Jump to content

bewing

Members
  • Posts

    5,168
  • Joined

  • Last visited

Community Answers

  1. bewing's post in i think i messed up with communication, any way to recover? was marked as the answer   
    A naked probe core has an antenna "power" of 5000. An HG5 has a "power" of 5 million. To calculate the maximum range for communication between a probe core and an HG5, you multiply and take the square root. Which equals 158km. So don't expect to get into communication until you are closer than that.
  2. bewing's post in Importance of lift force, and how to look at it (as entire craft)? was marked as the answer   
    Crossrange, yes. You need to apply force without drag to maneuver crossrange. And that means lift.
    Downrange, no. You need very little lift to change your impact point by a long distance. Keep your speed and altitude as long as you can, then go to a very bad stall to scrub all your speed with a lot of drag when you are almost over your target. This takes drag more than lift, and any craft that has some control authority in the atmosphere can go into a stall or spin to scrub speed quickly.
  3. bewing's post in is it worth it to get your mining rig closer to the pole for better concentration? was marked as the answer   
    Generally, no. A mining rig anywhere except Kerbin will always end up producing more fuel than you actually need (or can use) at that location. Ore concentration really makes no practical difference. Storage and transport are the bottlenecks.
  4. bewing's post in Focus camera on part? was marked as the answer   
    You may need to turn on the "Enable Advanced Tweakables" in the Settings in order to have that option in the menu.
  5. bewing's post in Anomaly Hunting on Kerbin was marked as the answer   
    No there is no trick. It's just that your waypoints weren't quite accurate enough to get you close enough to spot them. One problem on Kerbin, however, is that all the tracking station antennas all over the planet show up as "anomalies". Those are really easy to find, but they get you nothing. The actual monoliths tend to be near mountaintops, or in deep valleys. The other easter egg anomalies tend to be quite big and easy to find.
     
  6. bewing's post in Am I choking my jet engines for air? was marked as the answer   
    I'm afraid you misunderstand a little. The panthers want 7 units/sec max. Which is flying along at mach 2.5 at 1000m altitude or something. The radial/circular intakes provide 2 units when stationary on the runway. They provide a hell of a lot more when they are rolling down the runway at 35m/s. And a lot more than that when flying along at 350m/s.
    So really, those numbers are almost worthless. They can give you some idea about whether you will be able to go to full throttle while sitting still at the very end of the runway, but that's about it.
    Even the tiny circular intake can provide enough air not to completely choke a panther.
    It's been proven to me that intakes do stack a bit, but not much. The small amount of extra air is not worth the extra drag or mass, though. One intake per engine is more than sufficient. And you can usually get away with two or three engines per intake.
     
     
  7. bewing's post in Kraken was marked as the answer   
    Small ships, nothing.
    Large ships, sometimes they vibrate to death. But you have a few seconds to fix it before it's fatal.
     
  8. bewing's post in Discovery Science Bonus -- Survey Scan (Polar) was marked as the answer   
    The discovery science for an M700 scan is not a World's First achievement. World's First achievements give you funds, anyway -- not science.
    When you perform the scan, you should see a standard screen message telling you that you got some science for it.
     
  9. bewing's post in Do you still have to turn off specular effects to find Mun Stones? was marked as the answer   
    It depends on how much time you're willing to spend. If this is a game that you can only play for a half-hour per day, then you absolutely need to make it easier on yourself. OTOH, if you think it might be fun to drive a rover for 5 hours across the Mun, then keep everything turned on. You'll find something worthwhile within 4 hours if you keep moving and looking around.
     
  10. bewing's post in Scanning arm and Monolith - am I doing this wrong? was marked as the answer   
    There are only a very limited number of things on each CB that the scanning arms are able to scan. On Kerbin, for example, there are some crystals up in the mountains. The monoliths were a good guess -- you need to look for things that stand out as being completely different from all the other terrain surrounding them. But the things you are looking for are natural parts of the terrain.
    The monoliths are something completely different. When you find a brand new one and get close to it, that counts as a World's First achievement, and you get money for it. The KSC one doesn't count at all (because the Kerbals that built KSC already found it).
     
