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Everything posted by TanDeeJay
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Is that the Death Star coming up over the horizon?
TanDeeJay replied to TanDeeJay's topic in KSP1 Discussion
That one is hard to see. I didn't notice the Mun until I looked closely at the cropped image. What mod is that, I like the clouds, (but might cause problems with my current challenge building my Sepratronoton... A probe that gets into LKO with nothing but Sepratron SRB's. Part count currently at 906... Frame rate about 4 FPS . I think I need to lower the graphics settings not install mods that add to the required processing... -
After a test launch of the Sepratronoton, the Kerbals feared they were under attack from the Galactic empire
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All the local terrain and ground clutter, I believe is stored locally, and depending on your quality settings, the game engine renders what you see. But thinking about this, if your driving your rover at a mild 50m/s across the Mun that's 50 * number of wheels of data points per second that it needs to record. Assuming your recording 1 data point per linear meter per wheel... Which is going to add up very quickly. I'll have a look at persistent trails. Thanks for that.
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I guess it is a case of havig a database with the right index. Games like WOW have databases full of local textures, but I suppose they are highly optimised and contain static data. A database of wheel tracks would be constantly being updated and therefore not necessarily stored in an efficient manner for querying
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Argh stupid autocorrect... Fixed
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As I've been driving rovers around the Mun, i thought it would be really cool if it was possible to have a mod that recorded wheel tracks. It should display all past wheel tracks when close enough to see them. Of course if it can record wheel tracks, why not foot prints and takeoff/landing blast rings, which of course takeoff and landing would obliterate any tracks within the blast radius cheers, John
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Intercept when inclination is off
TanDeeJay replied to TanDeeJay's topic in KSP1 Gameplay Questions and Tutorials
The ship I was flying was my fuel transporter, transporting fuel to a science ship waiting to transfer to minimus. After refueling, and returning the fuel transporter back to the surface of the mun, I landed with 11m/s dv to spare. So my direct intercept might have (but not necessarily) saved my bacon cheers, John -
I took off from the Mun in my ascent stage and by the time I reached orbit, the inclination of my ascent stage was 5 degrees off my orbitor. I've found there are 2 ways you can intercept in this scenario, you can do a burn to adjust your inclination to match what your trying to dock with and then do an intercept burn, or you can wait several orbits until you can get an intercept directly at the AN/DN, which was the way I did it this time. The distance at Intercept was just under 5k so not the closest I've ever done, but I successfully intercepted and docked. But it got me thinking, which method (apart from launching directly into the correct orbit) is more fuel efficient? Adjusting the inclination to match the target vessel 1st or the direct intercept? Assuming your inclination is off by no more than 5 degrees. Cheers John
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Transporting a rover to the mun
TanDeeJay replied to Actually_New_KSP_Player's topic in KSP1 Gameplay Questions and Tutorials
Never thought of setting sas to prograde. Will have to try that. Ive also defined alternate rover control keys now. Still havnt managed to get much above 40m/s. But have managed some interesting recoveries with no rover damage ... 360° roll landing on the wheels... -
Transporting a rover to the mun
TanDeeJay replied to Actually_New_KSP_Player's topic in KSP1 Gameplay Questions and Tutorials
No wonder I never have problems with those wheels blowing up... I've never got above 35m/s... Definitely going to have to define the alternate rover controls. only reason i crash above 35 is that my reaction wheels are set on SAS only, and I don't have the ability to control them when needed to align my rover with the ground it is about to land on... -
Transporting a rover to the mun
TanDeeJay replied to Actually_New_KSP_Player's topic in KSP1 Gameplay Questions and Tutorials
Does it need the 6 wheels? My current rover is using 4 of those wheels without too much problems. Taking out the middle pair of wheels would lower the weight and part count, but how would that affect handling? 100m/s wow thats fast! I usually hit the brakes when I get over about 30. Had way to many flips -
Transporting a rover to the mun
TanDeeJay replied to Actually_New_KSP_Player's topic in KSP1 Gameplay Questions and Tutorials
I've made my rover with a detachable/re-attachable lifting body so it can get back into orbit to refuel/go to another biome without having to drive all the way The rover is attached to the lower stages with a stack separator. I spent a while adjusting the height of the legs with repeated launches so that the pair of docking ports above the Science Module Jr just clear when the rover is uncoupled and the landing legs retracted. Landing legs are extended for landing. Now I can drive around collecting science, and then return by docking the rover to the lifter. Only problem I found with this design so far is that there is a solar panel below the upper ladder that creates problems when the kerbals are trying to re-enter the comand module. I have 6 seats on the rover so there is spare space to pick up any stray kerbals I find that I left behind earlier... -
I found a nice E class object that is going to intercept kerbin, and I sent out a ship with about 6k deltaV and put that ship into an orbit that intercepts the asteroid within 6k's. According to the orbit map, intercept is in 30 days, but I noticed that the asteroid doesn't enter kerbins sphere of influence for 157 days... I think I should have waited until the asteroid was closer before launching... Also, in the map view, after you've scrolled out far enough to see solar orbits, and you've found an asteroid that enters Kerbin's SOI at some point in the future, if you set focus on kerbin, you will see the path of the asteroid while it is in Kerbin's SOI... just don't do what I did and set up your intercept ships orbit too soon
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How to obtain negative lift?
