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Tyko

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Everything posted by Tyko

  1. I use these keys and they work great. Right Shift and Right Control are forward and backward. The Arrow keys are up, down, left and right. I also use the same keys for Kerbal jetpacks so I only have one set of keys to remember for both. With a little practice it's pretty easy to control translation with my right hand on those keys and rotation using my left hand on AWSD. It makes precision docking a lot easier
  2. ...Personally, I prefer #2 myself, though I can live with #3. I love when you quote yourself...Do you refer to yourself in the 3rd person often too? Seriously, I agree with you. I do hardware development and my product just slipped. You SW guys have it rough, but at least you don't have to worry about trucks full of physical inventory moving across the country.
  3. It's a neat idea but, like the MH mission creation system, it faces two major stumbling blocks (+ many small ones) that would have to be overcome There needs to be enough people who want it to justify development (more critical from my PoV if you're suggesting Stock implementation) It needs to be simple, feature rich and stable enough that people who do try it out actually come back and keep using it. MH suffered from both - not enough players cared and those that did ran into a lot of issues which soured the experience - end result, it's underutilized or ignored by most players. @linuxgurugamer - were you thinking this would be a mod or Stock? if Stock would it be core development or DLC?
  4. At some point in the future Squad is going to be releasing an update and there'll be an internal discussion "Should we announce the launch date ahead of time? All the players bug us incessantly about launch dates". Followed by "ummm...maybe not, you know what happened last time we gave out a launch date"
  5. Agreed. I use DeCoupler Shroud with ReStock and haven't seen the issue.
  6. Really love the bare bones design of the service module! I think MP makes more sense given the simplicity of the engines. No complex turbopumps necessary. Are you going to match the capacity of those tanks to the other MP tanks in the game? doesn't look like much volume for fuel ...
  7. Yep, and if there was a mod pack, as you propose, then you'd be dumping in a bunch of mods at once. You'd instantly add all this complexity and it could be a bit overwhelming. Better to be able to go through each mod, figure out what it does, decide if you like it, then move on to the next one.
  8. The toughest ones for me are Moho and Dres Moho is tough because as you drop towards the sun you pick up a huge amount of speed that you'll have to cancel out to achieve orbit. Moho has a pretty small SOI too, so I've actually been burning retrograde to enter Moho orbit and flown right out the other side of its SOI before I could slow down enough. Lesson learned: make sure you have a decent TWR. Usually my interplanetary craft have .5 or less TWR because you don't need a huge amount of thrust. For Moho I'd pack more. Dres is difficult because it has a really small SOI too. This makes it harder to get an encounter. Trick here is to get as close as you can then do a mid-course correction to refine your intercept.
  9. Interesting...wouldn't the DV cost be higher? you have to burn enough to be on a reciprocal course, so just as much as if you burned at incoming craft's PE. Then you have to meet it and burn to match the incoming craft - essentially reversing course. Or am I not doing it right?
  10. Here's a real flight challenge for you: Plan a flyby of a planet and have a fueling tanker in orbit around the planet. As your ship is flying by have the tanker accelerate to match course, dock with your ship and refuel it. Not sure what happens then, probably discard the tanker once it's empty This is just a crazy idea....
  11. Yea, for sure. There are a lot of ways to structure this. It all depends on what you want to optimize for. If you'd have fun building a series of waypoints the go for it - there are many that would argue that NASA's plan for a lunar gateway isn't optimal too, but it fulfills other goals, so they're doing it anyway Some different ways to slice and dice: Direct flight from Kerbin LKO to Jool - this offers simplicity and lowest number of launches but you're going to need more fuel Fuel your ship in LKO - launch your Jool vehicle with empty tanks and fuel it there either with additional launches or from fuel gathered from Mun / Minmus / Asteroids - this is great for larger ships because it's already tough enough to get the big ships launched without having to lug up all the fuel onboard too Fueling station at Mun or Minmus - lots of infrastructure to set up and it's harder to get a good launch window, but it's a fun project and if you time it right you can get a relatively cheap transfer Good luck!
  12. You're fantastic! please let me know if I can help validate fixes
  13. I do something similar. I build the entire station with all the docking ports in the VAB. Then I create separate craft files for each component launch, but I keep an original of the entire station so I can test new additions/changes
  14. I'm in a quandary about the OP question - if you can do it by any means or at any time, then it's, by definition, not "impossible". If you ever figure it out, then you didn't do the impossible, you simply proved the prior belief that it was impossible was wrong Semantics, I know, but it's been a loooooong week...Happy Friday!!
