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Everything posted by Spricigo
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Matching Inclination While in Orbit
Spricigo replied to Chequers's topic in KSP1 Gameplay Questions and Tutorials
Of course you have choice, the ascending node or the descending node. And you can, during a previous maneuver, change where those will be if that means lesser overall deltaV expenditure. Anyways, I'm not saying that is never a good idea to combine burns, just to be aware that sometimes is not. -
Matching Inclination While in Orbit
Spricigo replied to Chequers's topic in KSP1 Gameplay Questions and Tutorials
Quite the contrary in many cases. Prograde/retrograde burns are cheaper when your speed is high, normal/antinormal burn are cheaper when your speed is low. That means if you combine both is not the ideal moment for at least one. -
Have you considered Minmus instead? It have a lower gravity and is a lot easier to find flat terrain there. Anyways, you can prevent some issues if build things horizontally and don't let your base resting on anything with springs or hinges. There is a few mods that allow you transfer resources without docking, for stock (as you asked) is either the Grabbing Units or Docking ports. Personally, I'd go with docking ports facing downward/upward similarly to @FleshJeb design, however I prefer the transport to have the wheels.
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All stock parts with crew space have a hatch, so the game just s´pawn the Kerbal inside any crew part. Problem is, as you notice, some modded crew part don't have hatches making the contract much harder than its supposed to be. Rescue pod validator may prevent it to happen again. How you will deal with the current contract? Well, that is up to you to decide, there is several option available. Let the Kerbal wait while you decide what to do. You probably have years before the contract deadline. Complete the contract anyway, using the Advanced Grabing Unit. Complete the harder contract using KIS to attach a parachute to the star module and pushing it to deorbit. Or attach everything that is missing in the craft. Cancel the contract and accept he penality. Open the debug menu and use the [set position] command to land the stranded Kerbal.* Open the debug menu, find the contract and complete it.* *yeah, some people call it "cheating" but I'd argue that you did what was supposed to do to complete the contract, so it should be completed. Finding a part with no hatch is a conflict with a modded part and how the contact is generated, a glitch.
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Inclination changes are cheaper when your speed is low, If you have a choice do it near the apoapsis. Notice that you can only get inclination to zero at AN/DN. Sorry, I'm not even attempting to follow all that without some images. But it's a rendezvous like the ones you did in Low Kerbin Orbit and the same principles apply (just takes a lot more deltaV and time). If you are behind the target you need to lower your orbit to catch up, if you are ahead of the target raise your orbit and let the target catch up with you. If is your inclination that is still off, you need to wait for the AN/DN to zero it out. There is no simple relationship between inclination in Kerbin orbit and inclination in solar orbit, inclination is just one of six parameters that define your trajectory. the game takes your whole trajectory when you leave the previous SoI and translate it to your trajectory in the new SoI. If you are not crossing the SoI boundary there is no relationship at all, for all purposes your solar orbit is the orbit of the planet you are orbiting. Notice , by the time you reach the SoI boundary, the small inaccuracies in the while launching and at LKO resulted in not so small deviations. Some player take this as a hint to not bother with correct inclination at the launch and others are confident to keep it to manageable levels, in any case later corrections are expected. You want the comet just about to enter Kerbin SoI by the time you launch. Unfortunately, it's not gonna happen. Anyways, is the usual rendezvous thing again. For what is worth, I have a slight preference for chasing the target in a lower phasing orbit and I'd take as much time as allowed by the contract deadline to save on the deltaV budget. Since you are concerned about deltaV budget, there is 3 way to increase it: Moar Fuel, Moar Isp and less everything else (including engines you are not using) Don't make sense to have a heavier terrier** being carried around by more efficient ion engines. It may the case that the ion engines lack the power for all the trip*, in which case is ok to use the terrier (or something else) to bring the ion engines to where they can take over. *It may also be the case that ion engines are painfully weak and you agree with me about not using it except maybe in the lightest probes. **that thing weight half a ton!! Fixed that t you. You are correct that you don't get any noticeable boost to depart from Minmus. You don't need it at this moment anyway. 160m/s to get in orbit, 180m/s to escape and we are underway. Then we let Kerbin accelerate us, te get to the apoapsis with full tanks and a nice boost from Oberth Effect to make our transfer burn.
