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Everything posted by Blaarkies
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Put the base on top, on the edge of the cliff. Whenever you decouple anything that become rubbish debris, then just use a Klaw mobile to throw it down the canyon...it is someone else's problems then * there is more than 200m of space down there(forgot to add a ruler on my rover, but Mk1 eyeball and all that). It is about as flat as surfaces on the Mun.
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Why not just add half an extra nuke engine every time? All jokes aside, it is important to be able to do orbital burns at less than 0.5 TWR. The more TWR you have, the more engine mass is coming with, which in turn needs more fuel. Nukes fit a fine niche, where you just have to keep adding more of them until you have 0.5TWR ...Ions on the other hand have an engine TWR of 0.8. That means, no matter what you do, you will never have a Ion craft with more than 0.8 TWR(no matter how many engines you add). Realistically, do not expect more than 0.2 TWR from Ion craft(more than that is a lot of engine mass you have to carry around) Remember, "Their fuel type is so light" is irrelevant, it is all about how it is packaged(wet to dry mass ratio of fuel tanks). LF(nuke fuel) is packaged the same as for the rest of the rocket engines(nukes have less sizes and shapes though)...but Xenon(Ion fuel) is horribly packaged, many times worse than the LF-OX
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How do I find out what is using electricity?
Blaarkies replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
Alt+F12, Whack-a-Kerbal, Choose object mass as ∞ - 5.5(otherwise you get blackholes), Choose velocity as 3.4 x ∞ (because Einstein cursed the universe with stupid relativity and stuff ), Fire away at it, piece by piece, see what remains when the power consumption stop, ???, Profit! Just kidding, but serious...try KML, it is a savegame file editor. Feed it a quicksave from your game, wisk through the vessels tab, find your craft and check through the types of modules...the answer is effeminately there, i just wish there was an easier way -
That's way better than I expected! Yes, i get 3170m/s(+- a few due to this explanation ↓) for a LKO Inc. change towards polar. Basically the same value that is displayed on the Maneuver node. @StrandedonEarth, that mod really makes these kind of stuff easy, thanks! There is a major disadvantage on this straight burn method: Midway through the burn, my orbital velocity was only about 1580m/s. If you can maintain a TWR of 2, then it will still take 161 seconds to do such a burn(+-50 of those seconds will be at below 1800m/s orb velocity...that will definitely add some gravity drag). It just gets far, far worse with realistic orbital craft(TWR < 0.5) So the stats result as: - 0% savings -> 4480m/s two separate burns - 18.5% savings -> 3650m/s continual aim at vector - 29.2% savings ->3170m/s straight burn But the 10.7% extra savings is only possible where TWR doesn't matter, like Ap of high elliptical orbits
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Yes exactly. Like being in orbit heading east...and deciding to change direction to north, ending in the same Ap/Pe. I actually want to try it myself, I am curios how much the difference would be, since the math doesn't seem quite that obvious(integrate a sinus function and find the seconds of thrust for 90 degrees turn? I am unsure though)
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Why don't the radiator panels reach 100%?
Blaarkies replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
adding to this, have you noticed that Nukes no longer need lots of radiators? I am running a 4 nuke tug on two large-panels(the static type), without them even being "activated" and nothing gets glaring red -
You should do those in reverse. I mean, do the Pe drop first, so that you are moving slower when doing the Inc. change(makes for a cheaper Inc. burn). Doing Inc. change at 270' vs 90' before landing is essentially the same(just burn opposite direction to move the landing marker). If you could combine those two burns into one Maneuver, it could become even cheaper(but that affects the landing angle and many other factors that are of a higher priority here)
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No don't do that, now you have essentially two halves of a burn pointing in different directions ! The naive way to do Inc. change by 90' is to firstly cancel out your orbital velocity(burn 2240m/s retrograde at LKO)...now you are standing still in space while gravity is rapidly getting you closer to the atmos. To stop that, you have to burn North for 2240m/s. Now you are in a polar orbit for a total of 4480m/s. What I propose is to burn only 3167.8m/s at heading 315'(North-west). Pythagoras FTW! I understand your Maneuver is different, by continual aiming at the Normal-vector, as it drifts to the final position. Doing this gives you a lot of burn time towards 0' and some more at 270'...those burns don't line up, using only slightly less fuel than the 2 burns method. It is like walking across a rectangular field: 2 burns method -> walking along the fence until you get to the other corner Aim at normal -> walk along a smooth curved path over the field Static aim maneuver node -> Walk a dead straight line to the other corner of the field *If a craft has poor TWR, then your aim at vector method is much much safer(you always have orbital velocity at any point in the burn...no falling out of the sky/space). The static aim burn has a moment halfway into the burn, where orbital velocity isn't achieved yet. P.S. These LKO values are just for argument's sake, never do Inc. change at LKO
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No Love For Callisto
Blaarkies replied to Vysionone's topic in KSP1 Suggestions & Development Discussion
