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Raptor42

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Everything posted by Raptor42

  1. You cannot achieve Tundra nor Sun-Synchronous orbit in stock KSP. This is caused by the way orbital mechanics is simulated in the game. In real life, orbits of satellites are affected by pertrubations caused by the oblateness of the Earth. This causes the satellites to drift from their original orbit over time. In sun-synchronous orbits this effect of Earth's uneven gravitational field is used to shift the orbit just the right amount such that the satellite passes over the terrain at the same time of a day every time it passes over it (for example each it's always noon/midnight in the area over which the satellite passes). Since the planets in KSP all have uniform gravity these pertrubations do not appear (the orbits are stable and are not being shifted) and therefore the orbits you mention are impossible to achieve.
  2. Mine favourite old version would be 1.4 since it is the latest version that supported Gameslinx's Planet Pack, and I found out that you can use newer part mods, such as ReStock, on older versions with almost no problems.
  3. Hello, I was playing BH on 1.11 and stumbled upon a problem: when I had craft landed on Armstrong and tried to land with my other craft near it the landed craft either fell through the terrain completely or partially clipped into the terrain. I have the tesselation option in Parallax settings completely disabled. It always happened when entering the physics load range and upon entering it, the landed craft clipped into the terrain as mentioned above or was flung off into the "air". Any idea on what might be the cause of this issue? Or is it just KSP being KSP?
  4. Ok, issue solved, it was a problem with scatterer, updating to latest version of scatterer fixed it.
  5. I have had an issue where simply launching a vessel including a part (specifically stock Mk2 lander can, and NF Spacecraft Mk4-1 command pod) caused sunflares (from scatterer sunflares) to disappear. I have pretty good idea what might have caused this, but I am not sure HOW exactly. I have checked and it is definetly caused by those parts. One thing that those 2 parts have in common is the fact, that the part switch menu allows switching between different models of the part (i.e. rover and lander versions of the Mk2 lander can). I have now checked and it is, in fact, caused by the switching module of the part (in the Mk4-1 pod's case at least, verified by removing the module and the sunflares working properly after that). I am now wondering what has the switching part to do with sunflare disappearance... any suggestions welcome. PS: How do you duplicate parts to compensate for this switching problem, will copying the .cfg file and replacing the referenced model for it work just fine or do I have to do something more complicated?
  6. You can move KSP to external drive and it will work just fine, even without Steam. The mods you are using should not be affected by this move, since they are stored in GameData folder that is part of the KSP folder. One thing that might be a problem is updating the game, but mods may not function properly when uptating tha game to another version. So I would suggest keeping modded game in other folder than where steam puts it. If you would like to keep your progress, your saves are stored in Saves folder, that is stored inside the KSP folder as well, so when you update, you can just copy this folder to the new updated KSP folder.
  7. What you need to calculate is the orbital period for the transfer orbit, then you can do the rest. The calculation for your burn longtitude should be: Desired long. + 180 + how many deg. will Kerbin rotate when you get to Ap* for kerbin it is transfer time in minutes
  8. I suggest buying the KSP1, if you wait for sale on Steam, it will cost about 10-15€. KSP2 will probably cost 60€ Plus there is a ton of mods for KSP already, so you have plenty of options, if you like that sort of stuff.
  9. I have not done the entire calculation myself but here's something that might help you: 1. Suppose that your vessel is in circular orbit and can do the entire transfer burn at once. 2. Calculate the semi-major axis of your transfer orbit, that is -> [(your current altitude in km + 600* km) + geostaionary orbit altitude in km + 600* km] / 2 *Note: the 600 km is the radius of Kerbin 3. Using Kepler's third law calculate the orbital period of your transfer orbit (μ is the standard gravitational parameter (for Kerbin it is about 3.531× 103 km3/s2 ), a is the semi-major axis), then divide it by 2 (to get your time from Pe to Ap) 4. This is your time to Ap (in seconds), which means that when you reach Ap, the point you're trying to reach is now (that is, when you do your transfer burn) this amount of time "behind" compared to when it will be when you reach Ap. For example if you depart from about 300km orbit going to the geostationary orbit (2863 km-ish) the point that will be directly under you when you reach Ap is the same point you are perfoming your burn above -> this means that the time it takes you to from Pe to Ap is exactly the same as the time it takes Kerbin to rotate 180° 5. SOME NOTES: Kerbin rotates at the rate of 1° per minute, so you can take the time to Ap you calculated, divide it by 60 to get how many degrees will Kerbin rotate. You then want to have your desired point this many degrees behind where the Ap will be. 6. You really don't need to do this calculation when you do this manually, you can just create the maneuver node in-flight to see how much time to Ap it will take and just perform step 5. I hope it helps you in some way, good luck trying to translate this into kOS program, and also I hope that this explanation makes at least some sense. You really don't need the mass of your probe as it is almost none compared to Kerbin and also the planets are on rails, which means that your ship will NOT pull Kerbin at all.
  10. I am pretty sure that the latest version is the same for Mac and PC. I don't see why they should be different.
  11. MechJeb then remotely armed weapons that even the engineers didn't know were present on the mothership, aiming them at incoming lander
  12. Thanks for explaining this, and as far as the sound goes, I am not aware of any other sound files that are in the install folder .
