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Everything posted by KocLobster
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I think you just misunderstood my problem. I am aware that is how time warp works and I'm aware that is how LS mods function. I didn't necessarily 'agree' with a Kerbal being able to survive year long trips with no life support, so I mentioned I was going to re-add a LS mod to my game. It's preference. @Kosmognome +1 to everything he said. This is why I want to get another LS mod. I think you're completely missing the point: that some of us just enjoy using LS mods. That's all there is to it....and it seems like you're being slightly hypocritical by coming down on our use or desire to use LS mods.
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@Foxster From this thread: I was just taking what Snark said in another thread; personally, I can't attest one way or the other if airbrakes work that well in the manner described.
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Tips for Surviving Time Warp
KocLobster replied to MaxL_1023's topic in KSP1 Gameplay Questions and Tutorials
Can you post a picture of the craft you're having trouble with? Do you have RCS and/or SAS engaged when this starts to happen? KJR is a great mod, I highly recommend it, but depending on your craft, it may not be enough. Posting a picture would help a lot; do you have any struts or other structural strengthening things? -
Your airbrakes are always overheating and exploding because they are not meant for reentry.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
KocLobster replied to FreeThinker's topic in KSP1 Mod Releases
@FreeThinker That's unfortunate, thank you for taking the time to look into it and reply, I appreciate the clarification. Since the stock engineering report is wrong, as I assumed, do you know which one the game decides is correct and which one the game makes all its calculations based on? Does the dV, drag, etc. go off of the correct (KER) mass or off the stock mass (wrong)?- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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Does this work with 1.0.5? I installed the mod but can't find it in the VAB.
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Besides the obvious contracts expiring or failing to complete on time, are there any downsides to time warping in career mode? I'm referring to large amounts of time warp of course, like months or years. From what I understand, there really isn't. I don't necessarily agree with this and think I'm going to reinstall a LS mod.
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TWR & Thrust limiting: SRBs vs LF engines
KocLobster replied to KocLobster's topic in KSP1 Gameplay Questions and Tutorials
@wumpus I think you misunderstood, I was never talking about dV. I was referring to how by lowering the thrust of my SRBs so that they burn for a longer duration, it gave my liquid fuel engine more time to burn at maximum thrust, and thereby reducing the total mass of my rocket by the time that I ditched the SRBs than if I had had my SRBs burning at maximum thrust. I did this because when the SRBs burned at max thrust, I was being left with slightly too much mass for comfort when I ditched them, because the liquid fuel engine didn't have as much time to burn off fuel as when I had the SRBs set to a lower thrust ratio. Hope this makes sense for you. -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
KocLobster replied to FreeThinker's topic in KSP1 Mod Releases
I don't understand why my post has been completely ignored for so long. In fact this whole thread is dead. Are bugs or other similar unwanted things not a concern of the mod author?- 1,187 replies
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- fuel switching
- mesh switching
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TWR & Thrust limiting: SRBs vs LF engines
KocLobster replied to KocLobster's topic in KSP1 Gameplay Questions and Tutorials
I experienced this last night actually. I was right at the point where I needed to lower my SRB's thrust just a bit so my LFE had acceptable TWR once the SRBs burned out. -
TWR & Thrust limiting: SRBs vs LF engines
KocLobster replied to KocLobster's topic in KSP1 Gameplay Questions and Tutorials
This is some great advice, thank you guys very much. I'm glad I was on the right track. @Snark That is an ungodly amount of rockets The insanity! Kickbacks almost seem counterproductive because they are just so ridiculously heavy. -
TWR & Thrust limiting: SRBs vs LF engines
KocLobster replied to KocLobster's topic in KSP1 Gameplay Questions and Tutorials
So I do have the right idea by allowing the SRBs to take the brunt of the effort of getting off the ground then? I really like your idea of 'poor man's asparagus', that sounds quite efficient. I don't ever use as many engines as you do apparently, though. Usually I never have more than 4 SRBs; right now a ship I'm about to launch only needs two SRBs. From what you've said though, I think maybe I could improve upon my general designs. Maybe I should be using more SRBs, so that when I'm still in the very thick atmosphere and right after launching, I can launch my rocket purely off of SRBs, and not use the help of my LFE(s) at all. In general with my rockets, if I did that right now, I would have far too low of a TWR than necessary. -
I was unable to find an answer or any suggestions for this question. Simply put, I'm trying to figure out if one is better than the other. When you have a bit too much TWR and you want to lower your thrust to more optimal levels, are there benefits from lowering the SRBs' thrust over limiting your LFE's thrust? Is doing one more efficient than the other? Generally, I will lower my LFE until it reaches the my desired TWR instead of the SRBs. I do this because it would use less LF and seems to be more efficient and conserving of dV on the surface. However, I don't have any research to back this up, it just seems like the most obvious answer to me. Sometimes, I will lower both. The way I understand it, is that your SRBs are there mainly to get you up out of the soupy atmosphere without eating a ton of LF, like if it were left just to your liquid fuel engines to do so. By putting the brunt of the work on the SRBs, it conserves more fuel, and therefore more dV. This is why I usually let my SRBs always run at 100% thrust and lower my LFE(s) on that lowest stage. I find doing this is much more exact than leaving it at 100% and throttling down once in flight. Usually, once I ditch the SRBs in flight, I will slide the thrust limiter on the LFE back to 100%. I will also a lot of times throttle down a little though. If this isn't ideal or you do it differently (I know a lot of people limit the thrust on SRBs instead), please let me know and why. Any suggestions would be great, with explanations of why even better. Thanks KSP community.
