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Everything posted by Cykyrios
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Correct. As you go from a high orbit to a lower one, you have to slow down to lower your Periapsis, and thus burn retrograde. Haha, I did that yesterday when trying to get back to Kerbin from a 20,000,000 km orbit, I had to wait for a 76.4° angle...
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I found that a 7-engine launcher with 2 tanks each, and another 2-tank plus a smaller engine can take you to Kerbol orbit without any trouble (except the Kraken). I'm talking about the new, bigger parts here. The smaller engine is really, really lacking in thrust, though, so it takes a while to do your burns.
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[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Cykyrios replied to kacperrutka26's topic in KSP1 Discussion
I was just going to ask whether the blue moon was in fact a planet, then I saw the second picture... Hooray for 4 moons around the planet! It looks like the 3 inner moons have a 0° inclination, and the 4th one has an inclination at least that of Minmus, right? -
Alright then, here it is. I'll probably remove the link once you got it, because it's not meant to be downloaded from my post anyway. http://www./?p79cggujamckx58 I only modified the equations that you wrote in bold, those from Wikipedia are fine.
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Hey Kosmo-not, I just made a .pdf out of your guide, and rewrote the equations in a more graphical way, to make it easier to read. Do you want me to post it/PM it to you so you can attach it to your first post?
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That, and also the fact that going the same way as the target planet allows you to correct your trajectory in case you were not perfectly lined up, while going the other way means you can't correct anything efficiently and will most probably miss the planet.
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Very interesting and well-written guide! Incidentally, I was practicing interplanetary mission a few hours ago, but hadn't seen your guide. I didn't bother with deltaV though, and only went through Hohmann transfer time and phase angle to get back to Kerbin from a higher orbit. Section 3 is actually what I was missing when researching the subject, so I'll be sure to study that in more detail.
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I just got assaulted by the Kraken while training for interplanetary missions. Even while I was still in Kerbin's SOI and quite close to the planet (less than 300 km), the ship started to furiously and randomly spin around, making it difficult to go where I wanted to. Later on (some 20,000,000 km around Kerbol), it attacked my rocket again, which started to spin once more. Hopefully the Krakensbane will play its part and keep it at bay when 0.17 is released.
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Have you tried re-downloading the file? I had no problem whatsoever upon importing it into Unity. And what version of Unity are you using?
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Congrats to all the new to-be moderators! I'm looking forward to working with you all as well.
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You actually have to right-click on Meshrenderer and delete it, then go to Component -> Physics -> Mesh Collider (the same way you'd do for a part's node collider). Not sure if it can cause bugs, but don't forget to check the Is Convex box, should be safe that way.
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Need help, I can't hit the mun.
Cykyrios replied to harry c's topic in KSP1 Gameplay Questions and Tutorials
There are quite a lot of tutorials out there to help people get to the Mun ( ), but as a rule of thumb, here is a basic flight plan:- Liftoff, gravity turn around 10 km - Circularize between 70 and 100 km - Start your TMI burn as the Mun rises above the horizon From there on, you can fine-tune your trajectory using the patched conics display to suit your needs. Good luck! -
Ouais, je me suis levé tôt hier pour voir ça^^. J'ai hâte de voir les photos en couleur et HD, on pourra avoir un joli panorama. Sinon, en attendant la 0.17, je pense que je vais devoir construire des fusées interplanétaires, histoire de voir leur taille.
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A little question about the tag: right now, it seems to be limited to one video per post. Would it be possible that you increased/removed this limit? I have a thread listing several videos of mine (within spoilers of course), but they only appear as text with the tag, and I can't post if I try to add more than one video. If you can't/won't do this, I guess I'll stick to the list I have now, which is a pretty minor issue:p. Oh, and by the way, we need those Kerbal-themed smilies back!