What is a "Dres"? Besides that, there is one thing to consider: Many player feel the planets are boring, flat, bland, etc. But that is kind of reality, if most of us see Mars through a pressurized Hitchhiker container, or saw the...what is that desert they filmed the Martian at? Anyway, if it wasn't for the atmosphere and gravity, it becomes hard to tell the difference. So there is a place on Earth that cosplays being Mars, yet none of us are really looking forward to having a month long vacation there. I feel KSP is actually being realistic in how "boring" the planets are(certainly not because of any other reasons ) My point is, adding new planets is like copying a poster, changing it's color and sticking it in your room...they are all technically different, but somehow all look the same(not criticizing anybody, just revealing my experience of KSP) Now criticizing!: no, but new ideas(stuff that isn't already in the game). Imagine Gilly on a solar orbit, Ap just below Jool, Pe near Eve...call it a Commet(it needs much more than that to be interesting). Or a high gravity world like Eve, but in a highly elliptical orbit could make players wait year just for the super cheap transfer to Jool/Eeloo -
No Love For Callisto
Blaarkies replied to Vysionone's topic in KSP1 Suggestions & Development Discussion
There is a huge open gap between Duna and Jool, why isn't there anything but empty space there? Maybe a moon/planet should be added between Duna and Jool, at an altitude in the range of 34 917 642 714m to 46 761 053 692m. Just put it in a somewhat eccentric and inclined orbit and make it analogues to Ceres. -
How about making an independent copy of your kerbal directory, and keep playing that indefinitely? It is not like we need new updates to be able to play the game(like most online games), we can keep playing v0.90 until the day that the normal mainstream operating system doesn't support it anymore(windows 11?)
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The stakes are set really high to keep that meat "Hydr-ated" ... ....i'll show myself out now
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But what if you shutdown the probe with a timer function that will boot up again after 20days ? Since KSP is a singleplayer game, but space missions are orchestrated by 100's of professionals...that exploit was kind of like "someone did all the research and calculated that we need the probe active when it reaches Mun SOI, or x amount of time from now...in the meanwhile it can run in low power mode" *something like this is possible with RemoteTech(sending future commands), but it is hard to overthink every little aspect of missions without a team of 100's
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If you only tangentially touch the orbit, then you will have that problem. What i mean by this is, imagine you try to intercept Eve from LKO, with very little dv so that your Kerbol Pe is barely touching Eve's orbit. When you arrive at Eve, you will be moving faster than Eve(since you have a greater Kerbol Ap than Eve). Now since you are moving forward, there is now way to bend you inner Eve SOI trajectory to point more "forward"...(there is an inclination trick to still achive this with Eve, ignore that for now) However, think of it this way: Since you are moving faster, it is easier to get "in-front" of Eve in Eve SOI, since you will be hitting Eve from behind...but if you are going slower, then Eve's SOI will catch up to you and you will swing "behind" Eve. The trick to skip all this, is by dropping your Kerbol Pe to slightly below Eve's orbit(about 5% of the way to Moho), it seems wasteful but bear with me: When you intersect Eve's orbit now, you will have a greater difference in speed(Eve is racing past you, since you aren't really even movin in the same direction as Eve). This extra speed is relative to Eve, so if you can bend this trajectory as to exit Eve SOI in the same direction as Eve's orbit, then you suddenly got that extra speed when you exit into the Kerbol SOI. *you can easily play/test this out on Kerbin alone. Escape Kerbin, deep space burn retro grade to drop Pe slightly below Kerbin, ???, profit!
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Did you seriously send a ship to Duna from LKO via Mun for only 880m/s dv? For comparison, you can "touch" the Mun SOI for about 840m/s from LKO. Most gravity assist Gurus say the Mun gives a maximum of about 150m/s dv, and less than that the faster you go through the SOI(the change in exit angle decreases)
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I find low gravity worlds useless for anything other than easy landings. Take Dres/Moho for example, it uses over 1000m/s get capture yourself in orbit, while it only takes like 200m/s to capture at Eve(i know the relative speed difference between Kerbein/Eve is worse that Kerbin/Dres/Moho...but because of Oberth, it would still be far more expensive at Dres/Moho) The Mun is great for a slingshot...to Minmus. Really, don't try anything more than that(maybe using a Mun assist to get into a higher orbit, resulting in cheaper injection burns into Mun orbit). It save a little more than a 100m/s dv getting to Minmus(since you get a Minmus transfer trajectory, but with Kerbin Pe way above 70km...it is like 5 000km at least). A Scott Manley video about the JUNO mission has a piece of very educational visual gravity assist explanation. Basically, escape Kerbin going prograde(very slowly, less than 10% of the way to Duna). Then at Kerbol Ap, you should be behind Kerbin in the race...burn retrograde for about 200m/s, you will get an intercept with Kerbin somewhere past the "Starting line"(where you escaped at first). This sling should get you up to Duna orbit or even more...anyway, the trick is to start one year + a few(20?) days AHEAD of the departure date(so that you will swing by the same day that the transfer window opens up) I am still no master at this, but I know it is useless for a trip to Duna/Eve...but for Jool this is perfect! (but you really need to have your life in order to be able to achieve it...successfully)
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Well, it is not wrong. In orbit your are continually accelerating towards Kerbin I have seen this in previous versions, but mainly when rotating massive ships at 60rpm or faster...but now in 1.1.3 it happens very often(but mostly at low altitudes). I am gonna try out some of these "not-so-placebo" fixes though(i only know about disabling SAS and EVA kerbal fix)
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Try warp-unlocker. It removes all those altitude restrictions(be careful on Gilly). It should be stock, it is stupid to go back and forth between tracking station(or some probe lying on the surface of a planet) just to time warp faster. It is supposed to be a safety feature so that players cannot skip through the atmosphere...well just go to tracking station then
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I'm bored what should i do in Kerbal Space Program?
