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Everything posted by Axelord FTW
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Two things people haven't mentioned yet (or expanded on). Radial decouplers also impart an offset torque to the part they are attached to when they are activated. Not a problem in stock much but with FAR, the part will flip a bit, catch some air, flip some more, catch some more air and that until they hit back into your rocket. They will eventually right themselves into the airflow according to normal aerodynamic rules but that usually happen after they tap dat ass (your rocket). To fix this, drop the ejection force to zero using TweakableEverything (TE is also a MIGHTY fine and useful tool to use) and voila! Now, they will simply drop away from your rocket. If you want clearance, use separatrons as you would normally in stock. As for the separatrons blowing up/getting ripped off due to aerodynamic stress, slow down. Mechjeb's 'limit to terminal velocity' is not terribly useful with FAR. Use the limit acceleration instead (15m/s to 20m/s max) until you reach 25km. Also, anything working within low atmosphere should NOT have a TWR of more than 1.7. Generally, my best and most economic launch stages run with 1.4 TWR. The Vessel Info or Delta-v Stats page (with All Stats clicked) will give you the information you need.
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Anyone else not really care for the career stuff?
Axelord FTW replied to sedativechunk's topic in KSP1 Discussion
Career mode's progression is nice. Stock contract are pretty bland but we know FinePrint's is getting the S (stock) treatment. In the meantime, the mod itself is top tier stuff that everyone should try (and then adopt). Seriously, if you have never tried it out, WHY? -
Should we ask tobyb121 what he thinks of it? I imagine it would be minimal work for him to make this since he got the telescope to work in his mod. And the word I was looking for yesterday is radio-telescope. EDIT: He's MIA-ish at the moment, I guess.
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As long as it is made clear that while KSP is a good learning tool, it is not exactly a good representation of real life physics in many aspects. In some ways it's pretty dead on with minimal simplification but in other it is barely even sensible. And most of us has seen this; It's a good representation of the teaching factor of Kerbal Space Program. Still, even forgetting about what KSP is, it still teach about coordination, planing and maths. As for KSP being in school, I'd say no to it as a straight teaching tool. Now, if an assignment was given about it (or a free assignment about something like science or physics or video games, etc.) it would be totally fine. If a teacher could recommend a game for his class, KSP would be a good candidate. EDIT: Clarification; In short, KSP is a good learning tool but not a teaching tool.
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Want to build a spacestation...How?..
Axelord FTW replied to sam1133's topic in KSP1 Gameplay Questions and Tutorials
As people pointed out, Sr. docking ports are the way to go. Still, regular docking ports are also important. I recommend KAS for the ability to add struts on the go (plus all the other cool stuff). -
I do that on youtube of all places.
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Hello darkness, my old friend- A broad radio-receiver thingamajig would be nice. Collect science from object by pointing the antenna toward it. Can be done from far away. Low-ish science returns but you get the option to listen to the received data in sound format. .EDIT: Kind of like Tarsier Space Technology's telescopes but instead of an image you get sound (and science).
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Help changing an orbit
Axelord FTW replied to hoylemd's topic in KSP1 Gameplay Questions and Tutorials
Pull on the Radial Out node instead of the prograde like it look like you've done so far. Do so until your vector lines up approximately with the green line for a bit. Then adjust Pe and Ap as needed and stuff. Also see the wiki page on the subject. -
Stock plane control surfaces are the bomb (not in a good way)
Axelord FTW replied to S1gmoid's topic in KSP1 Mods Discussions
There's this thing in KSP I do not really understand but here's what I worked out about it. Attach wings at 90 degree angle from the centerline of a part (perpendicular to the surface). Attach what you need to the wing. THEN offset the wing however you want. If I try to attach something to a part that his not attached straight/flush to another part I often get the attached part to be above or bellow the texture and in some strange angle. -
Recently made a Lockheed U-2 lookalike plane with the help of RetroFuture (and with FAR). I don't even know if it's stock or a property of TweakableEverything but I can right click on wings in the SPH and set their strength (at the cost of extra weight). Maximum strength (2) on the inner third, 1.5 on the middle third and normal (1) on the edge made the wings much more stiffer. Another thing I do is to set the deflection on the ailerons higher near the center and lower as they go out. You never need insane roll In all, I got a good 20km ceiling jet perfect for FinePrint waypoint missions on Kerbin. I'll work out another version soon so I can do the higher ceiling missions.
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What's wrong with physics?
Axelord FTW replied to jfmoyen's topic in KSP1 Gameplay Questions and Tutorials
If you meant to imply that FAR is not fun, well let me tell how wrong I think you are. Switching over to FAR is the best decision I've made regarding KSP so far. Whole new learning experience (or unlearning if you consider what Stock teaches you) that makes heavyweight launches more than MORE FUEL MORE ENGINES. Airplane are really fun to fly too. -
Only connect on connection points?
