CitizenVeen
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How far did you get in Realisme Overhaul?
CitizenVeen replied to CitizenVeen's topic in KSP1 Mods Discussions
With what difficulty settings and mods did you play? I play with RO and RP-0, all mods (although with build times disabled, the 'challenge' didnt add any fun for me, just more waiting during fast forwards), and never had to do any missions for cash. You can build some simple rockets to get all science at earth, then accept contracts for missions at the moon. The upfront cash you get for them is more then enough to build the rockets to go there. Then you should have plenty left. The mission fully first person sounds like a very neat idea. Screen of your missions would be very nice! -
Small craft wobble under SAS
CitizenVeen replied to kananesgi's topic in KSP1 Gameplay Questions and Tutorials
What kinda wobble? The slow wobbly type that slowly gets worse? Or more like fast shaking. First is a bug, second one, I found, is caused by having a too strong torque, this happen when the reaction wheels are 'too big' for the craft. The wheel generates such a strong torque, that allready with the smallest adjustment that the SAS makes, it 'overshoots' what it wants to do. For example, it wants to cancel a clockwise spin, but adjusts it so much that the craft starts spinning counter clockwise, it tries to cancel again, and the craft spins clockwise again etc. The result is that with sas on it starts shaking. Is that it what you are experiencing, try adding a smaller reaction wheel, or using a different probe that has a build in one. I believe that you can also limit torque during Vehicle Assembly, but not sure.- 12 replies
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Hi everyone, how do you plan your launch windows in Real Solar System? I went to the moon, and did it by kinda estimating. About 18days to the moon, moon should be arround here. Then cape carnavaral should be around such and such, so that when I overspend my initial orbit (with a ~200km Pe, and a 3k AP, because of the many engines having only 1 ignition), my high AP should be arround the DN/AN node. It worked, after initial orbit I planed a manouvre node that raised my Ap on the DN node (which was somewhere near my Pe, but not really), and got a pretty good capture at the moon. However, as I am planning to go to mars, I expect it wont be as much forgiving. Questions: 1. Is there a launch window planner for RSS out there? Can only find stock ones. 2. Is there a good way to plan it without a launch window planner just telling you what to do where? As we can't see DN/AN nodes before we launched. Nor plan manouvre nodes before we are decently in orbit, its kinda hard to estimated imo. 3. What launch sites do you use? Answers much appreciated. Thanks!
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How far did you get in Realisme Overhaul?
CitizenVeen replied to CitizenVeen's topic in KSP1 Mods Discussions
Wow. That manned mission to mars looks very nice. Good job sir! Have you sended probes to other further out planets? Maybe try to land a probe on one of jupiters moons? Or even further ? Are you playing carreer or sandbox? Do you use mods that add engines apart from RO/RP-0? -
The bug remaint after a reload, but a couple of reloads later suddenly was gone. Another question, is there any way to see what parts on a ship are draining electricity, and how much? My electricity was falling, but all parts I could identify that were draining electricity were only about 10% of what my panels were supplying me.
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How far did you get in Realisme Overhaul?
CitizenVeen replied to CitizenVeen's topic in KSP1 Mods Discussions
Very impressive mission! How much DeltaV was required for the entire mission? (from LEO) Nope its not, so no offence taken, also, having a phone set to autocorrect in my native language doesnt really help... -
Wondering how far everyone got in RO. What did you archieven? Man on the moon and back? What planets did you reach? Anyone planted a flag on mars and brought the kerbil back alive? Pics are allways nice :). Or is there allready a thread like this? I just orbitted the moon. Gonna try a probe landing on the moon next. Then the handshake in space I guess. Greetings!
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I think this is a bug, not sure to what mod it is related, or that it is a stock bug. I am playing with Realism Overhaul/Real Solar System/RP-0 (and all mods that come with it). I'f got a vessel heading for the moon (my first one, yay!), it has alot of spare electricity and 4 big solar panels. However, the solar panels say they are being blocked by 'aero shielding' and dont provide me any electricity, allthough (as you can see in the screenshots) nothing is blocking the Panels, they even cast shadows, which means they should be providing me with electric charge. In the meantime, is there a way to 'cheat' my electricity back? By editting it somewhere? I am fine doing this as I calculated that my panels bring me much more electricity than I would ever need. Thanks for the help!
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Remote Tech, Standard or Root? (Realism Overhaul)
CitizenVeen replied to CitizenVeen's topic in KSP1 Mods Discussions
1. Root is halfway between reality and the gamey standard metric RT uses (I wrote Root, for the record). In real life, range is mostly additive, it's not average at all. 2. You don't need a satellite network beyond LEO anyway, since once you're high enough you'll have LOS on the DSN stations with their giant dishes. A pair of Comm16s per satellite is fine for an LEO network. Stupid question: what does 1.104E+10 mean? Is it the same as 1.104e10 (which is 11 040 000 000 in normal decimal notation)? -
Thanks! Thats pretty much what I ended up doing. Except for the fact that my beginning orbit wasnt circular (it was like 300x1.000km), so I had to burn somewhere further then the DN to get my new AP up at exactly the AN. So what I did was: 1. Let mechjeb set an AP raise manouvre at the DN to 3500 2. Let mechjeb plan any manouvre at the AN. 3. Check if the AP after the first manouvre (orange AP) is at the second node (the purple manouvre). 4. Move the first planned manouvre node arround so the orange AP gets closer to where the new AN would be. 5. Clear the purple node, start again at step2, repeat untill the node created by mechjeb is at exactly the orange AP. 6. Execute the orange node. 7. Raise PE and Latitude to 0 at new AP. Just wrote it down here, for if anyone in the future might need it.
