-
Posts
174 -
Joined
-
Last visited
Reputation
60 ExcellentProfile Information
-
About me
Chief Booster-Adder
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Why does my jet make these interesting airstream effects? [solved]
LordKael replied to TonyH01za's topic in KSP1 Discussion
If i had to guess, it almost looks like you have something clipped funny, and the game is creating an aero effect that is super flat, instead of following the shape of the vehicle like they normally do -
I have a Logitech Extreme 3D Pro that I used on KSP v1.1 and 1.2. Now that I am trying to use in on 1.3, however, I cannot map the axes to work. I've attempted to restart the game, with the joystick plugged, unplugged, and in both 32 and 64bit versions of KSP. The game will recognize the joystick approximately 3/5 times, and when it does recognize it, it will remap every control to Joy.03, regardless of what I bind it to. I have confirmed that the Joystick functions, as it works in a variety of other games, including X-Plane 11
-
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
LordKael replied to Booots's topic in KSP1 Mod Development
I have everything in my file directory, and checked both download locations... in game, however, I only have the ability to make the impetus drive. I'm playing in sandbox, so i should have all parts accessible. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
LordKael replied to Booots's topic in KSP1 Mod Development
I just installed the mod, and only seem to have the 3 Karborundum tanks and the IB-1 in my parts menu ingame. I downloaded from Space Dock -
If you're looking to truly DOMINATE the Mun (or any celestial body), I would recommend getting some sort of Colonization mod so that you can start all your missions from there. I'm in the middle of getting a Mun/Minmus/LKO system set up so that I don't have any launches from KSC. Stations, ground bases, space docks, tugs, mining equipment, comm nets... the list goes on and on. And thats all just support infrastructure for my motherships to get to other planets.
-
Oberth effect is the idea that making a burn closer to the gravity source (planet/star) will net more dV than making an identical burn further away from the gravity source. The simplified version is that burning at periapsis is the most efficient.
- 47 replies
-
- efficiency
- fuel
-
(and 1 more)
Tagged with:
-
Keep in mind that this is actually exactly what happened... His AoA was 45 degrees, and the TWR was phenomenal. A 100+m/s take off speed for a craft that probably weighs 5-9 tons, max, is absurdly fast.
-
Delegation / Rival Space programmes
LordKael replied to Qwarkk's topic in KSP1 Suggestions & Development Discussion
The other way this could be achieved by implementing a standardized (or series of) set of milestone "deadlines" as a modified version of World's First. If you do it by X date, you're actually the first, and get a larger bonus than if you do it after the deadline. I can't imagine this would be terribly difficult to make a mod for. Just requires a prebuilt, modular station with sufficient options that a randomly generated combo of the parts won't ever have a problem. -
Keep in mind that with modded parts, nothing is impossible. For example, there are plenty of engines that are crazy powerful, but have a double digit ISP. Those seem ideal for this situation.
-
DOUBLE ROVERS!! HAAAAAAALP
LordKael replied to cannibalmerk's topic in KSP1 Gameplay Questions and Tutorials
Are you attaching it with symmetry on? Please provide additional details, such as root parts of both assemblies, at what point in the flight the rover begins duplicating itself, and if either copy of the rover is clipping into the shuttle or each other? -
I would think that the thicker atmosphere would sort itself out. You'd get more drag from the prop, but more lift from the wing surfaces, so it would just be a slower flight. A patient player could, in theory, climb until Eve's atmosphere was around the same density as 10km on Kerbin. This should be a huge boon to dV requirements. Yes, you'd need a massive plane, but if you sent a lander made of mostly mk2 parts, with a balanced mass, and then built modular wings and propellor, you could attach via docking ports in orbit before the descent, and dispose of them on the way back up
-
clearly, a disposable propellor is the best way. Build yourself a stock bearing. Can slow you down for the landing portion of the descent. and get you through the thick part of the atmosphere with nothing but electrical.
-
I will occasionally even have 3 part ships. Have a mothership that provides extremely efficient thrust, refining, and power, a reusable lander, and a mining set up. This lets me conduct suites of missions within a single transfer/return window.
-
Spaceplane Difficulty
LordKael replied to BlockTrooper's topic in KSP1 Gameplay Questions and Tutorials
This gets to be especially important in space. In atmo, your wings and control surfaces will handle the correction, often without you needing to even notice, but once you get to space, the craft will either need a crazy overpowered RCS set up, or enough reaction wheels to stop Kerbin from rotating. In both scenarios, you lose a lot of efficiency by having offset thrust, so building your spaceplane on a single plane will make life much easier. On the subject of building in a single plane: Don't radially attach things other than wings, lights, comms, etc if you can help it. The way the game handles aero occlusion is overly simplified, and node attached parts will create very little drag, especially if you can manage to use only matching node sizes. It doesn't take into account the offset tool (hotkey 2) when calculating the drag, so you can create some really bizarrely shaped planes that would never fly in real life, but fly like a champ in Kerbal