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Everything posted by sal_vager
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Hey I fly two installs, one packed with mods, the other not, I know many players try to get as many fuel tanks, engines and boosters on the launchpad as possible, but some like myself try to get the most out of as few parts as possible, and try doing with stock what they were never designed for when it\'s far easier to just grab a mod part designed for the job. KSP is currently limited in its user friendliness when too many mods are installed as well, I know what will change eventually but for now, having too many mods is a pain. Stock is limited, and the limitations has its own attraction, it\'s not so difficult when you can just plop a 5000 unit fuel tank on a 3 meter engine.
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[0.14+][stock Mun rocket] Namenlos
sal_vager replied to Kosmo-not's topic in KSP1 The Spacecraft Exchange
The pitch problem I usually avoid with vectoring engines, or occasionally with winglets, and most of my designs are likely going to suffer a bit with proper drag, hopefully we\'ll at least get aerodynamic nosecones. I find one of the worst types of craft for unwanted pitch is a spaceplane, for some reason KSP hates having wings or vectoring engines mounted above the center of gravity of the rocket and I lose control with that kind of craft more than with any other. I really wish the VAB had a CG indicator. -
So if you fly efficient stock craft with no overpower parts, and also fly without autopilots, even without ASAS most of the time, what category are you in?
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[0.14+][stock Mun rocket] Namenlos
sal_vager replied to Kosmo-not's topic in KSP1 The Spacecraft Exchange
Not bad, I made something similar when trying to avoid using radial decouplers or fuel lines, though mine has very little reserve and no proper name. I don\'t think mine deserves it\'s own thread so I\'ll put it here, I\'m not sure if the legs are a good idea anymore due to a recently discovered bug that causes ships to be less responsive. Is this the same Namenlos you based your race craft on? -
Well done thats a really good time, I haven\'t tried the bonus rings yet, I really must though, I don\'t know how big a ship I\'ll need yet I think I\'ll need at least 3 RCS tanks, as I don\'t need RCS for landing on the Mun, and hopefully it shouldn\'t take too much extra fuel, all I need to do is fly to the edge of the system, back to the Mun to land, take off again and then get in a 45 degree orbit then back to the finish line ??? Edit: I\'m actually feeling pretty chuffed that you had a go at my challenge, I was worried it would be ignored, then Kosmo-not and yourself have shown me my work making this wasn\'t for nothing, thank you.
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That was a really good vid, I enjoyed that, never seen that shadow when the camera is near the ground though. I guess your brave Kerbolnauts are orbiting the sun now next time try raising your orbit in the direction opposite the Muns direction of travel, when you switch to Kerbins sphere of influence you\'ll be in an orbit with a lowish Periapsis, it took me ages to figure that out. I hope you do more movies, and welcome to the forums
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It\'s easy to over do it with the RCS, I tried to conserve it by using my main engine on minimum throttle while still several kilometers away and saved the RCS until I was closer and needed the finer control, just don\'t rush though as it\'s better to take your time at the actual rendezvous. I actually had RCS to spare and was getting low on regular fuel by the time I reached the last ring, also try to get in front of it, even if you are over 100km in front it\'s still easier to go to a higher orbit to slow down than it is to risk dipping into the atmosphere, that\'s were you\'ll really lose all your fuel. Kosmo-not made a table of when to burn for orbital intercepts that might help you, check it out here : http://kerbalspaceprogram.com/forum/index.php?topic=9726.0 Good luck.
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ASAS can control regular SAS as well, as it\'s just a variation on the capsules built in control moment gyroscopes, but I find SAS units too unstable as they were never fully fine tuned. Pasted from the Wiki : The 'Magic' seems to be that KSP\'s gyro\'s don\'t suffer from gimbal lock or build up unwanted momentum that needs to be dissipated, but seeing as even a capsule will tumble in Kerbin orbit if left with it\'s SAS off, I guess that\'s a pretty good if accidental simulation of excess momentum escaping. I\'ll assume for now that kerbal rockets have sufficient battery power to keep their CMG\'s running for the duration of the mission, though electrical power is sure to be added at some point.
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This just occurred to me, you could use the Bigtrack\'s cuttlefish lander with mechjeb to grab debris and deorbit it, when the parachute structure is removed there is a lot of room inside. Take a look : http://kerbalspaceprogram.com/forum/index.php?topic=9404.0 It\'s a ready made satellite grabber, or try the Damned robotics claw here : http://kerbalspaceprogram.com/forum/index.php?topic=10662.0 If you go on a debris hunting mission don\'t forget to take screenshots and show us
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Hi togfox, If you don\'t mind using mods I\'d suggest grabbing Tosh\'s laser or Yorik\'s particle cannon and blasting that debris out of the sky, as grabbing stuff is a lot of work when you have a lot of debris to deal with. Laser : http://kerbalspaceprogram.com/forum/index.php?topic=6452.0 Cannon : http://kerbalspaceprogram.com/forum/index.php?topic=8117.0 The laser is probably your best bet, as it will actually overheat and destroy stuff, whereas the cannon seems to just knock things around with tremendous force.
