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LordKael

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Posts posted by LordKael

  1. I'm running KSP 1.0.5, and cannot get anything to take off using only the HoneyBadger Atmo VTOL engines. Only applicable mods were USI Freight and MJ, which reported a TWR of 0.15

     

    UPDATE: I went in and changed the thrust in the .cfg file to 350, because one of the propellor fans has the same mass, and uses that thrust.

  2. 5 minutes ago, Geschosskopf said:

    Once you're down, however, the rest is easy.  Because Tylo has no atmosphere and not much in the way mountains, taking off again is a doddle.  Just lean over immediately as far as possible and burn out as horizontally as possible.  Because there's no air drag, you accelerate quickly so can get even more horizontal.  And remember, you only need to reach 20km or so to be safe and await a tanker or tow truck to come get you.

    With this in mind, I would recommend using the "Surface Info" tab of MJ to give you a more accurate idea of what you're doing on your descent profile. Potentially with a customized window to show as many relevant data as you would benefit from. The other thing I would recommend, beyond what has been said above, is to try at the two extremes of terrain height. 

  3. 1 hour ago, Conbadicus said:

    Ok, i made the post because its not a 5 second daze, it lasts quite a long time.

    For example, falling out of lander on mun and sliding alllllll the way down a crater.... took like a minute.

    Currently sliding down a crater, over 1.5km from where i originally started sliding....

     

    Also, depending how the code was written, the game may register each impact with the crater wall to be a distinct "daze-level-event". This would result in the player witnessing his Kerbal slide down the wall, limp and unresponsive.

  4. 10 minutes ago, Wolfos31 said:

    This means that all I have to design for about 90% of the contracts I accept or missions I make for myself is the payload. But sometimes I'll still design the entire thing from the nose down simply because I want to. 

    Thats about where I was in my old save, but I just did a clean install of KSP so I am going to try and follow as many rules as possible to make the game realistic without using an RO or RSS type mod.

  5. So, I know everybody likes to use the subassembly feature, and repeat their lifters and tugs and such. But what I am curious about is how far other people take this, and whether they have entire ship designs that they repeat for multiple missions. 

    For example, I have an "Asgard Class" shuttle that can reach orbit from Duna, Kerbin, and any moon in either system (I haven't tried it elsewhere). I have 4 copies of it, each named "KSS ______" with the blank being a Norse God's name. I have the same deal with rovers on Duna, named after Greek heroes, and probes named after mythological winds/hurricanes (because I ran out of winds).

    Does anybody else do this?

  6. 1 hour ago, Steven Mading said:

    One of the things that's nearly impossible to do with manual controls with rovers is to steer mildly with the keyboard.  If you don't use a joystick, it's nearly impossible to do the sort of steering needed to keep a KSP rover from flipping.You can't hold the controls steady at a mild amount.  The longer you hold in the key, the tighter and tighter you turn.  Trying to hold it at, say, 10% deflection and KEEP it there unmoving for several seconds just isn't in the user interface.  You can use capslock to slow it down but that still doesn't change the fact that the longer you hold the key the more you deflect - it just changes how long you have to hold it to move the controls the same distance.  Holding it at a constant deflection that isn't 100% isn't something the controls support.  You can try doing the tappy-tappy-tappy technique but that doesn't really hold it in one place, it still wiggles it back and forth across the point you want to hold it at. 

    This tends to cause rover flipover, because what you want to do to avoid flipover is to steer by deflecting gently and carefully and the keyboard controls defeat every attempt you make to do this.  Imagine trying to drive a car along an highway on-ramp where you want a mild but constant turn, if you weren't allowed to hold the wheel in place at a mild deflection from center, and instead had to move it tighter and tighter, then let go and let it recenter, then move it tighter again and then let go an let it recenter, etc. At best you'd be all over the lane, and at worst you'd cause it to skid a lot.  This is what you're doing when you rover drive by keyboard at high speed.

    One of the reasons I go with a kOS script for rover driving is the mere fact that a script *can* hold the controls steady at a given deflection and keep it there in a way the stock controls deny to you.  I can make it micro-correct the steering to keep things straight on and thus it allows me to drive faster before it gets dangerous.  I can drive rovers with the balloon tires on Duna at about 20 m/s before it starts getting flippy, and there's no way the keyboard controls let me do that.

    It helps alleviate some of the boredom of visting more than one biome, although even with that I still won't want to do more than just two or three biomes per rover landing.  I tend to use this driving script to hit the locations in one of those alpha/beta/gamma contracts where they're within a few kilometers of each other.

     

    I've been looking at KOS a lot the last couple days, and I'm running into issues programing a rover autopilot that will do what you described. Any chance you could post some help?

  7. On 12/23/2015 at 6:19 PM, Fearless Son said:

    Given current precedent, I doubt that would make it into an actual update, but some enterprising mod-maker might make a good MechJeb for rovers at some point.  It would almost need a user-defined waypoint system to be effective, considering how irregular the terrain can be.  

    Still, it would be nice to be able to have say "highway" line between an ore drilling station and a spaceport so raw extracted ore can me moved via hauling rovers to a place with better refinement and orbital launches from a place with higher concentrations.

    With KOS, you can do that. Only drawback is you have to be reasonably proficient with writing code. MJ could help considerably, as it has a waypoint system already. The two systems in concert could very easily function as an autopilot on a highway. 