  15. @Galileo If you're tweaking GPP is there any chance you could take a look at a ReScale 2.5x issue? I've only observed it using GPP and it seems most prominent in 2.5x - if it's occuring in 3.2x it's not easily noticeable. It has to do with the transition from a distant view of the body to a closer view and it causes 2 layers of terrain, 1 being a "ghost" over the other. I thought it was an SD issue originally and worked with @Sigma88 to try to fix. Here's a link to the issue log with details of what we've tried: https://github.com/Sigma88/Sigma-Dimensions/issues/77 I'm happy to do more legwork to troubleshoot. Thanks!
  16. Oh...by the way...was just thinking further and by stopping at Duna you're also adding a lot of time to your mission. It's counter-intuitive, but because of the way Hohmann transfers work you're probably adding at least half a year to your journey - going from Kerbin to Duna will take you to the far side of the Sun, then you'll have to wait for a Duna to Jool transfer and go back around the Sun a second time.
  17. Other than the benefit of the Oberth Effect, the two are the same. Is there a mass savings? Yes. Is it worth the effort? Well, that's up to the player. Agreed, it's actually potentially worse going planet to planet because you have to pay DV to circularize and then additional DV to break out of the gravity well. Direct Route: It takes about 1000DV to leave Kerbin SOI and another 1000 for Jool encounter = total 2000DV Stop for Gas: If you want to swing by Duna on the way you're going to spend: 1000DV to leave Kerbin SOI 650DV to get to Duna and circularize (you could potentially aerobrake, but then your craft has to be built to withstand those forces which adds weight/complexity) 650DV to leave Duna SOI 1000DV to get Jool encounter. You have to carry less fuel for each leg of the trip since you only need fuel for 1650DV, but each leg costs ~1650DV each. @M_Rat13 - so it's not 1k + 1k = 2k... Your total DV cost went from 2000 to 3300 and you've added a lot of complexity to your mission - both in infrastructure and mission planning. (NOTE: below I've rounded off some numbers, but it illustrates the point. If I totally screwed up my math please let know )
  18. If the right hand column is your GameData folder it looks really odd to me. I'm not familiar with any mod called "Parts" or "Probe" or "Radial" It looks like you're moving mods into subfolders and changing folder names within GameData. If you're doing that it will break your mods. You need to leave your mods in the GameData folder just as they are installed by CKAN otherwise they won't work right. There isn't a mod called "Restock-0" for example. Adding the "-0" will stop it from working.
  19. The OP started the post explaining that they'd already tried BDB but decided against using it. My point was that any parts pack could include mods that weren't wanted, so that makes a parts pack less desirable versus being able to pick and choose.
  20. It makes me really nervous that a "real aerospace engineer" has such a cavalier attitude about our atmosphere...If you were to break your ankle would you ask the doctor to just chop your leg off since it's beyond all hope? Read Ignition by John Drury Clark - the chemistry is well past my educational level sometimes, but it's written well and even a chemistry novice like me could follow the concepts. https://www.amazon.com/Ignition-Informal-Propellants-University-Classics/dp/0813595835/ref=sr_1_1?keywords=ignition+book&qid=1553282099&s=gateway&sr=8-1
  21. Refueling can be a benefit for many missions, but to answer your question specifically about mid-flight refueling I'd say that's almost always a bad idea. Let's say you're going to Jool Going from LKO to a flyby of Jool costs just under 2000DV - you accelerate once and then you coast the rest of the way. Circularizing around Jool costs another 3000DV - you coast in and decelerate one time. You're spending 0 DV during the coast phase. If you have to "stop" at a refueling station along the way you have to spend DV to match orbits with your fueling station and then spend more DV to accelerate back on course for Jool. This is all wasted DV. There may be some ideal situation where you have a refueling depot in exactly the right place at exactly the right time, but everything in the solar system is moving, so lining that up would be extremely difficult if it's even possible.
  22. Okay...I'll risk getting smacked down here... I think they have different styles - I see Scott as an educator first. Even when he's doing some of his crazier builds he usually has a strong educational focus and tends to stop and explain things more. I like Matt's stuff and it can be very entertaining, but I learn more from watching Scott's vids.
  23. Instead of copying everything you can use ModuleManager and the +PART command. Check the link below for full MM syntax. +PART is about halfway down the page. https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax
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