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Leafbaron

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Everything posted by Leafbaron

  1. Kerbal 1 designs rocket, Kerbal 1 builds rocket, Kerbal 1 flys rocket, Kerbal 1 Crashes rocket. Kerbal 2 builds MJ, Kerbal 2 tells MJ what to do, MJ flys rocket, MJ great success Kerbal 1 calls kerbal 2 cheater. Snack fights ensue
  2. yes anytime you fight gravity for longer the more fuel you'll burn. Very good advice!
  3. suicide burns are difficult in 1.2. I was trying to do one the other night and normally when you max out the velocity on a closed orbit your d-v would stop going up and flicker back and forth. Now it seems in 1.2 if you pass the suicide burn velocity your orbit is projected opposite the way you came. So it doesn't seem that easy to set them up anymore. any one else had the same experience?
  4. This is Oblio, Oblio doesn't have a point. Don't be like Oblio.
  5. its supposed too i think, ive never gotten the spaceplane portion to work but im guessing its a user issue
  6. yes but if I drop a pen from 1 foot above my desk an infinite amount of times there is a chance that one time out of those instances it will fall right through my desk.
  7. No, in Career mode the options of mechjeb such as ascent guidance, smart A.S.S. landing guidance, d-v readouts, orbital information, rover pilot, etc... are all unlocked progressing through the tech tree. i don't think you get the first mechjeb control box until tier 3 in 1.2 with the new mech jeb integration. Even then all it does is give d-v readouts and orbital information. sounds like a fantastic design spread sheet
  8. Break this spreadsheet down for me Slashy. Have you indexed all parts in excel and just use a filter? or are you running a constraint model? i.e. here are my requirements x, y, and z. >run constraint model.> excel spits out all relevant parts and quantities for requirements. Ive never done this with parts but i have used these models to optimize resource use for businesses.
  9. We could break it down even further. Since the ingame SAS already has a maneuver node hold setting we can remove the "handling" aspect from the equation. whats left? MJ basically just controls throttle. Especially if you create the node yourself and then just execute it using MJ.
  10. These are some great answers guys! I'm digging the classical rock space themed songs!
  11. Just curious what do y'all listen to when playing KSP. Do you stick with the stock music or pump up some tunes. For me I usually listen to the stock music but when I'm feeling especially rambunctious I'll turn on some old country (chris ledoux radio pandora) or when I'm feeling particularly creative I'll turn on some classical music. Nothing like floating through space listening to Chopin, Bach or Beethoven et. al. Let me know what y'all listen to below! -Leafy
  12. Aerocapture at 3km/s is perfectly acceptable. that is typically the velocity I return from the mun at as well. If you've got extra parts you're bringing back and the re-entry vehicle is less than suitablee for re entry you can always raise your perikerbin from 32 km to 50km and brin your apopasis to 100km and then return to kerbin at orbital velocities ~2300
  13. I believe what @Pecan meant was that NASA is real life and they have flight computers that do most of if not all of the maneuver planning and execution along with informational readouts. While KSP is still a game, it simulates real life space flight and thus should also incorporate all aspects of real space flight...powerful flight computers.
  14. I calculate my mun landing missions like this. LKO (70-75K): 3400 m/s Remember the Oberth effect. the deeper you are in a gravity well the more efficient each unit of fuel is. Mun encounter: 860 m/s, i try to get my Perimun to around 10km to 14km Mun capture burn: 310 m/s (remember Oberth effect again) Landing 580 m/s add in a little extra just in case so maybe 650 m/s mun orbit: 580 m/s again mun escape: 310 m/s this should get you a periapsis on Kerbin of roughly 32 km Total ~6100 ms we get the same answer basically
  15. I use mechjeb, i like the delta-v readouts better. manuever node editing is extremely nice, not to mentino flight computers. Guys rockets have flight computers especially for things like getting to orbit. not saying to use the ascent guidance but at least use the surface SMARTASS for fine tuning pitch and heading. I wouldn't say its cheating at all.
  16. Durring hours of play with the pre-release and now with the final release of 1.2 i have had zero crashes other then when i installed firespitter (1.2 does not like tweakable engines). Other than that the release is probably the most stable yet.
  17. I totally agree with you, I was just pointing out the perks of using a stick but they are no way necessary to fully enjoy the game. I've been playing since 2013 and have never, as you stated, thought "oh man i need a stick right now" either. BTW Eddie I thoroughly enjoy the work you post in "what did you do in ksp today" I have a basic dV spreadsheet I'd post but I can't figure out how to upload an excel spreadsheet.
  18. 10/10 making this for my science spam at KSC
  19. I think a joystick would make flying planes easier, not sure about rockets. Planes for sure though, right now hitting the keys is all or nothing for control surfaces unless you tap the keys rapidly. A joystick would allow for fine smooth adjustments without having to trim and such. I have tried the dev version of mech jeb with great success.
  20. Thanks Legoclone, Sarbian if you see this thread i just wanna thank you for the work you do with mech jeb it really isn't ksp without it! I found the dev version and Im trying my luck with that. Thanks again @sarbian! Consider this topic closed.
  21. Hey guys I apologize if this has been asked before but is there a mech jeb or engineering readout for 1.2 yet?
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