     
  11. bewing's post in Extend an invisible antenna? was marked as the answer   
    The easiest way is to make it extend itself by transmitting science -- then you can hopefully highlight it and right-click on it while it is extended. If you can do that, a window will pop up that will allow you to do anything you want with the antenna. You can click the "pin" box to keep that window open for a long time.
    If the antenna won't highlight while it is transmitting science, then you have to do it the annoying way. Your camera can zoom all the way inside all the parts on your ship. So you just have to peek around inside your ship's guts until you find the antenna, so you can highlight and right-click it.
     
  12. bewing's post in Gaa! How do I get NAN in Vanilla again? was marked as the answer   
    You hover your cursor over the An/Dn marker to get the relative inclination.
  13. bewing's post in Is Val Doomed? was marked as the answer   
    You want to get Val back to orbit to save her. So you don't need to land. So you don't need to cancel your horizontal velocity -- just your vertical velocity. If you would have had sufficient dV and fuel to land (assuming the burn started on time), then you definitely have enough fuel and dV to abort.
     
  14. bewing's post in Plane tumbling upon landing was marked as the answer   
    I think if you manually set the friction of the front wheels to 0 in the SPH, it will work much better. I think the front wheels are grabbing the ground when you touch down. Also, your airspeed seems very high when landing. When you are down to a few meters above the ground, I think you need to "flare" more to reduce your airspeed.
  15. bewing's post in testing parachutes with cheat menu was marked as the answer   
    When you use the cheat menu to "set" something, the program tries really really hard to properly initialize everything exactly the way it should be if you traveled there. But the devs make no guarantees about that at all. In fact, they would tell you not to trust anything you've seen after you "cheat" something -- which is obviously going too far because it mostly does work, but that's what they'd say.
  16. bewing's post in Thought I'd share this - stuck on loading with Win 10 was marked as the answer   
    Yeah, it depends on where you install KSP to. The game tries to write fairly extensively to folders inside/below its install directory. So if you leave your steam installation in your Programs(x86) folder (the default), then you get these stupid errors, because of windoze protection violations.
    Best solution is to change your default SteamLibrary install dir to someplace unprotected.
     
  17. bewing's post in Screenshot was marked as the answer   
    Alt-Prnt Screen on Windows. Then paste that from the clipboard into some bitmap editor like Paint.
     
  18. bewing's post in Help Making Wheels Act Like Wheels (Not Toboggan on Grease) was marked as the answer   
    First, you need to make sure your vehicle is not "microbouncing". Under many circumstances, on low-G worlds, the suspension settings will cause all four wheels to be constantly bouncing above the ground by a tiny distance. If they are not touching the ground, then there is no friction (duh). Generally you do this by choosing wheels appropriate to the mass of the craft and then adjusting the "spring" setting.
    Second, the setting you want is called "Friction", in the menu. It probably says "Friction: Auto", with a button. Click the button once so that it says "Manual". It will then give you a slider to adjust. Push it up to the maximum (5), and see if that fixes things.
    "Traction" is something different. Traction applies the brakes to keep your motors from making the wheels spin out. It is almost always counterproductive, so your best bet there is almost always to turn it off.
    Spring makes the springs softer. Damping is black magic, that you tweak blindly after you set the springs to the correct softness for the ride you want. So sorry, but these are Unity/VPP values that are exposed directly to the user, and KSP has no control over how they work.
     