    Implementation would look something like this:

    ~Manually drive the path and drop waypoints using MJ

    ~Write code that tells MJ when to start/stop based on user defined variables

           ~variables could be something like:

                     the ore tanks being full

                     the fuel tank on an attached base being below a threshold

    ~ensure it still runs even without the player sitting and watching.

     

    That set up would create a closed loop that mined ore at one location, then drove it across the surface to another location where it was processed into LFO, LF, or MonoProp. The KOS program wouldn't need much tweaking to work for a shuttle system, using orbital maneuvers instead of waypoints, but the principle would be the same. 

  8. Wouldn't it be wonderful if the Kerbal's had wormhole technology? Say, after the warp drive, and after figuring out how to get energy from vacuum space, or from an alternate universe (zero point energy). What I am suggesting is a mod to allow a player to create a tunnel between two points, and travel between planets instantaneously. This could work much like the Stargate series, or even like the Portal Game. Thoughts?

  9. 37 minutes ago, pandaman said:

    But...  Could you take multiple screenshots from as close to sea level as you like and use those in 'paint' to create multiple route maps?   If you have a survey plane that you land and have in each shot it will give you a constant by which you can scale your screenshots. 

    That is very close to how a real survey would be done. Usually, it is an altitude above sea level as the benchmark though.

  10. 5 hours ago, Findthepin1 said:

    Not only a lack of seasons. Kerbin's orbit is perfectly circular. Nobody would know how long a year is. Actually, there's a chance they would notice that another planet appears in the same part of the sky in predictable intervals, and some scientist would deduce the year from that.

     

    TLDR, Kerbin has no discernible year to plan annual holidays with.

    Basically, Kerbin has very little weather, other than what is caused by tidal forces from the Mun. 

  11. I'm in the middle of setting up a full colony system on Duna. Right now, I am planning a 6 node SatNet in orbit, with 3 in equatorial DSO, and 3 around Duna's moon, and a half dozen surface colonies with gliders, rovers, and hoppers for each, as well as a fully functional orbital station. It's quite involved, and rather enjoyable. I highly recommend you doing something similar.

  12. On one save, I follow a whole host of rules, including conservation of environment. For me, that means I don't fire nuclear rockets in any atmosphere, if I launch something, I make sure it's recovered or destroyed on impact with a non-atmospheric body, and I only use RTGs when a solar panel or fuel cell won't work. That last one is mainly for the Kerbal's safety, not the environment though.

  13. 31 minutes ago, Angeltxilon said:

    I just thought a solution: the percentage of wind can be variable by difficulty and can be customized in the creation of new game.
    In addition, to being a variable value would have moments where they would wind in the launch area.

     

    9 minutes ago, RocketSquid said:

    I like the idea of air density, but that is pretty much just pressure at this point. With lighter-than air craft it could be useful, and could be important for future gas giants.

    With wind & air density, a balloon part could be added, or some other way to create a lighter-than-air type vehicle. On a world with a dense atmosphere, that shouldn't be too difficult. But a lighter-than-air floating fortress inside Jool's atmosphere would be awesome.

  14. I achieved my first manual docking, totally by accident.

    Normally, I have mechJeb do orbital rendezvous, and for simplicity's sake, let it handle the docking as well. (I know, there's controversy about this). But, I installed the mechJeb module on the wrong stage of the new section of my space station, and so when I decoupled the rendezvous stage, I lost access to the autopilot features. So, I'm sitting here, looking at my screen, and am about to revert and give myself autopilot, but Survivor's Eye of the Tiger came on, and I felt like I had to at least try.

    The new section of my station was two Hitchhiker modules, a 2.5m to double 1.25m adapter, two structural fuselages, another adapter, and a 2.5m docking port. Attached to one end was a space tug that had RCS capabilities, and had the only maneuverability for the craft. Ridiculously unbalanced, but I really care about how the finished station looks.

     

    TLDR; my first manual docking was with a ludicrously unbalanced craft, and had an epic soundtrack.

  15. 28 minutes ago, Archgeek said:

    Zounds, kerbol heliopause'd be sweet.  On the subject of sundivers, has anyone had any luck abusing radiators to get solar atmospheric science yet?  Its atmospheric height is listed at 600km, and since the dv needed to get to a 610km circular orbit is said to be13.7km/s, I've got two 14km/s+ probes that ostensibly can do it, but might not be able to take the heat that far down.

    I did it once, with a heat shield and a dozen giant radiators. Basically, took a 3.75m heat shield, pointed it at the sun, and then in 4x physics warp let the probe approach. This let the ablative properties protect the science type parts, and the radiators helped as well, though I'm not sure how much. 

    I don't have pictures, but the probe was a 3.75m heat shield attached to a spire made of either I-Beams or structural girders, and then radiators up top. The science package was as far away as possible from Kerbol, just as a faint hope it would survive an extra second or two. 

    Hope this helps!

  16. Personally, I have a rather expansive station in a 500Km orbit around Kerbin, and it has a shuttle designed to get from the station to either moon or to the planet. Usually, if it goes to the planet, I take a very shallow reentry angle, then fly it to the runway at KSC, which takes between 10 and 15 mins real time depending on where the station was in orbit. No heat shield required for that design, just a modicum of flying ability from the person behind the keyboard. It has a tiny little lander attached to it, which is capable of VTOL on either the Mun or Minmus, which is how my crew gets to the surface. Kinda low on Delta-V, so its pretty limited in use, but gets the job done.

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