Godot
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Everything posted by Godot
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Really cool ... especially the rules he created with regards to the budget and milestones for the space agencies
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I don´t know how much different 0.13 is from 0.10, but 0.13 was my first version in which i learned not only to orbit, but also landed on Mun (using fins as legs hadn´t been invented yet)
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I tested both ... the old Rovemax as well as the new Rovemax on my Mini Rover with the Mun as Testing ground. Asice from the fact that I was possible to transfer to Nullspace by using the new wheels, they made rover barely handleable with the low gravity and the hilly landsscape of Mun and it would topple over after only a short distance. In contrast to this the old medium wheels worked O.K. in this environment. Maybe the new medium roveer wheels work better under other circumstances (higher gravity, larger rover) but that still has to be tested out
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Well, aside from more fuel (as percentage of total mass), you can also go for more Isp ... sometimes using the available fuel more efficiently is the best way
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Disintegrating vehicles always sound like a case for "moar struts" (what happpens is, IMHO, that you steer your rocket with gimbal engines and, upon executing a maneuvre, your rocket, due to its length, bends and this causes too much stress on some of the connections between modules, causing them to break)
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dV is the most important value for most of your game it says how much your current rocket can change its speed with the fuel and engines available at this stage. As everything in space can be expressed as chang in orbits (and other things, like drag play only a marginbal role in vacuum) you just need to work with the speed change that is needed to get your orbit to the desired orbit to get a good approximation of the fuel needed (as a fraction of your total rocket weight) (which is given by 1-m1/m2). For example ... to get from a 100km orbit around Kerbin to the Mun you just have to increse your speed so much that the apoapsis reaches to the 11.000 km orbit around mun for which you need a dV of ~800 (that is, you have to get 850 m/s faster than you are now) (of course this number is just an ideal ... and doesn´t tell you where you have to start the burn to get the orbit in a way that you really hit mun at the time your rocket is at its apoapsis and there may be other circumstances that increase the real dV you need (and it also doesn´t tell you anything about the ~300 m/s dV you need to slow your rocket down afterwards to get into a circular orbit around mun, instead of using mun as the center for a gravitaional slingshot out of Kerbins SoI ) ) Calculating the logarithm naturalis is easy ... usually all scientific calculators (including the one you have in the utilities for windows) have a button for this ... so you just have to divide the mass of your rocket after the fuel of this stage is expended by the total mass of the rocket before the stage is fired (with other words, you calculate the logarithm more or less on basis of the fration that the "dead" mass of your rocket stage (i.e. the mass that is not fuel) takes) (and with still other words ... the whole term represents how your rocket gets lighter with the use of fuel ... from 1 (full weight of the rocket with fuel) to 0.something (frational weight of the rocket after fuel of the stagehas been expended) I can btw. definitely recommend the Kerbal Engineer Redux - Mod. It calculates dV, ISP, TWR and many more values on base of your current rocket (and includes an inflight item that you can use to monitor many important values during flight) ... for my spaceflight an absolute must
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Manned: 57427 m Rocket: End Flight: Album: http://imgur.com/a/PFCIs#0
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Ascending/Descending nodes when orbiting mun.
Godot replied to Motokid600's topic in KSP1 Gameplay Questions and Tutorials
Well, that refered to both, the ability to target as well as the ability to put nodes in your flight path. I am not sure, but I think probes that ran out of power also don´t have this problem (as they, as well, count as "without active command module") -
Ascending/Descending nodes when orbiting mun.
Godot replied to Motokid600's topic in KSP1 Gameplay Questions and Tutorials
If the lander doesn´t have a command/probe module, it is most probably considered to be debris ... therefore I assume it is by design this way -
Travelling 50km on mun by rcs jetpack.
Godot replied to jpem's topic in KSP1 Gameplay Questions and Tutorials
Before the time of Rovers I often have covered distances by Jetpack ... from my experience I can say that you are lucky if you are able to cover a distance of 14 km via Jetpack (for me usually a distance of 12 km is the max [6 km to, 6 km from] ... if for some reasons I went more far away, I have to walk the remainin kms on foot) -
What fertilizer do they use in Kerbin to get their trees that big?
Godot replied to Godot's topic in KSP1 Discussion
It definitely is truely Kerbal, to assume that the trees grow on Rocket fuel and dead Kerbonauts -
What's the deal with upgrading to .20x?
Godot replied to johnnyhandsome's topic in KSP1 Gameplay Questions and Tutorials
KSP_win/GameData (and if you want ot really orderly, a separate folder for each mod/plugin) (and as subfolder the folders which you are used to, like Parts, Plugins, Flags and so on (as an example you can see the subfolder of squad within the GameData folder, which contains the data for the stock parts)) -
My mission landed and Bill went out to check out the recoverable debris of my spaceship (I always use parachutes with my stages to have at least some of the parts be in recoverable condition for my ground crews). Well, while checking the debris I took a look at the horizon and found out that Kerbin trees seem to grow really huge
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There is exactly one Mod that is essential for my gameplay (and will installed in every new version of KSP) ... and that is KSP Engineer Redux. No other mod gets installed into every single one of my spaceships ... and while I am far from averse to try out/install new mods the other mods are just nice to haves for me (and I will always do my first steps in a new major version (with a new save) with Kerbal Engineer Redux as only mod being installed)
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7400 deltaV no enough for a trip to the Mun?
