 2×10^10 m3/s2(the puny 0.115g surface gravity doesn't help it either) vs Eve's 8×10^12 m3/s2. In essense, what I am talking about is this: - You will leave Dres(headed for Jool) with less fuel remaining, than if you did the same from Kerbin when fueling at Minmus. * Don't do the base thing, too much effort(unless role-playing/stuff). Build a mothership lander, with ISRU onboard that holds at least 2 Rocketdyne 81ton tanks. Land the whole thing, take it back to Minmus orbit and you have 100+ tons of free fuel for 10minutes of effort. P.S. "We're talking about close up." Dude no, unless NASA took those photos with black and white cameras, the Moon is like the grayest-colorlesstest world within a million kilometers...unless they photoshoped it ofcourse
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Simple relocate of Monolith at KSC
Blaarkies replied to Daripuff's topic in KSP1 Suggestions & Development Discussion
Most of those threads that want to move the Monolith are rated 1-2 stars. That says something more about them, than the poll that resulted in a 80% vote to NOT move it. Every time I launch, I see that stupid ocean shoreline-kind-of-hilly-mountain backdrop, and it is really an eyesore for me, I wish we could move it. It was put dead center in my launch screen, just so that I can see there are other oceans/mountains/shoreline to explore...it kind of ruined the experience for me, I wanted to stumble across those oceans myself . I agree, all natural/ancient/historical features of Kerbin should be moved off-camera. How about KSC flats for 20km north of the launchpad -
-Gilly is cheaper to land on and then return to return to kerbin, than the Mun is...but it does take learning the basics of orbital mechanics first -Mun, too little color? Seriously, do you ever go out at night to watch a full moon? -Dres gives absolutely no advantage to career mode(the asteroids around it for refueling are rendered useless because of the lack of Oberth in those parts of the kolar system), that is why it is visited so rarely(also it doesn't exist in any version of of KSP that I am aware of) -Jool...just don't aerobrake there...in fact, don't go deeper than 200m into the atmosphere(there are 2 almost Kerbin sized moon zipping around Jool, let them "assist" you) -Tylo, i think Eeloo has way more science(the multipliers are insane there, even for just the craft return)...I don't think the extra binomes on Tylo even adds up to the same amount of science -Bop...warpunlocker. If you are OK with mods, you will love this(that is all I really wanted to post, sorry if the rest seemed like throwing facts in your face)
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Multipart ship engines
Blaarkies replied to ruiluth's topic in KSP1 Gameplay Questions and Tutorials
Except the wheels...Yes i don't hyperedit, I invoke affirmative action as the victim of a bug! Spent multiple missions getting a special lander to Moho -> Go in for perfect smooth landing..."cannot deploy while stowed". Switch back to the massive mining rig on Minmus -> Rig believes it is a Kangaroo, tumbles down the slopes, ripping into() 5 million pieces. Come in for landing with a spaceplane after a perfect cargo mission -> Front wheels gets a hickup and knock you on-target towards the SPH fuel depot! Stuff like that happens, and HE is a beautiful tool(need some quicksave periodically as well). I get what @lugge was saying, where do you draw the line(is it wrong if I mod the "Spark" to have mammoth thrust and ion Isp?)...i guess, since Karbonite, NFP and those stuff are big mods then "5 million fans can't be wrong" comes to mind. Even if it is the same HE results, it was fun doing it...with microwaves and stuff(sorry, I am old traditional...I will never let go of my Reliant engines!) -
Multipart ship engines
Blaarkies replied to ruiluth's topic in KSP1 Gameplay Questions and Tutorials
"How dare you call that cheating?! It is a playstyle, in a single-player sandbox game"... I am glad you didn't received any of those comments, but I just had to do it now -
Oh sorry I didn't mean it like that, I only started playing in 2014 myself("First Contract" update if I remember correctly). My point is that, players of Skyrim wouldn't expect Bethesda to add new content and places to explore with free updates...the DLC's however is another story. I would be willing to pay for updates with extra planets and stuff, since KSP is already post-release(except for the damn wheels). The long term hype thing...that is the worst, I hate misinformation! (Hey, look! I found something to hate about KSP )
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But KSP isn't multiplayer or subscription based
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Okay, about aerocapture . . .