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Creating programmed flight
Cykyrios replied to mejval85's topic in KSP1 Gameplay Questions and Tutorials
MechJeb's Autom8 module may be able to do that (it has a "fly me to the Mun" function...), but I can't tell you for sure. Once flight plans and AI-piloted rockets are officially implemented, I guess we will have access to the necessary stuff to make our own flight programs. -
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Cykyrios replied to kacperrutka26's topic in KSP1 Discussion
Difficult to implement or not is not what will make the devs run away from docking, plus it has already been worked on. I think it will come in due time somewhere not too far in the future (when staging is completely rebuilt). For the time being, we have some pretty planets to look at (from afar), and will probably soon have a glimpse of those interior views C7 is working on. And we can also talk about those parts Nova is working on: new, large-sized (A)SAS and RCS tanks/thrusters being the most important right now. -
I have edited the part.cfg too, and noticed the large stack decoupler had an ejection force of 25, while the small one has a force of 100. IIRC, the crash tolerance was also a bit low, or the breakforce and breaktorque, which are not visible by default (btw, the pod\'s crash tolerance seems ridiculously high compared to other parts).
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[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Cykyrios replied to kacperrutka26's topic in KSP1 Discussion
I\'d say something in between this one and the extreme red might look good (I kinda liked the red one, though it is a bit too red at the same time =P). -
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Cykyrios replied to kacperrutka26's topic in KSP1 Discussion
Well, 0.16 was about implementing a core feature, EVAs, but I think that planets will be another really important feature (and I can\'t wait for this center of mass/lift/thrust/drag display), but wouldn\'t interplanetary missions be a bit difficult without docking? We would have to build enormous rockets to get out of the atmosphere, intercept another planet, land on it, take off again and go back to Kerbin, while launching from a space station would remove the first launcher (of course, the rocket would still have to be assembled at the station). Anyway, can\'t wait for the first (proper ) pictures of the new planets! -
Seconding what semininja said, I\'d like to add that in orbit around a given body, the SMA is the parameter that gives you the period of your orbit. In a Hohmann transfer, you can get your SMA using your Pe and desired Ap (or Ap and desired Pe) + the body\'s diameter, and divide by 2. Then, as previously said, half of this time represents your transfer time, and you need to know the angle the other planet will move to rendezvous (note though, that planets have a bigger SOI, so you have a little room for error, though orbiting a star means that even a short burn can change your orbit by several km). Fun times will be had, and I hope Krakensbane will work
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How to make complex parts.
Cykyrios replied to Vlad. Just Vlad.'s topic in KSP1 C# Plugin Development Help and Support
Sorry I\'m using this thread to ask, but will Mu or anyone else post PartModule examples that we can use for our own parts when the system is completely ready? -
0.16 Is even more challeng(er)ing
Cykyrios replied to Captain Lou's topic in KSP1 Gameplay Questions and Tutorials
I think this issue may also be related to the collisions between parts of a same ship, which have been deactivated. My guess is that parts could press onto one another to help with stability, but now the only force to keep the rocket in one piece is that of the joints, which are entirely free to move and rotate, so I think they tend to break apart more often. What would be needed is to strengthen the joints (and the decoupler). -
In case no one else noticed, getting back to x1 timewarp from a higher one no longer makes the game freeze for a second or two (that\'s the packing/unpacking Harv was talking about, I guess), so people who think x5 is too fast can switch back and forth between x1 and x5. Atmospheric flight will indeed be twice as long from now on, but at least it won\'t screw the physics up and get your ship torn apart (in 0.16, it does that already, so you don\'t need timewarp to make things worse ). But how can a reentry take 11 minutes? Do you mean from 70 km to touchdown with your parachute deployed ASAP or something?
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La version 0.16 est disponible, alors j\'ai essayé de retourner sur la Mun et Minmus avec une nouvelle fusée. Résultat : c\'est assez difficile, la suppression des collisions entre les pièces de la fusée fait qu\'elle a tendance à osciller assez violemment, sans oublier qu\'il manque un module ASAS pour la nouvelle taille (j\'ai dû le caser quelque part au milieu...). Enfin bon, photo de famille avec Bill, Jeb et Bob : Et une autre sur Minmus avec trois autres Kerbals :
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Nice vids, Streelamp. I think you should lessen the camera shakes a bit, though, they seem a bit unnatural, even for hand-held cameras (and the vibrations from you other video, I know you wanted to add effect with the shakiness, but it\'s almost difficult to watch correctly because of this (onboard cameras on the space shuttle didn\'t even shake a tiny bit)). Other than that, you\'re doing a pretty good job =P