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Unknown Object Orbital Parameters
Spricigo replied to Spricigo's topic in KSP1 Gameplay Questions and Tutorials
I know about the draw line. Unfortunately, the numbers are what I'm looking for. -
I can look at the save file ORBIT { SMA = 44385626941.274414 ECC = 0.55536358080805415 INC = -10.133960723876953 LPE = 0 LAN = 304.10687255859375 MNA = -0.16678480761109241 EPH = 325317.32481096959 REF = 0 } There is another way to find it other than JustEyaballingItTM?
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Eve lander design questions
Spricigo replied to MZ_per_X1's topic in KSP1 Gameplay Questions and Tutorials
I suppose he mean, That way while launching the thing from Kerbin: That way when landing on Eve. Since is Eve we are talking about you may attach the parachutes there too and have a decoupler to drop the whole thing before take off. -
Help with spaceplane design
Spricigo replied to Pahimarus's topic in KSP1 Gameplay Questions and Tutorials
Bring me memories -
How can i send a small refuel rover to duna
Spricigo replied to oehxfudmf's topic in KSP1 Gameplay Questions and Tutorials
Fully agreed. Some don't even consider the cheat menu itself as cheating in cases of glitch, minor mistake like forgetting to deploy antenne/solar panels or testing purposes. Let alone what mods (which are also allowed by KSP) bring to the game. -
I'm well aware of how some other players deal with long burns, and choose to not do the same. If that means an extra hour in the VAB to have a Rhino engine in my interplanetary ship, saving a few minutes in the many trips I will do with that ship I take the deal without thinking twice. Also, I open KSP to play KSP and enjoy every minute. AltTab to do something else while KSP play itself don't make any sense for me.
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well...the thread is inactive for quite a while, and the post just above me was the last of the mod author. But, since worse that can happen is me confirming that no support is available, I will ask anyway. The option to display biome overlay is not showing up in map view, everything else seems to be fine. Any chance there is someone around with a solution for that issue? I thing is unlike that I learn enough coding to even start understand what all those strings and variables are supposed to do, regardless of how much I like they doing its thing, so thank is advance for anyone with that skill spending his time looking at it. BTW, I'm aware of ScanSat, but I fell just like Kottabos describes in the review: instant scan of a whole planet seems weird but the extra complexity is more than I care for, this mod feels just right.
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Not tried it myself but maybe that would do the trick(assuming mods are an option):
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C'mon guys! My longest burn took less than 20min(game time) and I sweared to never let it happens to me again. What is wrong with you?!!!* *and lets ruin what is supposed to be a well humored quip to avoid bad humored reaction: Not really assuming there is something wrong with you.
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Don't worry. There is always someone willing to help around there, just take some time sometimes. Also we may escape in some tangent sometimes. But if you want to look for answer yourself, there is also a bunch of tutorial in this forum and other parts of the internet (just keep in mind that KSP is around for quite a while and some old guides may not reflect the actual stated of the game anymore) As for why RCS didn't work for you in some previous atempt... You don't know and neither we do, there is a bunch of possibilities (mentioned in the previous post) but it's not likely we pinpoint what actually happened without the details you seem to not remember anymore . No worries, if it happens again I suggest to check things in this order: Still holding the ladder/hatch?- space to let if go. Pressed the correct key?- Press R again. Input locked? -open debug menu ([MOD]+F12 *), in the 'Input Locks' tab click 'Clear Imput locks' Random glitch? - F5(quicksave) and F9(quickload) well, we will be still there to try to help you. *[MOD] key varies with Operational System, Alt for window. And sometimes a different program may also use it and is changed to something else in KSP
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explore Eve just after exploring Minmus?