Axelord FTW replied to XOIIO's topic in KSP1 Gameplay Questions and Tutorials
Hold the Alt key. Wait, this is answered already? -
-=Kerbal Space Program: Super Easy Mode?=-
Axelord FTW replied to HuntsmanThe7's topic in KSP1 Mods Discussions
No you don't. Let me get this straight. You want stuff in a game about simulated physics (within reason) to behave as if nothing was simulated but on rails instead? I'm not sure I even understand the purpose, let alone the reason. -
Some, yes. Other, not really. Some mods are dependent on their file path. It becomes complicated when a mod [a] doesn't need it but another mod needs to interface with it [a] (dependencies). You are best to 'install' mods as prescribed and to not rename anything.
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Double click windows when in IVA. As for the rest, there are very few command pods with enough space to turn around in, let alone walk.
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Proper WWII Fighter Themed Parts
Axelord FTW replied to MightyDarkStar's topic in KSP1 Mods Discussions
What we need is more fuselage (R-F + B9 gets you like 90% of what you could want) and more wing shapes. An uplifted and working KerbPaint mod so stuff match. Low altitude flight is sort of a chore even with FAR/NEAR. So far, I am content with R+F and FinePrint (for a reason to make those planes). -
Any mods that can actually make a Space Station worthwhile?
Axelord FTW replied to Coga19000's topic in KSP1 Mods Discussions
To add, try out Fine Print too. It give you an incentive for putting up orbital stations around various bodies. SCANsat (+Blizzy's Toolbar tool), Station Science and a resource mod*. *I recommend Karbonite with RetroFuture for extra props and more diverse airplanes[1][2]. -
Math for testing chutes or anything else??
Axelord FTW replied to Gurthang99's topic in KSP1 Gameplay Questions and Tutorials
The requirements float a lot and ships are too diverse to make a tool just for that (can be done, too many options, too tedious, less efforts than just testing). Personally, for parachute tests, I use airplanes. I strap the parachute to a structural pylon and set the stage so it decouples at the same time as the parachute go off so it's doesn't rip the plane in half. I don't even lose the cost of the part because of Debrefunds. Try it out. Get to the altitude, reach the speed, stage, go land. In fact, most of my in-atmosphere testing is done this way unless it the testing of a very big engine or something likewise heavy or cumbersome. Here's my latest semi-working in-flight testbed. -
now, that we really have stock cargo bays...
Axelord FTW replied to JtPB's topic in KSP1 Gameplay Questions and Tutorials
I don't have a working shuttle yet (FAR) but I very much like the idea. They're great for those playing on hard because of the low cost (if you also use Debrefund, like you should). With Fineprint getting aboard the train soon, I'm sure that type of ships will see more use. -
Like someone else said, my stages meant for final orbit elevation also have a command probe core on them so I can deorbit them manually easy. A bit of RCS, one solar panel and enough parachutes are all they need. I use Debrefund so I go out of my way to not have debris lying around. I screwed up only twice so far in my latest career. One debris in low Kerbin orbit and more annoyingly one debris in low Eve orbit. I'm seriously contemplating a mission to EVE just to get rid of it.
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The "You know you're playing a lot of KSP when..." thread
Axelord FTW replied to Phenom Anon X's topic in KSP1 Discussion
kinky movies will never be the same. -
Seriously? over 30 KSC biomes?
Axelord FTW replied to SkyRex94's topic in KSP1 Suggestions & Development Discussion
I'd like Science to be split into different kinds of science. Like, physics (more science experiments, some engine types), chemistry (engines mostly and fuels), material testing (structural and aerodynamic) and so on. As for resource collection, I think Karbonite+SCANsat is the next best thing. The mining parts could use some love but the engines and particle collectors are nice. -
What gender are the Kerbals we see in the game?
Axelord FTW replied to peadar1987's topic in KSP1 Discussion
They are 'who gives a damn, I build rockets!' gendered. -
Kerbal reentry.....solution?
Axelord FTW replied to xxlawman87xx's topic in KSP1 Gameplay Questions and Tutorials
I would also think DeadlyReentry would be a 'solution' to your Kerbal not going poof. If you have KAS, you could make the radial chutes grab-able (I've never tried but I'm told you can make pretty much anything grab-able), put it on your back and do the obvious. -
Problem with accelerating spin.
Axelord FTW replied to JPL1980's topic in KSP1 Technical Support (PC, modded installs)
With all those mods, I wouldn't be surprised if the culprit was among them. But here's something that happened to me one. I too had a phantom force forcing one of my craft to rotate. I eventually found out that I had input some trim into my original ascent and that it was still there once in orbit. What have you done so far as far as troubleshooting go? I'm not familiar with KJR or HGR, however.