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Everything posted by bewing
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In the stock game, if you have multiple ships within physics range and you switch from controlling one to another -- then that previous craft remembers its SAS setting. But that's it. If you switch to something outside physics range, or switch to a third craft, then the first craft will automatically switch to the basic "hold" SAS setting. If you point the craft so its SAS is pointed normal or anti-normal, then it will remain pointed in that direction even if you switch away from it and then switch back. Because that direction is fixed in space.
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help me fly this horrible abomination
bewing replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
Heh. Well, there's a reason I do that. Drag is the thing that kills airplanes and makes them not fun. Drag comes from having stuff on your plane. The more stuff, the more drag. The point is that you want to minimize, rather than overkill. For example, I think you have 4 air intakes on your plane -- you only need one little one. 3 engines, and you only need one. When the day comes that you are comfortable removing the parachutes, that will help. Etc., etc. If you keep going with the planes, every few days you will realize, "huh, if I replace those 2 things with this one thing, that'll drop my part count by one." And you try it, and your plane goes faster. For example, you may or may not be willing to replace your cockpit with a MK1 Command Pod. It weighs less, costs less (especially after you remove the monoprop), has less drag, and has an attachment point on the nose for a small air intake. Not quite what I meant. You need to increase your rep to something over 500 before the survey contracts go away. Any rep under 300 is "bad" rep. Usually you start at zero. -
help me fly this horrible abomination
bewing replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
- There is a difference between "not bothering to accept a contract in the first place" and "refusing" a contract. If you don't like a particular type of contract, then don't accept them. Eventually they will disappear. Doing that does not affect your rep. Actually refusing a contract by clicking the button to make it go away will lower your rep. - Maybe if you got gud at building and flying planes, you would like them more? Building planes is a useful skill. The game is supposed to push your boundaries. But if you are really certain you don't like them, you can play an entire career without every flying or building one. - You don't seem to quite grasp the idea of a "lever arm" yet. The amount of force that a control surface can apply to a vessel is proportional to the length of the lever arm. That is, the distace from the control surface to the CoM in the direction that the control surface is pushing. For example, your tail has a decent lever arm to the CoM in the yaw dimension. Your aileron is right on top of your CoM (lever arm has zero length), so it has no control authority whatsoever, and I'm surprised this plane flies at all. You either need canards or an actual "stabilizer" on your tail. But they have to be a good long distance from your CoM to work! - Those particular swept wings you are using are a cruel trick the devs played on new players. Maybe they look better than the squared-off wings, but they are twice as heavy for the lift they give. Try not to use them. - A single wheesley engine can get you supersonic, if you build a low-drag plane. Two engines is overkill. The heavier you make it, the more of a PITA it will be in every way. - Ailerons are kinda meant to be attached to the back edges of the wings. That's why you are having a problem attaching it. To make canards and/or stabilizers, use the tailfins or the control surface that you are using for the tail, and mount them sideways to the side of the plane, near the nose or the tail. - To fly slow: you need more wing area, less mass, better control authority, and lower drag. - Yes, when you are an airplane newbie the easiest way to land is to put a parachute or three at the CoM, and float down. Landing on your wheels takes practice and some skill. But it's really worthwhile -- especially when you eventually want to build spaceplanes, or seaplanes. - No, the game has an order in which it gives you contracts, based on your rep. If you have a bad rep, it will only give you "part test" and "survey" contracts. You can't stop it without cheating. -
KSP Cinematic's
bewing replied to Little Kerbonaut!'s topic in KSP1 Gameplay Questions and Tutorials
Stock KSP really isn't set up for cinematics. Everyone that I know of that does cinematics uses mods. -
True stalling is not modeled in KSP, unless you are using some mod like FAR.
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How do I Land at KSC
bewing replied to Little Kerbonaut!'s topic in KSP1 Gameplay Questions and Tutorials
It's really hard to do in the stock game. To be able to land your booster, you may need something like the FMRS mod. -
Where did the training and scenarios go??!
bewing replied to KrisKelvin's topic in KSP1 Gameplay Questions and Tutorials
Did you do some kind of cleanup on your "saves" directory? That is where all your Training and Scenarios are stored. If you want them back, you might be able to do a steam validation on your files. -
The way you've designed the top of the rocket has very high drag. High drag at the front of the rocket makes it unstable. To try to make it more stable, you need to add enough drag to the back end so that it has even more drag than the front end. Or, you need to redesign the front end to have less drag. Additionally, I suspect you are not using autostruts. Those radial decouplers do not form firm connections. Those SRBs on the side will twist when they are under thrust. This makes their thrust go off-center, which will often make your rocket go off course. Unlocking struts, and turning on autostruts will help tremendously with this problem. So, what else can you do? You must use SAS. You need to add more aerodynamic control surfaces (rudders are probably the best). And you can use rocket engines that have gimbal, and you can turn the gimbal "authority" up as high as you can. These things will allow SAS to steer your rocket as straight as possible. Additionally, you can launch straight up. Yes, doing a gravity turn is somewhat more efficient for fuel, but a failed mission is 100% inefficient. When you launch straight up, your rocket will automatically be much more stable in that position.