  13. I have to say that the planets look great. I have been only to Lua during my new carrer mode and I found one interesting thing about the experiments you added (rocks sampling etc.): the game registers it as different experiment when you sample the object while flying and while staying on ground. There is also an interesting story about my journey to Lua: I have my lander in orbit, land in one of the craters, do experiments and so on, leave, dock with my main ship and then... I notice I forgot to plant a flag as part of the Strategia contract for Lua Exploration... sooo second landing it is, this time in highlands. I land, do the experiments and then leave. On my journey to orbit I encounetred the Lua terraformer for the first time, it looks fabulous, however it's kinda sad that scatters load only when you get quite close to them, especially in the case of the massive structures that you added. I hope I won't crash into them (oh yes, I will...at some point). When I got back to orbit I noticed.... yes..... exactly that..... I DIDN'T PLANT A FLAG...... AGAIN. Well then I guess I'll just take the science and plant a flag another time if I remember to do it. Also one last thing: I looked at the sounds you added with the modpack, I now feel so smart after listening to them. Edit: I just landed on the other side of Rhode, recovered my craft and in the recovery screen it says "Recovered - 132,9km from Lua Base Launchpad" and it gives me about 92% funds from recovery, do you have any idea what could be the cause for it, because one thing I know for sure, Lua definetly isn't only 132km away from Rhode.
  14. I hope that we'll have REAL landing gear that works instead of pogo sicks that smash your entire plane to pieces the moment you touch the ground.
  15. Usually when I start up the game, it eats about 6-7 GB of RAM on startup, so the story goes as follows: I started my game as usual, launched few rockets, normal stuff. Then I went away for like 20-30 minutes and I left my game paused in orbit. Then after I returned, I noticed that the RAM usage went down from the usual 6-7 GB to only about 3-4 GB (even when I unpaused). Does anyone know what could've caused this unusual behavior? I don't complain or anything, it just surprised me a bit.
  16. Today I "experimeted" with the game to see what I can do to it before it stops working. Here's what I found. 1. Always have clean/stable gamedata folder as a backup. 2. DON'T try putting old mods to newer versions of a game. 3. Surprisingly, part mods that are meant for newer versions usually work just fine when used in old versions 3.5. You can completly replace the parts folder with newer ones (for example parts folder from 1.4 can be replaced with parts folder from 1.8) Now I can finally play my Gameslinx's Planet Overhaul (version 1.4) game with ReStock and new parts installed.
  17. Is this version compatibile with 1.6.1 or with 1.7.1 as the title says? The installation instructions say that they are for 1.6.1, so I'm a bit confused. Could it be theoretically compatibile with 1.6.1? And can you do the mineral sampling without the new DLC?
  18. Today I returned to KSP after some time, launched new expedition to the orbit of Ash. The station that I sent after the crew vehicle arrived to desired orbit around 1 hour earlier than the crew. While they were on their way (about a week or so) I managed to build first part of new surface base that was launched to Armstrong (not the astronaut, but moon of Kerbin from planet pack) the gravity is so low there which means the base can land only using large vernier thrusters. Entire 20t base landed using four RCS thrusters that had 12 kNs of thrust each. When the crew arrived at the Ash space station I checked on my SCANSAT satellite that wasn't working quite properly. *facepalm* its orbit is 10km higher than the point at which the scanning instrument stops working. After returning my crew from orbit of Ash I completed contract and got another one to explore Ash... landing on surface, and a splashdown in its seas. "We don't want vessels near Ash to start running hot. Splash one into ocean. We are pretty sure it isn't flammable." oh yeah, how could the ocean be flammable it is just a ocean of lava, it won't catch on fire any time soon. But how about the spacecraft? But hey, it provides quite a lot of money so why shouldn't I take it.
  19. Once I was messing around in Beyond Home planet pack, testing my new satellite launcher, and then I thought: "WHAT IF... I launched a satellite and then sent it on little stardive. The best thing about this was the fact that the star system has actually TWO stars (not counting Kerbol that is orbiting them) so you can set up gravity assist from one star that will send you on very close pass with the system barycentre (since KSP uses single body gravity calcultions it is actual body). What I didn't expect was that pass around the first star will be so easy, no unlimited heat resistance cheat needed, but after that things started to go werid. My ship started to slow down for no reason, only a few hundreds of Gs. And radiators working on 500% glowing white, and when I turned off the heat resistance cheat, you know what happened.
  20. I was just wondering if there is a way to make the lava lakes on Ash actually glow so they can be seen even on the dark side of the moon.
  21. I thought that the CleverSat agency logo could use a bit of improvement so I edited the old one to look like this: Feel free to use it (since it is your own image...)
  22. Good job, this mod is very well done and it shows how the KSP should really look like. I really like the small things like gas generator exhaust plume on Spark and other engines. Also the parachute rewamp is awesome. They finally fit onto the capsules
  23. I use this quite simple strategy for docking. It goes as follows: Rendezvous - match inclination, then play with maneuvers to get the right intercept (you can use the + and - orbit buttons when right clicking the node to schedule this properly) Killing relative velocity when closest to target (distance from target is usually less than 1km) Burning towards target and stopping just next to it (around 100m) Targeting the actual docking port you want to use - if both vessels are small ships you can point them at each other and just burn towards it with one, your prograde marker on navball should be right on top of the target marker, if needed correct it using the I, J, K, L keys (this part may take some practise) With small ships the tutorial ends here, for bigger targets (ship to station etc.) follow me! Align the docking ports so they are like in the picture below: (parts next to the red lines are docking ports) Now use IJKL to align the centre point of navball to the target marker Burn towards the target and make sure your prograde marker, target marker and centre point of navball are all aligned, slowly approach the target You should now be docked! Congratulations! If not return to point 5 and try again Few last suggestions at the end: Actually have RCS controls on your ship, if you don't have RCS good luck with docking. Use LOCKED camera mode, you can switch between camera modes with V. Practise docking, it is the best way of improving in it Put docking ports on the Normal/Antinormal sides of the station, this will make the docking port alignment much easier (as shown in the picture) Anyways, I hope that this answer helped you in any way, shape or form.
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