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Posts posted by Draalo
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Look at your NavBall - its facing up. Should be facing forward
Rightclick your probecore and change the direction.
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On the bottom left in flight screen there should be a blinking green light.
When staging is locked it turns red. -
The 2.5m Heatshield provides plenty, dont worry.
If your goal is to reduce mass: From Eve coming 75% ablator should be enough, you can even try 50%.
(Dont forget to remove monopropellant from the capsule if its your goal )
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Yes, it must be two seperate launches. But the docking vessel dont have to be manned.
Just build a tiny probe with a HECS, solar and proper antenna with a docking Junior port and park it in Duna orbit.2 Oscar B tanks + a Spark engine will give you plenty of dV with very low cost.
Edit:
Once the contract is fullfilled you can undock again, no need to bring the dead mass back to Kerbin.
If possible use a proper relay antenna so your leftover will still act as a relay sat for future missions without extra costs
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PE has to be outside the atmosphere so at minimum 70km
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Are the parts inducing drag mounted to the node inside the cargo bays or attached to the surface inside?
As far as i now KSP considers parts mounted to the surface as mounted outside.
Test it. mount a small tank inside the bay to the node. attach 8 Batteries radial to that tank. Does it still produce drag?
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A Sentinel has to be lower (AP/PE) than the target planet to detect some over time. It covers the space from the planet below PE and the planet above AP
@Hotel26: Inclination doesnt matter
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11 minutes ago, DeadJohn said:
Buoyancy is unaffected whether a part shows water inside or not
Cargo Bays have different buyoncy when open or closed
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Well, i took the 4way thrusters for the example pictures - yes, not optimal.
But there are monodirectional thrusters too
I build leightweight ComSats all the time.
HECS probecore, 3x static solar, RA2 antenna, one battery, smallest monoprop tank and a pair of monodirectional thrusters below.
Vessel mass below 0.5to., has about 230m/s dV - enough for manouvering around Mun and Minmus.
Easy to send 4 of them with one launch.
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First go to settings and activate "advanced tweakables".
In the VAB you can rightclick the RCS thrusters then and choose "show actuation toogles", should look like:
Switch on "Force by Throttle".
RCS must be turned on when thrusters shall fire.
Hint: if you deactivate yaw, pitch and roll the SAS wont use the thrusters anymore - no waste of monopropellant if vessel is just reorientating but still full RCS capabilities when using IJKL for docking
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On 7/19/2020 at 8:45 PM, TimKerbin said:
in orbit of the Sun (no specifics given or needed)
Those specifics are hidden.
If you have to scan for objects endangering Duna AP/PE of Sentinel has to be between Kerbin and Duna.
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Build a vessel - any kind, using RCS.
Launch. Hit ALT-F12, use cheat menu getting into otbit.
Activate RCS, press and hold the H-key.
Stop the time until monoprop is done and compare orbital speed at end and beginning.
Get an idea
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9 hours ago, Streetwind said:
Since Laythe has lower gravity than Kerbin, that means that anything that floats on Kerbin automatically floats on Laythe, too
Its a matter of density, not gravity.
All which is less dense than the liquid will float regardless of how strong the gravity is -
Vessels are not globaly stored. If you want to load from a different save game use:
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Try a high Kerbin Pe like 45km. First entry shall just slow you down enough to be captured by Kerbin in a high eliptical orbit.
Final Descend will happen on 2nd entry.
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The cheat-menu allows you to set the gravity. I use it often when i build rover cranes which should assemble a base from non-rover modules.
If you want to use sandbox mode for testing i recommend KSP Craft Organizer - this mod allows you to load vessels in VAB/SPH from other save games.
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3 hours ago, steuben said:
I don't recognize the nose come you've got. What mods are you using? Or is it one of the DLC parts?
0.625m nose cone, adapter (tank) 0.625m to 1.8m, adapter (tank) 1.8m to 2.5m
Last two are from making History DLC
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7 hours ago, peteletroll said:
When the velocity is set to surface, radial out SAS keeps the skycrane vertical. This helps a lot...
I ve landed on a platform with dockingport multiple times on Minmus.
Just hover near the dockingport, set throttle to lets say TWR 0.95 so you start sinking. Use RCS and the keys I J K L to allign the retrograde marker with your target marker. Dont change throttle, use H to slow down your descent.
Good Luck, have fun
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Every subassembly has only one attach node. This time its the rear part which has it.
Reroot the subassembly, make the front part root and it should work.
Edit: Not sure but the shielded dockinport hasnt a node in front anyway
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It is possible
Click the Com 88-88 row, it will get bigger. Just doubleclick anywhere on the dotted line, a dot will apear. At that time where the dot is, the antenna will toogle open/close. Adjust timing by moving the dot or enter a numerical value bottom right.
Have Fun
Edit: will work the same way for landing legs, decouplers, jettison heatshield etc.
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Fuel ducts only work in one direction, notice the arrows on them: "> > >"
They are mounted the wrong way.
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Go to LKO and try having a manouver for rendevouz encounter. Dont burn it, move it by 90°, then burn it.
New Sat will be 90° in front/behind the old Sat.
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21 minutes ago, jaunco325 said:
I don't know if that counts
Unfortunately it does.
Those modules got the timestamp from the older vessels
Can't see autostrut options
in KSP1 Gameplay Questions and Tutorials
Posted
Autostruts are only availiable if the setting "Advanced Tweakables" is on (and if normal struts have been resarched)
Maybe you activated that setting?