Godot replied to OptiSTR's topic in KSP1 Gameplay Questions and Tutorials
These are the rough results of my last mission (Apollo Style i.e. Lander + Spaceship) 4500 dV Orbit 100km 800 Burnup to Mun 300 Orbit Mun 50km Decelerating + Landing 1200 Ascent + Rendezvous with Spaceship 1000 Return to Kerbin 500 Summa: 8300 I might add that my lander with 100 t is rather heavy (concept for my future lander on Duna) and that the landing place wasn´t directly below the orbit of the spaceship, forcing me to burn additional fuel to change the orbital angle of the lander 1. for landing and 2. for ascent+rendezvous again. All in all the numbers however very well reflect, what Vanamonde already said ... there is a difference between theoretical numbers and practical consumption -
On the one hand I try to avoid debris in Kerbin orbit, by having my stages set up in a way, that my last stage (before the interplanetary spaceship stage) either gets decoupled when my PE still is below Kerbins surface or at the time when I am about to leave Kerbins orbit (so that the orbit is already rather eccentric). Usually I succeed with this, so that I have more problems with the debris orbiting my spaceship testing ground (also called Mun by some Kerbals) Therefore, on the other hand, I try to avoid too much debris at sensible orbits of my target location by decoupling stages before my orbit is circularized. Aside from this I sometimes clean up my orbits if the amount of debris has grown too large and affects system performance (formerly with help of the Lazor mod ... now just via Mission Control ... didn´t have to do it since a long time, however)
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We finally got 0.20! But what about the future?
Godot replied to megaprime13's topic in KSP1 Discussion
The medium wheels seem to be of a fine size for manned rovers -
Well, it depends on use I assume ... For ascent my favorite 2 engines are Mainsail and Toroidal Aerospike ... for movement in space it is the NERVA and for descent of Landers it is the Poodlemax ... due to the lack of multiple choice I chose NERVA as it IMHO is the one hardest to replace with other engines (due to its high Isp(vac) )
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Maybe we already have new planets/moons but haven´t yet discovered it? They said in one of the talks prior to 0.18, that from now on they wouldn´t tell us anymore when they introduce new planets/moons (and that we would have discover them for ourselves if there are new ones) ... so maybe there are already new planets/moons waiting for our discovery since 0.19/0.20
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We finally got 0.20! But what about the future?
Godot replied to megaprime13's topic in KSP1 Discussion
There were 2 things that were already planned for 0.19 (but got shifted to later patches): Reentry Heat and Resources Considering the complexity of things I would guess that Reentry Heat is the first thing we will get (I might also add that I hope that we get reentry heat before resources ... better being able to practice a little bit with reentry heat before we have to cope with such things like resource constraints (which force us to land on planets with thick atmosphere like Eve [to harvest Blutonium]) -
With regards to Space not always working as one would expect ... yep, happens ... unfortunately I don´t have any good solution for this, aside from adapting to it (and doing some mental calculations in order to estimate the right thrust settings that enable you with this facing to get where you want) The spin upon WASD is an Adjustment of your facing ... just as if you would press space (I for my part therefore press space beforehand in order to not be surprised by any spins when I use WASD) I assume they didn´t have the time to reprogram their system so that you can, without EVA, assign your Kerbals to the command/living modules within your (coupleeed) ship. Probably because they are too busy with programming other new features into the game (like reentry heat or resources)
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how to get to the mun from launch
Godot replied to blazing angel's topic in KSP1 Gameplay Questions and Tutorials
Or generically speaking ... accelerate upwards at the correct angle until your Apoapsis hits munar orbit (~11 Mio km) choose the angle in a way that your spaceship gets into munar SOI when reaching Apoapis. Did it a few time before maneuver node were introduced ... naturally needs much more fuel than the standard way -
Went back from his 2 days lasting 2nd Trip to Mun and is now in quarantine with Bill and Bob, in praparation for his next mission, whenever this will be
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R for switching your Jetpacks on/off WASD for moving Forward/Left/Backwards/Right Left Shift for moving Up, Left Ctrl for moving down L for switching on your helmet lights and Space for aligining your Kerbal into the direction in whcih you are looking. And to help you keep track of your movement vectors, you should always try to use single presses on WASD/Shift/Ctrl (instead of keeping a key pressed) so that you can keep track of, how fast you move into any of the 3 dimensions (and know which keys you have to press how often, in order to cancel movement in a certain direction)