  19. bewing's post in Do you need a command point to have a Commnet relay? was marked as the answer   
    Absolutely yes, it needs to be a craft with full control (in hibernation is OK). A relay antenna + probe core is enough, though -- just so long as it has some electricity left.
  20. bewing's post in Right timing in a maneuver node was marked as the answer   
    This info about the burn is contained in the maneuver itself. Whether you want half the burn to happen before the initial node you had set depends on what kind of maneuver you are doing. An interplanetary burn is different from a suicide burn. So there's a button when you are creating the maneuver. It defaults to 50% -- which means the game expects that you want to do half the burn before your node. You can set it from 0 to 100. The timestamp on the maneuver that gets stored includes that 50% burn margin already. So, to get the proper outcome you always want to burn at t=0 now -- assuming that you had the burn percentage set correctly when you set up the maneuver.
  21. bewing's post in Asteroid Size / Radius was marked as the answer   
    AFAIK, the average radius/volume is fixed with the class. So the answer to your example question is not really. The shape is randomized, so if you could handle a longer skinnier asteroid in the space it might work.
  22. bewing's post in SSTO Losing Thrust Early in Ascent. Please help. was marked as the answer   
    You're not losing thrust. Getting from 330 m/s to 400 m/s is the game's Mach 1 barrier, and that is where drag is highest. Your problem is drag, not thrust.
    Somehow, either you've made a little tweak to your craft that increased drag a little bit, or there has been a slight change in the version of the game and the aero calculations have changed a little bit. It does not take much of a change to make a working spaceplane suddenly not get past Mach 1 anymore.
    You have a hell of a lot of little goodies radially attached to the outside of your craft. It looks like you also have a cargo bay. You need to take most of the radially attached thingies (radiator panels, gigantors, science experiments, antennas) and move them into your cargo bay. Yes, it'll be a little tricky making it so they still serve their functions and deploy properly after putting them in a cargo bay, but that's definitely the easiest way to cut your drag by a lot.
  23. bewing's post in Traction control limits Wheels Motor Power? was marked as the answer   
    Yes, traction control is not all that useful. It prevents your wheels from slipping by applying brakes and throttle limits. I usually turn it off completely.
    You may be thinking about Friction Control instead? That's a much much more useful control for any rover -- that one makes your wheels stick to the ground much better.
     
  24. bewing's post in What is the air speed in ksp? was marked as the answer   
    Yes, the air is always still above the ground. So your airspeed is always equal to the ground speed.
  25. bewing's post in Complete noob at Kerbnet...How do I scan for anomalies? was marked as the answer   
    The easiest way to understand Kerbnet is to know that all probe cores have access to KerbNet, as long as they have any communication link back to KSC. You do not need an ore scanner, as you said, unless you want to scan for ore.
    To use KerbNet: In flight, select the probe core in your craft and open its menu. There will be a button that says "Access KerbNet". Click that. A window will appear that has a radar-like image. It will show you the terrain below your craft, out to the limit of your field of view. You can change the FOV a bit to obtain a narrow or wide terrain image. By default, the KerbNet map scrolls vertically (top to bottom) in the direction your craft is moving. If you know that your are orbiting east, then you have to mentally remap everything you see. The mental remapping is even a little harder if you are heading south (because everything is "backwards"). The RoveMate probe core is especially interesting because it has a 100% detection rate for anomalies (but it has a very narrow FOV). The more advanced probe cores will also visually display biome info on the map, which is super useful. One of the buttons at the top of the KerbNet display controls how often the image is updated.
    Depending on which probe core you used to access KerbNet, each probe core has a different chance per (6 hour) day of detecting any particular anomaly. If there are any within your FOV, they will be marked with a "?" on the map. Your best course of action is to use the additional "custom waypoint" function of KerbNet to create a waypoint on top of (as close as you can get to) the ?. Often, you want to do an initial mapping from a very high orbit, and then (on the same day so it's still visible) do a low orbit pass over the same area with a much narrower FOV, and put an updated waypoint on the anomaly. To create a custom waypoint, move your cursor to an interesting point in the KerbNet window and click. Then type a name in the waypoint name box (or use the silly default name), and then click the "waypoint" button. The color of each waypoint is calculated from the name. If you use all the same names, you get all identical colors -- this might be useful to help classify your waypoints visually.
    Once you have a bunch of interesting waypoints to visit, you activate them and travel to them just like you would for a survey contract. Even if you locate the KerbNet anomaly marker precisely, there is an intentional imprecision in the location of the actual anomaly itself. So you need to use your eyes while you are navigating to its location to actually find it. If you use a low orbit to give yourself a nice accurate waypoint, then the anomaly itself will always be within 2km of your waypoint.
    On Kerbin, all the Easter Eggs are anomalies, and so are all the alternate radio antennas.
    There is no way to "save" a kerbnet image except for taking a screenshot.
    Please note that it is not intended for you to sit and stare at KerbNet for days to find all the anomalies on a CB. The intent is that you will visit the craft a few times a day and use KerbNet for a few minutes each time to find all the visible anomalies.
×
×
  • Create New...