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@Elthy Sorry, I don't know much except the basics and what is necessary when it comes to peripherals. I don't know much about quality audio or video. I will be sure to do this though
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Updating indirectly through steam
KocLobster replied to RocketSquid's topic in KSP1 Gameplay Questions and Tutorials
I'm sorry I can't really help you with your question, but I think you'll have a better chance of getting help if you post in http://forum.kerbalspaceprogram.com/index.php?/forum/69-technical-support-unmodded-installs/ (or the other tech support subforum if you use mods). -
Kerbal Space Program 1.1 Hype Train Thread.
KocLobster replied to Whirligig Girl's topic in KSP1 Discussion
Am I missing something? Why is there more 1.1 talk, and why are some mods being updated for 1.1 on CKAN when 1.1 isn't out yet? Has something new happened, I thought it was still just prerelease bug testing mode on Steam? -
No worries, I'm quite happy with everything we've discussed. I've also got a couple cheap peripherals in my cart too; a $30 keyboard, a $50 headset, and a $20 dvd burner. It's at $1664 before the monitor. I've still got ~6 weeks until I'll be able to buy my parts, so I'm not in a huge hurry. I haven't gone out to Fry's yet to try monitors, that's definitely still up in the air. Honestly, unless I see a huge difference or have a huge preference for one setup or the other when I visit Fry's...I'll probably end up tossing a coin. It seems to be at that point in my head.
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Help with rendezvous and docking.
KocLobster replied to Orc's topic in KSP1 Gameplay Questions and Tutorials
+1 I'd really like to emphasise this great part of a great post. Most of us have already recommended NavyFish's docking mod (GET IT), but equally important, in my opinion, is the RCS Build Aid mod. I feel its essential for any docking manuevers. It allows you to make sure you're placing your RCS thrusters in exactly the right spot, which is just as essential for docking. Docking is infinitely more difficult with wrongly placed RCS thrusters, if not impossible. Also, on approach, make sure you're only moving a couple m/s. When you're very close and using thrusters, you want to make sure you're relative velocity is no faster than 0.3m/s, if that. -
Help with rendezvous and docking.
KocLobster replied to Orc's topic in KSP1 Gameplay Questions and Tutorials
I would also suggest this thread, it was just recently posted and has a lot of good answers. I also would suggest NavyFish's Docking Port Alignment Indicator mod. If youre okay with mods, I never leave KSC without it. Edit: oh sorry I couldn't load that picture. ninja'd. +1 to that pic @Rocket In My Pocket posted then -
What Height is Geostationary Orbit
KocLobster replied to pipercarman's topic in KSP1 Gameplay Questions and Tutorials
I don't think the ancient Greeks had a word for a game that didn't exist yet in a system that didn't exist yet -
New recruits spawning question
KocLobster replied to Madscientist16180's topic in KSP1 Gameplay Questions and Tutorials
A lot of people (like me) like keeping the game pretty close to stock and not 'cheating' (sorry, lack of a better word) though. -
New recruits spawning question
KocLobster replied to Madscientist16180's topic in KSP1 Gameplay Questions and Tutorials
I'm sorry I can't provide a 100% definitive answer, but I am like 95% positive that there isn't anything you can do. It is just a matter of time and waiting for an engineer to be available for hire. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
KocLobster replied to stupid_chris's topic in KSP1 Mod Releases
Oh right duh...I can't believe I didn't realize that.