Blaarkies replied to KerbalKid's topic in KSP1 Discussion
@KerikBalm I meant to say Laythe, got ahead of myself there Those are absolutely amazing, kudos, bravo, well done! How does the cargo ramp work out for you, does it give any headaches? Also, do you have some bases solely for getting cheap fuel(like Minmus)...what system do you use for lifting the fuel to orbit? My plan was using the cargo doors type(facing downwards). Land the VTOL and open the door, but before unhooking I would extend the base's landing legs then undock. Then retract the VTOL gear as I slowly throttle to lift off, leaving the cargo on its own landing legs. This all fine and well in fantasy land, but in real life(where kerbals work for a living) there is that annoying "cannot deploy while stowed" feature that bugs out whenever you least want it to. Also, if the landing spot is not flat and water level, the VTOL engines will drift...and then there is the panther in afterburner mode that might not give enough lift(this thing needs to be able to make Laythe orbit afterwards to collect more payload). At least the davon-throttle-control-systems got the VTOL engine covered, it is really fun controlling craft with zero reaction wheel or rcs, but only from differential engine thrust If I can just get it on the surface, then a base crawler rover can assemble these parts(I had great success with crawlers on Minmus...way better than the forklift on the Mun) -
10k range?...could still be cool, but always wanted stargates, that use naquada mined from asteroids. Then it uses alot of that and some EC to teleport anything depending on size and distance. Imagine walking to the flag pole with Jeb, just to start up the gate and walking through to the surface of the Mun!
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Modifier For All Keys
Blaarkies replied to Moesly_Armlis's topic in KSP1 Suggestions & Development Discussion
Mod + Tab = Alt+ Tab on windows...that also minimizes the KSP window "Shift" is also throttle up...pretty dangerous to use it as a modifier...and still it is used for Focus View cycling backward(press tab to switch focus view through all celestial bodies, starting with Kerbol...hold Shift and press tab to cycle backwards and get the surprise of your life seeing the main engines at full throttle) "Mod + w/a/s/d/e/q" is already in use to adjusts trim of the craft. For us keyboard users, it is a bit like a joystick leaning just slightly to one constant direction...to keep the airplane from naturally rolling after it lost a wing(some airplanes exaggerate the loss of a wing though, tumbling and throwing tantrums) This is less useful in space since craft just roll faster and faster. Except for those and any other operating systems pre-claimed key combinations(press alt+ctrl+del to pause comes to mind), these are really great ideas. ANOTHER!!! : Mod + T = Activates static SAS(I understand this is what the ancient version of SAS worked like). It super-hard-locks onto the direction you selected, not slowly drifting to where the ship wants to go. * a second idea, bit far-fetched thought. Lock-to-Navball SAS...this will keep following the horizon, even though your spaceplane is exceeding orbital velocity(instead of slowly pointing upwards like we have now...i know, it is pointing the same direction as before, but we passed some curvature and now it look like that)- 8 replies
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There's a cool experiment that proves the "sphere-eath-theory". -Find a high stable tower(apparently Cathedrals fit these descriptions nicely) -Hang a pendulum from the top, long enough to be about a meter from the ground -Draw a protractor on the ground(or anyway to tell angles) -Swing the pendulum in a straight line through it's center -Leave it swinging for a while and it will intersect a different value of degrees on the protractor(proportional to the amount of degrees the earth rotated in that time period) This actually proves the Coriolis effect, but doing this at different latitudes yields different results. There was some experiment set up for this, but I cannot find the link anymore.
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kml-persistence-file-editor Try that. It is not a mod, it is a independent program that runs outside ksp. When you get the dock problem just quicksave. Then alt+tab, open up KML and feed it your quicksave.sfs file(in the KSP installation folder -> saves). This shows you all the errors in your save game as warnings. You should see one to do with the current Apollo craft. Right-click that, and select to fix. Remember to save afterwards(overwrite the quicksave.sfs file)...then back to game and quickload, all is fixed until next time