Spricigo replied to Lechu's topic in KSP1 Gameplay Questions and Tutorials
I recommend to take a look at Challenges & mission ideas to find out how many objectives you may still be far from reaching within the stock/light modded game. On the other hand, no reason to not dive directly into RSS+RO if that is what you are looking for. Your game, your objectives to pick. Keep in mind that you mau also need to deal with issues of heavy modded games like conflicts between mods, update delays and more frequent bugs and glitches (no way around it, there are more things to fail). And you may also want to learn some "messing with configs" (a.k.a. MM patches) because solving some of the issues yourself is often faster than waiting for the mod author/maintainer to have time to spare from his actual job(/other interests) or because, lets face it, may not be an issue for anyone else in some cases. And I just give the same advice in another thread. *shrugs* -
Just my opinion, but I don't think is smart to pretend to not know a good way to do things just because someone thought of it before you. It may be. Cargo bays are know to have been doing strange things before (e.g. shielding things while open and not shielding while closed). It may also be he case that your propeller are clipping through the bay's walls, for what the game is concerned the propellers are outside, thus exposed to drag. Try to open and close the cargo bays and look if that change something, use the debug menu to display drag on part window and check if the other parts inside the cargo bay are also exposed or if it is only the propellers (you may also check parts in different part of the vessel causing disproportionate drag). If is just the propeller see if is possible to use the move gizmo tool to bring it closer inside. If anything else fail, try make the propellers align with the airflow to minimize the drag but remember to bind deployment angle with something you are not using to control something else, remember that you have 180º of deflection to work with since you can invert the deployment direction (supposing you are using the part named propeller. I read somewhere that normal control surfaces works fine too if not better in some circumstances, but since aerospikes/vectors+stagging + FMRS mod also works (and can make the whole process a lot faster too, which I consider more important than reusability* in the stock sense. Of course, that is personal preference) I didn't bother to check this propeller thing myself) BTW, grabbing units and shielded docking ports are also know to have acted funny with aerodynamics at some point. Keep in mind that it may also be something to solve or exploit at some point. *my concept of reusability in KSP often envolves recycling the entire craft and building something else with Extra Planetary Launchpads. ...and often I don't even bother to recycle since I already have more than enough materials from ISRU *shrugs*
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explore Eve just after exploring Minmus?
Spricigo replied to Lechu's topic in KSP1 Gameplay Questions and Tutorials
In any case, not planing to make my picnic there. Anyways, you missed the point. While Eve is regarded as "The Final Boss" for stock KSP, there are people playing with mods to make things even more challenging. Real Solar System replaces the 'toy solar system' of Stock KSP for, well, exactly what it say in the tin. Realism Overhaul bring to the game life support, part failure and a bunch of other things that a stock player may not even know are a bunch of things (e.g. Ullage). I'd say whatever float your boat (or boost your rocket, maybe?! ). Personally I accept that no mater how challenging something is in KSP 1) some Caveman probably did it already* and 2)it is still kid play compared with the accomplishments of real space agencies and people. So, I don't play KSP to compete with others or to be frustrated with "ultra difficult" tasks, rather I play to do tasks with some degree of competence and find ways to improve it along the way. *and possible in a Caveman style -
explore Eve just after exploring Minmus?
Spricigo replied to Lechu's topic in KSP1 Gameplay Questions and Tutorials
I think that the idea of Eve optimized engines makes sense (not talking about the balance), but that is a different rabbit hole. In any case, mods bring another variable (or several) to the "difficult level" of EVE missions. Alas, for the discussion about propeller going on, stock vs stock+. Back to the original topic, Eve is excellent target for any way mission. And while one "should" bring the Kerbal back it may be "delayed for a while" if one don't have the means to do it yet.