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Posts posted by Fraktal
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Good idea, but allow kerbals to respec while they're back at the KSC.
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Sounds sensible. For the engineer part, I'd pitch in with the idea that rather than just cannibalizing one part to repair another, high-level engineers could be capable of cannibalizing parts into repair kits (which we now have as of 1.11).
Cross-training would also be good, although it'd be simpler to implement if all kerbals would have the same three-pronged (pilot/scientist/engineer) ability tree, with the kerbal's actual class determining which branch's opening ability they get for free right off the bat. And now that I think of this, I remember once having suggested an idea where once you have an at least two-star kerbal, you can spend time and money to have them instruct lower-level kerbals of the same class at the Astronaut Complex, leveling them up to a maximum of one level below the instructor.
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12 minutes ago, strider3 said:
How do I select all my Twitches? In my screenshot you can see they are in batches of two's?
If you added the parts to your vessel via symmetry, the action group will apply to all parts in the symmetry. In other words, you only need to add each Twitch pair once.
4 minutes ago, strider3 said:To swap from Twitches to Wheesley I would hit key "1" then "2".
Exactly.
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It's not that hard. Any action you put into a numbered action group (you need level 3 VAB/SPH) is executed each time you tap the corresponding number key on your keyboard.
For example, all of my aircraft have the 1 key as an engine master switch. On my first interplanetary craft, I set both the orbiter and the lander to toggle their engines with the 1 key, then light up the orbiter's engine via stating, so that the key now alternate between the two sets of engines. Back when I built my first SSTO, I had an action group toggle between the main engines and the Puff VTOL engines.
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Add the engines' toggle action to an action group in the VAB. You can then use the 1-9 keys to switch them on or off.
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6 minutes ago, swjr-swis said:
I think this one has them all beat:
* Don't put parachutes in the first (launchpad) stage by default.
We're all gonna have to unlearn checking our staging now...
Not just yet. I've had a lot of frustration over the fact that although the game does try to guess which stage a subassembly's engines should be in, Swivels are always placed in the first stage regardless of where they are. Not a good thing if it's in a second stage supposed to hotstage off the first stage...
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Just now, -ctn- said:
Is there a way to flip the gold visor down permanently, or does it just come down for the EVA construction animation?
You can flip it down in the kerbal's right-click menu.
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6 minutes ago, fourfa said:
does this mean a pod launched with a crew, who then exit and stay behind, will be lighter than one that launches with no crew?
No, they'll be equal. All pods are now crewSize * 94kg lighter in the VAB than they were in 1.10. For each kerbal with the default loadout, an additional 94kg is added back in, both in the VAB and during flight. They get out during flight, that mass is removed from the vessel. They get back in, their mass is added onto the vessel once more.
Either ShadowZone or Matt Lowne, don't remember which, specifically demonstrated in their video that adding or removing kerbals changes the vessel's weight right in the VAB. Saw it just now.
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Did some experimentation with orbital assembly and it seems we can forget about any kind of precision in surface attachment if the kerbal isn't currently on a ladder. If you're drifting, not only do dropped parts also drift - which is probably deliberate - but when you have a part selected with the offset tool and are holding down any of the arrows, the part will drift with you regardless of whether you have angle snap on or off. I also dearly miss symmetry modes, even though I understand why it's not available in flight (would require more than one part and as of now, allowing one part to be symmetry'd would allow one to create an infinite number of parts out of thin air by symmetrying them, removing one and symmetrying it again).
It also looks like they knocked off an obvious loophole by preventing containers themselves from being stored inside larger ones.
And ran into a bug where toying around with the inventory space of one of my vessels in the VAB caused the Mk1-3 command pod to no longer accept crew, even once I emptied the inventory. Switching to another vessel and back didn't fix it, but exiting and reentering the VAB did.
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And just two goddamn days after I put the latest version of my interplanetary science vessel in orbit AND fueled it up in a separate mission! Now I gotta start over to take the new features into account in the design...
* Amended dV and orbit calcs to use Double precision.
Does that mean ship trajectories no longer lose long-range encounters when I engage warp?!
* Craft file name is now independent of command pod vessel naming, preventing accidental overwrites when re-naming command pods.
Nice!
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When tourists want to land on a world, do they want X distance within a specific point, or will any landing anywhere on the right world do the trick?
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For a Mk1-3 pod, an X200-16 fuel tank and another 1-2 ton of parachutes, landing gear, solar panels, antennas and a science payload, two Terriers are more than enough on Duna with 2000-something delta-V. Two Thuds are overkill, giving around 5 TWR for slightly less delta-V.
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I have absolutely no idea. I only just recently reached Duna myself, though, so I don't think it'd be much more complex, just more dV-hungry.
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In my usual style, rather than just simply checking if it works in a science/career save, I decided for maximum overkill and started writing a plugin for having the VAB display which tech node a part is on, even in sandbox mode where the R&D building is locked and thus the only way to check is to Alt-Tab out and consult an online tech tree.
Don't actually know how to display it in the VAB, but I think I have the right data.
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Question.
How do I get the prerequisite nodes of an RDTech?(found it, RDTech wasn't what I needed) I have two calculated values in a PartModule; how do I display them on the part's info window in the VAB/SPH? Not the PAW menu, the part properties window when you mouse over the part in the part list.For context, I'm trying to put together my first plugin, consisting of a small piece of code that would display in the VAB each part's tech node and research cost so that the player doesn't need to Alt+Tab/use a second monitor to consult with a tech tree while building a vessel. I have the name of the node and the recursively calculated research cost, I just need to display them.
