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Everything posted by Cykyrios
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The "Show off your awesome KSP Pictures" thread has been moved back to General, so I'll lock this one and link to the other one: http://forum.kerbalspaceprogram.com/showthread.php/24533-Show-off-your-awesome-KSP-pictures! I understand that all the moving threads around may have been confusing for some.
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Just a reminder to some people: please do not quote images, espcially when the original post has a dozen of them. It takes up unnecessary space, and the quote links to the original post anyway.
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engines having no fuel on further stages
Cykyrios replied to shields's topic in KSP1 Gameplay Questions and Tutorials
Hi there, If you have any screenshot to show us how you built your rocket, it would help us help you help us all (ahem, GLaDOS was here...). Anyway, depending on your rocket, it's possible that you will need fuel lines for some of your engines. -
Also, remember there is a difference between "backseat moderation" and reminding people of some rules/giving advice/things like that. While some might do it in a not-so-polite way (not saying we're not polite there! ), I don't think we've had this kind of issue here.
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Enable debris in Orbital view
Cykyrios replied to Qoph's topic in KSP1 Gameplay Questions and Tutorials
If you place your mouse near the center of the top edge of the map view, you will find a filter menu for all types of vessels, from debris to stations, and also Kerbals and flags. Left-clicking will filter only the icon you just clicked, while right-clicking will toggle them. -
Bienvenue ! Content également de voir le nombre de francophones augmenter par ici Bon vol àtous !
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Someone is having too much fun... Oh, and here's what the ramp's for:
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How To - Swap Pods / Probe Cores?
Cykyrios replied to Commander Zoom's topic in KSP1 Gameplay Questions and Tutorials
After deleting your root part and selecting a new one, it is placed at the default location (the camera should focus on it) and you can re-attach "frozen" parts that you detached previously. There isn't any need to set the new part as active, it is done automatically. -
Mun, Minmus And Back, One Flight, Help?
Cykyrios replied to The Jedi Master's topic in KSP1 Discussion
Kerbin's moons are "not that big of a challenge", if you know what you are doing. Since you are still a beginner, you should probably aim at a single moon for the time being (since going to the second moon will require a Hohmann transfer at some point, with an inclination change, so you should practice those). My way of doing it would probably be a single rocket; actually, going from Kerbin to the Mun requires almost exactly the same amount of fuel (with a given rocket) as going directly to Minmus. Landing on either moon and going to the second one wouldn't require that much delta-v, since the most you'll require will be for liftoff. Just build a little bigger than a "to-the-Mun-and-back" rocket, and it should do the job. Edit: setting up a refuelling station would be overkill imo, but it would allow you to build a smaller rocket, even smaller than a simple Mun rocket, since you could use part of the upper stage to orbit, and then refuel. Going to the moons from there should then be doable. -
Planet detail draw distance
Cykyrios replied to rhoark's topic in KSP1 Gameplay Questions and Tutorials
Yup, there is: in settings.cfg, if you scroll down to TERRAIN{ you will have presets for the slider in the game options. There you can tweak some parameters (distance, min and max subdivisions). Then you can test the new settings in game, but I recommend not pushing those parameters too high, a test I ran in 0.17 or 0.18 crashed the game violently due to excessive subdivisions popping in at extreme distances -
I don't think what you want to do is possible at the moment, unfortunately. The way the editors handle parts is that the first one you place is the "root" of your vessel, in the tree structure. As you can only place a command pod/probe core as the root, you will always have to build around that first part, and it will always be the only "main pod". It would probably require another overhaul of the editors to change this, but I'm not sure they're planning to do that. You could probably try to work around the issue with the subassembly loader by trying different possibilities, but then it is not SQUAD's job to find a way to make it work. The only thing I can recommend is trying to build your rocket, and only then load the rover, but attaching it might prove difficult.
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Welcome aboard! There is indeed an approval system for new users, to help prevent spam. Your posts will only appear once they have been manually approved by one of us (which can be really quick, or take several hours...).