TanDeeJay replied to Apaseall's topic in KSP1 Gameplay Questions and Tutorials
You dont have reaction wheels on your rover by any chance that are set to normal or pilot only? If your steering control keys are feeding into the reaction wheels, it might be the reaction wheels trying to yaw your rover that is spining it. Also, caps lock key changes the sensitivity of the controls. -
Have you thought about getting an M.2 drive instead of a spinning HDD? That motherboard supports one. And your system would spend a whole lot less time waiting for the HDD.
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Mobile Processing Lab Help
TanDeeJay replied to spencer98881's topic in KSP1 Gameplay Questions and Tutorials
I've made several rovers with an advanced grabbing unit at the front. Not too hard to grab another ship, especially if the ship your grabbing has vertical cylindrical parts or the flat end of a horizontal cylindrical part. Build a replica of your science processing unit on kerbin to test grabbing unit placement on your rover before sending the rover to the mun. Personally, I find it easier to drive a rover to a landed ship than to land a flying ship on top of a landed ship. With a rover, your landing can be miles off and you just drive the rover to your science lab. As long as your not on the otherside of a cliff...- 5 replies
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Preventing an Extinction Level Event
TanDeeJay replied to TanDeeJay's topic in KSP1 Gameplay Questions and Tutorials
Of course, the Kerbin Independent Scientific Studies community were doubtful of the hyped up televised claims about the devastation potential of the asteroid as their study of the asteroid suggested it was smaller than the fridge in the kitchen at the Kerbal space centre. But unfortunately, no one paid any notice to an organisation with the initials K.I.S.S. -
Preventing an Extinction Level Event
TanDeeJay replied to TanDeeJay's topic in KSP1 Gameplay Questions and Tutorials
And the successful diversion generated a massive funding boost for the Kerbal Space Program -
Preventing an Extinction Level Event
TanDeeJay replied to TanDeeJay's topic in KSP1 Gameplay Questions and Tutorials
it sounded good as a thread title The kerbals that reported it didn't know any better. It was the 1st asteroid they discovered on a collision course, and they panicked -
Preventing an Extinction Level Event
TanDeeJay replied to TanDeeJay's topic in KSP1 Gameplay Questions and Tutorials
Ah, I'll have a look when I get home tonight. Thanks! -
Preventing an Extinction Level Event
TanDeeJay replied to TanDeeJay's topic in KSP1 Gameplay Questions and Tutorials
I'm tracking a few asteroids in my tracking center. But once you start tracking the object size is replaced with the object name, and I cant remember which one was the big one. How do I find an objects size once I've started tracking it? -
Preventing an Extinction Level Event
TanDeeJay replied to TanDeeJay's topic in KSP1 Gameplay Questions and Tutorials
I still screw up my gravity burn when launching so went into some of my astroid mover's fuel on lift off.. stopped in at the Kerbin Fuel Station to top up before heading off to divert a disaster "We're gonna need a bigger fuel station" So, what does everyone do with their used asteroids? The Kerbals sent this one on an escape trajectory... -
Preventing an Extinction Level Event
TanDeeJay replied to TanDeeJay's topic in KSP1 Gameplay Questions and Tutorials
It was a 15T asteroid with 10T of ore. Since it was so easy to capture that 1st one, I'm lining up to capture another. 14 kerbin days until transfer maneuver node.. -
Preventing an Extinction Level Event
TanDeeJay replied to TanDeeJay's topic in KSP1 Gameplay Questions and Tutorials
Convert-o-tron 250, with an engineer onboard -
Preventing an Extinction Level Event
TanDeeJay replied to TanDeeJay's topic in KSP1 Gameplay Questions and Tutorials
Hahaha! That asteroid produced less LFO than it took my minimg ship to intecept it.