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Hi everyone I am in a low parking Orbit @ earth (300km) with an inclination of 6° or so. I wanna raise this to 350km with an inclination of 0 How do i do this? Is there any way to see the AN and DN for earth ? Engineering van show me the current inclination, but not the post burn one. Mechjeb can plan manoeuvres To circulize, set inclination To x, or raise apogee. But not at the same time. And most efficiënt way would be to rais AP at the DN to 3500km, then raise PE to 3500km and het inclination To 0 at the same time at AP. Any tips?
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I agree, I was looking forward to that game before it launched. I think the main problem was that they tried to make a game that covers everything, and pretty much just ended up with 4 really shallow, short, uninteresting mini games in one title.
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Did anyone play this game on Android or iOS: http://play.mob.org/game/space_simulator.html And, if yes, is it any good? Would be nice to have a new game on my phone I can toy arround with for hours :).
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Anyone who is willing to fix even a single site, that would be awesome. You edit the launch sites cfg using these docs: https://github.com/NathanKell/RealSolarSystem/wiki/PQSCity-and-PQSMod_MapDecalTangent Thanks. I worked it out. There was an error in the landscaping for US_Kodiak, in the RSS mod. Its fixed now :).
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I did, also zooming in and out. Tried pretty much every possible angle but nothing worked? Any ideas how To switch back. I cant play anymore because the vital options (tracking station and all research) are nog availeble anymore....
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Hi everyone, I'm having a problem. in RO/RP-0 I switched to a nothern launch site, since then the tracking station and Research building are gone: It might be because of the hill-like terrain, which makes the buildings go under the surface (not sure though). I can't switch back because the tracking station is gone, and can't do science so practicly my carreer is stuck. Restarting KSP, my computer, or loading an earlier save does nothing. Is there any way to change back to another launch site without clicking the tracking station? Somewhere in a settings file that tells me to what site the game auto loads? An hotkey for entering the tracking station? Any other ideas to fix this issue? Thanks alot
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Ascent paths, gravity turns, SRBs
CitizenVeen replied to CosmicCharlie's topic in KSP1 Gameplay Questions and Tutorials
If you have trouble with your SRB's colliding into your ship, it can help alot to mount 2 Sepratons (http://wiki.kerbalspaceprogram.com/wiki/Sepratron_I) on the SRB, and turn them (using QWEASD) so that the nozzles face the main body of you ship. Mount them next to the separtor, and have them fire at the same stage you set your decouplers. It causes the SRB's to be jettisond away from your ship. Rather then just gliding off it slowly when you only use the decoupler. -
steering on landing gear
CitizenVeen replied to ForScience6686's topic in KSP1 Gameplay Questions and Tutorials
from the wiki:(http://wiki.kerbalspaceprogram.com/wiki/LY-10_Small_Landing_Gear) "As of the 0.23 update, the LY-10 Small Landing Gear has the ability to steer, allowing sharper turns on the ground. This can be toggled either through tweakables or in flight. " and "If multiple wheels are used in a design, the SPH automatically turns off steering on all but one wheel. To improve steering capability, it is sometimes useful to manually reactivate and invert the steering on the rear wheels. " The steerable landing gear steers betters in general I believe. I've found riding arround for any other reason then taking off or landing on the runway allways a pain if youre not using the rover wheels. If you use KAS/KIS, maybe drop a rover on the island to pull your planes arround? By flying it over there inside the cargo hold of a plane? -
Got another bug. After switching to another Launch Site. The Research Building and the Tracking station has disappeared... Can't switch back to Cape Carnaval because.. no tracking station ... I think its because the landscape is hilllike, and these buildings have disappeared beneath the surface. Not sure if I'm correct though.
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I'm getting a bug where the Visual Planet is not on the location where the game really places the planet. Hard to explain, here is a screenshot: As I scroll out, the visual planet 'moves' further away from its location. Same for the sun: And all other planets: Bug happens quite often, every couple of times I open the tracking station. And is hard to ignore, because its very difficult to see launch site locations, orbits, etc. Full restart of the program fixes the issue. I am using Realism Overhaul, Real Solar System, RP-0, and Remote Tech as addons. ÈDIT: Restarting the game seems to no longer fix the bug ... EDIT: seems like I messed up my screenshots, the 'double UI' in the last 3 images is just on the screenshots, thats not a bug ingame.
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I noticed that the science gathered from the Film Return Camera is HUUGE (42000 science units). And transmitting it back to earth only recovers arround 1% of the science (a photo from atmosphere is 24 science returned vs 0.3 when transmitted). Seems like the only possible use for science out of the camera is landing it back on earth with 1 experiment in it (1 photo taken). Is this intended or am I doing something wrong?
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Remote Tech, Standard or Root? (Realism Overhaul)
CitizenVeen replied to CitizenVeen's topic in KSP1 Mods Discussions
Whats the range on the DSN ground stations? Thanks alot for the replies guys -
Remote Tech, Standard or Root? (Realism Overhaul)
CitizenVeen replied to CitizenVeen's topic in KSP1 Mods Discussions
yeah I guess your right, 2 antenna in Root with the same range will still only get that range when trying to reach eachother. Another question, I am trying to set up a network arround Earth with 4 satalites, the Communotron16 has a range of 4.0Mm, which I guess just won't cut it, as I need an altitude of atleast 2.4Mm with those 4 sats. What antenna's did you use? The only one with better range I got now, is the 88-88. But thats a dish, and there is no option that it will point automaticly to wathever satalite (or base) that can reach mission control?