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Those renders are beautiful, excellent job!
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How do you use "maneuvers" in the map?
Cykyrios replied to BaneOfPilots's topic in KSP1 Gameplay Questions and Tutorials
When you click on your orbit, you can create a maneuver. The gizmo that appears consists of 6 icons, placed along 3 axes. You can also grab the center of the gizmo to move your maneuver node around. The yellow icons are the prograde (circle) and retrograde (crossed circle) axis, which is the direction of your current velocity vector. The blue icons are the radial in and out axis, which is the normal of your velocity vector, contained in your orbital plane. The purple icons are the normal + and - axis, which is the product of the previous two vectors. Now if you select a target, the ascending and descending nodes will appear: these are the points in your orbit where the orbital planes cross. If you burn along normal+ at the descending node (and vice-versa) you will align the 2 planes. As for the radial axis, it will alter the general shape of your orbit, while the velocity vector will tend to affect the opposite side of your orbit more. Also try to look for tutorials on youtube, you will probably get a better explanation than words can give. -
How to make KSp not deafen me every time it starts?
Cykyrios replied to SalmonellaDingDong's topic in KSP1 Discussion
Question was answered, thread locked per user request -
Après la récupération du backup du forum, mon post indiquant le chan IRC français a disparu. Si vous souhaitez nous rejoindre et parler français, de KSP ou d'autre chose, n'hésitez pas : #kspfrench
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As a note, the International Space Station uses 4 gyroscopes to keep its attitude relative to Earth, and these gyroscopes are almost 1 meter in diameter. In KSP, gyroscopes are indeed way too efficient, but we won't complain about that As for your problem, RCS is generally supposed to be used in short bursts, to start and stop a maneuver. Their use for rendezvous will necessarily drain RCS fuel quickly, especially with large ships. Maybe you should mount a few engines on the sides (that you can decouple afterwards if you want) that fire backward, or even sideways, before you actually use RCS to fine-tune your approach.
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Keeping G-Forces low for re-entry?
Cykyrios replied to Pingonaut's topic in KSP1 Gameplay Questions and Tutorials
The ideal descent profile would go smoothly from a low slope to a high slope, but the main problem is that the closer you get to the planet, the faster you will go (until you are actually slowed down by the atmosphere). If you place your Pe somewhere around 30-35 km, it generally ensures that you will not get over 5G, but it really depends on what altitude you start your deorbit burn. -
Translate ISA coördinates to Mechjeb
Cykyrios replied to 1of6Billion's topic in KSP1 Gameplay Questions and Tutorials
My bad, I didn't even notice the values were decimal and not DMS. In this case, 13.8° becomes 13°48', 16.2° is 16°12', and 0.3° = 0°18'. -
Welcome aboard! If the mods you downloaded use plugins, make sure you put the .dll files in the Plugins folder of the game. What are those mods?
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Translate ISA coördinates to Mechjeb
Cykyrios replied to 1of6Billion's topic in KSP1 Gameplay Questions and Tutorials
Shouldn't the second example be 134.3°W instead? Latitude only goes from -90 to +90, but longitude goes from -180 to +180 (though there were cases where I saw coordinates that were out of range, such as 400°E, which is of course impossible). -
Just fixed the image for you, henryasia, the URL was hpgld instead of HpgLd, which doesn't lead to the same picture.
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There's no programming in the demo, since it doesn't support plugins, so you have to do that manually. Basically, you lift off vertically and then bank to the East, 90°. You can then check the map to see the orbital plane of both your and the Mun's orbits. If they are aligned and you are low enough, you can transfer when the Mun rises over the horizon. Good luck! E: I also moved this to How To.
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Je me suis permis de corriger quelques fautes de frappe, et de compléter la liste de traduction des commandes.
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To do this, you can put the SRBs in the first stage, where your other engines ignite too. But then, you need a stage containing only the SRBs' decouplers, and they will fly away alone E: Ninja'd