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Trying to salvage Duna mission/go to orbit
bewing replied to Rainshine's topic in KSP1 Gameplay Questions and Tutorials
Considering how your craft's orbit line goes right through Duna's orbit, what it means is that your craft's solar Ap is way too high. You just want it to touch Duna's orbit, not go through it. Going through it means that you added way too much deltaV to your craft to get it going, and now you have to take it all back out again to come to a stop. -
Do World First contracts reappear if missed?
bewing replied to LittleBitMore's topic in KSP1 Gameplay Questions and Tutorials
Yes, they are randomized. However, there are hundreds of them, so the odds that the same one will come back are low. Every time you visit a new CB or gain a significant amount of rep, that opens up more World's Firsts as being "valid". -
You need to think a little more about what "retrograde" means in Surface mode. You don't need to fly it by hand.
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Your craft can operate just fine while permanently glowing red. So no, you don't need radiators at Moho. You really don't need them until you are getting into a fairly low orbit around the Sun, or until you start mining. As far as testing goes for dealing with overheating in flight -- yeah, doing a SetOrbit to check is about the only way.
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Contract conditions confusion
bewing replied to Daddio's topic in KSP1 Gameplay Questions and Tutorials
You need to read the fine print in the contract very carefully. It probably does not say "orbit". But it may say that you need to stage or test the fairing. And the altitude range is only 1000m? That's going to be very tricky if you try to get the craft into orbit as well as meet the contract. -
How to fix docking Bug
bewing replied to kspnerd122's topic in KSP1 Gameplay Questions and Tutorials
If you have a savegame from just before the two ships docked, it might help the devs to track down this bug. I know they are interested in finding out all the different ways it can happen. However, to fix that, you really need to use a persistence file editor tool. KML, for example, has specific code in it to fix this exact docking problem. -
There are a great many causes of runway veering. It is a common enough problem that it is listed in the FAQ on this particular forum. As far as I'm concerned, the most common "fix" for runway veering is to change the "Friction" on the front landing gear from "Auto" to "Manual", and then reduce the setting to something below .6. The reason for that is to create passive stability, which you do by reducing drag at the front of your craft, and perhaps increasing it at the back end of your craft. However, to answer your question specificially, the easiest way to ensure alignment is to change to "Absolute" alignment mode and Angle Snap in the SPH, and then click the wheels one click forward and then one click back. This will set them to precisely zero degrees of toe-in.
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dealing with a crowded tracking station
bewing replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
The game is supposed to be mentally challenging! But the basic answer is: if there is some aspect of the base game that you don't enjoy, then there is always a mod to change it. KAC is the one most often used to deal with your issue. -
Where are patched conics?
bewing replied to Joe Kerbal's topic in KSP1 Gameplay Questions and Tutorials
The trajectory of a tracked object in a single SOI is a "conic" (short for conic section, a mathematical term). When you are in control of a craft that is traversing multiple SOIs, the trajectory through each SOI is a "patch" of a conic, and a certain number of patches will show up in Map mode or in the Tracking Station. So, the patches show up for only the one single focused craft, both on the current trajectory (if the SOI changes) or on a maneuver node trajectory (if the SOI will change). -
There are a bunch of craft that were created by the KSP developers, that we call "stock" craft. They are there as examples to show you what is possible, and to allow you to tinker with them to make them better. If you don't want to see them, there is a button you can unclick in the difficulty settings that says "Include stock vessels". The "steam" craft were created by other players, who were proud of their creations and uploaded them for everybody to see. You don't have to look at that tab if you don't want. If you want to make it go away, I think you need to log out of steam before playing.
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Please note that the text information in the Description is entirely for show, and has no actual function whatsoever. The only important functional information about any part is either in the main info box (mass/tolerance/temp rating), or in the extended info section on the right where the module information is listed.
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Can the klaw transfer crew?
bewing replied to Cant think of a username's topic in KSP1 Gameplay Questions and Tutorials
Just so long as the craft are docked, passengers are allowed to use tethers to crawl around the outside of the craft to get to other parts of the ship. So they aren't actually going "through" the klaw or Jr. docking ports. That's what I say, at least! -
mining drill capsizes mining complex
bewing replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
Well, there's nothing that says you need to do your mining standing up. You can probably rotate that craft while it's on the ground -- especially if you try retracting and extending that drill. If you can get it so that the tip of that drill enters the ground, and the "pumping" motion of the drill does not move your craft around, then you can still mine and convert. But yes, when you mount drills, you must take into account that they extend down and bounce when drilling. So you need to mount them higher than that. Always best to test a mining craft on the runway before committing to an actual mission.