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Dusted this off again after spending the past two evenings going through the stock KSP and MH part files to transcribe all part IDs into a spreadsheet for reference while writing a MM patch for this. @Jacke, I looked back at your request to make an unmanned start possible and I think I have something. How does this sound?
- Stayputnik: Basic Science -> Start (three tiers earlier)
- Mk1 & KV-1: Start -> Engineering 101 (tier 1)
- OKTO: Electrics -> Miniaturization (same tier)
- QBE: Unmanned Tech -> Miniaturization (two tiers earlier)
- OKTO2: Unmanned Tech -> Precision Engineering (one tier earlier, same node as HECS)
- HECS2: Advanced Unmanned Tech -> Unmanned Tech (one tier earlier)
- Mk1 lander can: Advanced Flight Control -> Landing (same tier)
- MEM: Command Modules -> Landing (one tier earlier)
- KV-2: Flight Control -> Space Exploration (one tier later, same node as the hitchhiker storage module)
- Mk2 pod: Advanced Flight Control -> Space Exploration (same tier)
- KV-3: Advanced Flight Control -> Command Modules (one tier later)
FYI, the junior and standard docking ports are also moved forward one tier each (Miniaturization -> General Construction and Specialized Construction -> Advanced Construction, respectively). The Making History inflatable airlock is also pulled a full three tiers earlier to the same node as the junior docking port so that it's actually useful (what in the world made Squad put it on the same tier as Mk3 parts, I'll never know...).
After some testing, it looks like a Stayputnik modded with level 0 SAS and a top attachment node (thanks, @wasml) is able to ride a Mite all the way up into the upper atmosphere and on a near-vertical ascent trajectory can even exit the atmosphere with a single Shrimp. So an unmanned start can theoretically work. Problem is that the Stayputnik's battery runs out very quickly and it's so aerodynamic that it tends to rip off the parachute during freefall, even if I drop the booster, and the battery doesn't last long enough to maintain a retrograde vector long enough to decelerate to a safe airspeed. As things are right now, the following changes are planned for probe usage:
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Stock
- First combinable and non-combinable antenna at tier 1
- First battery and relay antenna at tier 3
- First solar panel at tier 4
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New
- Probe core only at tier 0 (probes are thus restricted to sounding rockets only)
- First non-combinable antenna and solar panel at tier 2 (probes can now reach the Mun, but no transmitting science yet)
- First battery and combinable antenna at tier 3 (probes can now reach Minmus, science transmission is now available)
- First relay antenna at tier 4 (probes can now land on the other side of the Mun)
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I noticed that too recently. Wikipedia's article on the Voskhod also mentions something to that effect.
QuoteThe ejection seat was removed for more space and two or three crew couches were added to the interior at a 90° angle to that of the Vostok crew position.
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1 hour ago, jimmymcgoochie said:
to transmit science between ships, although that one might be out of date and I can’t remember the name.
Science Relay and CKAN says it hasn't been updated since 1.8, but it still works as of 1.10.
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Baby's first (more like fourth if we count the failed attempts I savescummed away...) Duna landing~
And no, Jeb's salute was not scripted. He happened to do an idle animation just as I took the screenshot.
Above Ike on the horizon is Eve, as well as a second, fainter twinkle higher up which is the mission's orbiter spacecraft. Now I only gotta figure out how to get back to it from the ground...
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Nope and I'm aware of the other meaning. I used the term in the context KSP uses it in: locking down engine bell gimbaling to stop thrust vectoring.
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One thing I can think of is that maybe the AECS Motion Suppressor mod is doing it? Because I can see that it's using Module Manager to hook into gimbaled engines.
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8 hours ago, Boyster said:
I have never noticed that problem, hmmm, is the gimbal locked for sure?
I locked it myself during flight (ie. not in VAB; I tried locking it in the VAB afterwards but SAS still unlocked it during flight). As SAS is steering, the gimbal button toggles on its own from locked to free, then back.
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As the title says. As I was doing some experimentation with offset engine thrust, I noticed a strange thing. A design I came up with required my craft's engines to be rotated exactly five degrees outward in order to avoid the thrust hitting the craft itself. If even the slightest amount of gimbal was applied to the engine, it produced no thrust. For that reason, I locked the gimbal on all engines to prevent that from happening... except SAS didn't care: if it decides the craft needs to turn and detects that there's an active engine on the craft with gimbal capabilities, it force-unlocks engine gimbal for the duration of the maneuver and re-locks it afterwards.
Why is this a thing? Shouldn't SAS try to use other means of changing orientation (ie. reaction wheels and RCS) when gimbal is manually locked instead of overriding what the user set?
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If you don't want to do the math yourself, consider getting the Antenna Helper mod. It does all the antenna stacking calculations for you in the VAB, can calculate coverage and signal strength between Kerbin and any other planet while still in the VAB and once you launch one of these satellites, it can graphically render the antenna's reception on the map view and the Tracking Station so that you can see what kind of signal strength you can expect at what distance with which craft.
What did you do in KSP1 today?
in KSP1 Discussion
Posted
Did a simple Mun landing-and-return just now to bag the new EVA science in 1.11 and by complete accident I ended up passing within 37.3 km of my space station in 200 km equatorial Kerbin orbit during the return trip.