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[Collection]KSP Re-texturing project.[Closed]
sal_vager replied to dt890's topic in KSP1 Mod Releases
Hi dt890, how\'s the booster coming on? I really like your ASAS texture, much nicer than the stock version, there\'s too many murky colours in the default set and some parts are crying out for some colour like the AV-R8 winglets, I couldn\'t wait so had a go at them myself. About all I can do is mess around with Gimp\'s filters, I\'m sure you can do far better -
It\'s hard to find a better cheese than Cheddar, though Stilton is always a treat, I was once given a wedge of cheese from a cheese maker near Market Drayton that he called 'extra tasty', it was unbelievably strong for Cheddar, I cut it into slices so thin you could see through it and put it on toast, no matter how strong the supermarket cheeses claim to be they have never come close to 'extra tasty'.
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Salutations Bekiekutmoar, and welcome to the KSP community, have fun flying
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I can\'t on that map no, but this might help : http://kerbalspaceprogram.com/forum/index.php?topic=10511.msg159057#msg159057 Or this maybe : http://kerbalspaceprogram.com/forum/index.php?topic=2671.msg160957#msg160957
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There is one other that I know of, but I have always overshot when trying to get there, it\'s not easy to reach as it is surrounded by mountains.
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Unity does indeed use Mono for it\'s C#, and Monodevelop is recommended, I have never used it though so don\'t know how good it is. My programming experience didn\'t get further than BlitzBasic.
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I thought I\'d try practicing with Blender and make you a Lazor turret, but my ability is very low, do you want the blend file anyway? Maybe someone else can finish it.
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Have fun exploring, see if you can find the other KSC and the monoliths
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Trees have been removed near the launchpad to prevent lag, have you looked at the other side of the lake near the KSC? You need to be low enough for them to show, either chuck a rocket over there or drive over with the cart. If you find trees don\'t forget to take a pic
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A little help with visibile orbiters?
sal_vager replied to VincentMcConnell's topic in KSP1 Discussion
C7 mentioned that the Mun, and Kerbin, changes to a smaller, closer object when you get far away, but that you can\'t tell and he didn\'t say what distance this happens at. As ferram4 said they are a separate class of object, as Mr_Orion says, you can only see the distance indicator, even that flare mod won\'t help as it still wouldn\'t render. -
It might become too much work to maintain this project, but if Seanoog wants a ring ship I have several made, they might cause excess lag at the base though and they need persistence editing to get into place, as they are designed to just sit there and never fly.
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Not sure I can add much that hasn\'t already been said, it\'s a single player game so the only person you can cheat is yourself. But saying that, most of the plugins add functionality to the game that make KSP bigger and grander than stock, just take a look at the new robotics pack, and the cart should be a stock part in my opinion, also as has been mentioned there are mods that add orbital structures, working satellites and construction, this is simply not possible with the basic game as it currently stands. Yeah there are overpowered packs of rocket bits that make getting to the Mun easy, and there are massively oversize, underpowered wobbly rockets if you like that kind of stuff, that make it harder to get to the Mun. The overpower stuff I don\'t use, and the so called extra realistic stuff is okay but I prefer stock, that way I can concentrate on my flying without being distracted by big shiny stuff that just does the same job. What I personally don\'t use is Mechjeb, it just seems a cop out to me if you can get it to do your flying for you, and I don\'t like it staring at me. Edit: I just want to mention the space shuttles, I love the shuttles but it\'s really hard to make working aircraft with stock parts, C7 stuff is nice but there\'s just too many, give me the Hope anyday.
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I\'m going to have to look it up, as the only tracking laser I know of is the one in my mouse like I mentioned, it illuminates a very small area and watches the area change as the mouse is moved, comparing the new image to the old one to figure out which way and how far the mouse was moved. But this operates at zero distance, I doubt a long range laser works on the same principles. Edit: Well, it looks like laser tracking works in two ways, plain and simple distance tracking with no lateral movement and the 'paint the target and blow it up' method. In the first method, a laser is used at two angles with a retroreflective marker, and it can accurately judge the markers distance as shown here : http://www.qualitydigest.com/inside/metrology-article/how-laser-trackers-work.html In the second with laser guided bombs, a laser is fired from afar and the bomb just homes in on the bright light : https://en.wikipedia.org/wiki/Laser_homing I have not found any real world lasers that can tell if a target is moving and can then follow it aside from the aforementioned mouse, I guess you need a camera mounted with your laser, to act like an eyetoy or kinect.