Blaarkies replied to CobraA1's topic in KSP1 Gameplay Questions and Tutorials
Eve -> Kerbin arrives at Kerbin Pe at about 3200m/s. Any heatshield on a balanced craft will survive, just dont go too deep first time...but when arriving at Eve, it is like +-4200m/s. That is where fully filled(max out the ablator slider) heatshield are necesary- 21 replies
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To be fair, how many games do we play for more than 4 years? Nostalgia aside, those will never die...but somehow after a lifetime of gaming, KSP has managed to get into the nostalgia list, despite its shortcomings. When Skyrim was still popular 4 years after release, it was considered an awesome success...but no dev team can ever keep pumping out new updates to keep the veterans busy. I mean to say, a game with 200 hours of unique gameplay is truly fantastic...KSP definitely beats that. Adding new planets every few years is like a game called "KSP Infinite"
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FLICKERING INTERCEPTS! Sorry, not at you But i keep getting them, even on short trips like Kerbin->Eve...then halfway(ETA 50 days to encounter) I would like to adjust my orbit slightly, just to match the Gilly orbital plane for my Eve Pe. Anyway it feels like playing on a 1901 film projector with all the flickering going on, with no way to keep a maneuvre node open for more than 78ms
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Okay, about aerocapture . . .
Blaarkies replied to CobraA1's topic in KSP1 Gameplay Questions and Tutorials
Aerocapture is dangerous and should be planned more rigorously than before re-entry heating was added. Follow what you saw in The Martian, big interplanetary motherships do not aerobrake...they use extra fuel of gravity assists to slow down. Like bewing said, this is easy at Jool by using Tylo(bigger SOI) or even Laythe(tiny SOI). A single slingshot from Tylo(as you approach Jool for the first time) can slow you down so much that you fall straight down into Jool...now that I think about it, there never was any reason to aerocapture at Jool, ever. You probably want Jool atmospheric science? Just adjust your slingshot to get a Jool Pe of about 199 999m... Jool has a really, really dangerous atmosphere, dont go deeper than 195km without a heatshield. Afterwards, time a Tylo encounter to slingshot yourself back up to the orbital height you desire(keep an eye on the Laythe encounters while you are down there)- 21 replies
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Found it! modactions-control-your-vessel-including-other-mods-via-actiongroups @Fearless Son, you wanted a mod for this, right? It seems like it has all the features mentioned, and the interface looks real simple and sleek too!
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Blaarkies replied to pizzaoverhead's topic in KSP1 Mod Releases
I can't get this to work on 1.1.3. I used the Version 3.0 Preview mirror. I am unsure whether it functions on 1.1.3 x64 Everything here looks real promising, but until this glorious mod is back and swinging, i am using musicmute-continued-hotkey-to-mute-music to get rid of the "bells" song in construction(it is overly loud and annoying as kra#$%). KSP has some great stock music, just not enough- 779 replies
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I am doing that for Gilly...because seriously, to have a base and then a station around Gilly is just as silly Gilly's gravity. I want to do it with Minmus aswell, but you need a lot of fuel to make the ISRU extra mass seem irrelevant. I have a Minmus base which can hold a lot of fuel, and then a 4nuke lander that carries a Rocketdyne large tank back to LKO. EVA fuel pipes make it so much easier, just land close by and thats enough. I see flexible docking ports aswell. But I would rather replace all this Minmus operations with a single B9 HX-sized mothership
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Why does it take so long to realize you forgot something?
Blaarkies replied to maranble14's topic in KSP1 Discussion
NASA has 500 people triple-checking all these details, but you are 1 person doing such a complex mission...it is hard to find all that is wrong alone, and it is bad for gameplay(the first few times is cool, we learn from it). Would it be cheating to Hyperedit a kerbal there, with some KAS equipment, add the chutes to the craft, and Hyperedit the kerbal and equipment back home? (I would just HE land and recover the ship, relaunch it with the same amount of used resources and HE it to the last destination it reached) -
You do realize why there are so many PCMR baiters, right? Your first post was a bait, everyone just followed suit. See, in the eyes of the Piece-Sea-Mustard-Rice, non of those pro's you mentioned are an advantage of consoles. PC's just have a social stigma describing how they should be used...no one has to use them any different than console if they don't want to. * you probably didn't intend for the thread to become PCMR, but it goes both ways. I am still happy for all the new players coming to KSP (it's damn hard convincing people to try out the game!)
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What Real Fuels would you Expect the Stock Engines run on?
Blaarkies replied to ZooNamedGames's topic in KSP1 Discussion
If the RAPIER is based of on Skylon's SABRE engines, then it would burn Hydrogen in airbreathing mode(by adding atmosphere intake air as oxidiser)...and in rocket mode it just adds the Oxidizer from onboard. A bit oversimplified, but yes, it uses Hydrogen like other aircraft uses Kerosene, that's awesome! The Lunar Decent Stage, did it use a Hypergolic mixture, or was that only for the Ascent stage? I know they stressed about the reliability of an engine on/around the Moon. It is the only ticket back home. LV-N engines use LH2 (liquid hydrogen) if the NERVA engine is anything to go by. I don't think the reactor core loses radioactive material, but if the core has a short half life, it might need to be replaced after some time