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jnbspace

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    The universe and all that surrounds it

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  1. Arguably KSP2 isn't ready without science. Without science KSP2 is just a sandbox with not enough elements to make it into a game. If the next big release delivers the science, tech tree, physics improvements and performance upgrades they promise then I will go back to KSP2. But right now they are trying to limit the damage they have done to their own reputation and the simple fact is that I don't really think that they will deliver. I hope I'm wrong but their recent track record isn't great.
  2. I was going to reply to this but unfortunately I don't show up camera.
  3. How to stay warm post brexit Typical photo of cats and son
  4. The minimum for any space station is; comms - have an aerial on there So we can talk to it power - batteries and solar panels So the comms works! Docking port You can EVA crew between craft but you can't transfer fuel with an EVA Remote control of some form Even if it's crewed have this then you can transfer the pilot off the craft and still have control RCS and monopropellant So you can manoeuvre to dock A high efficiency rocket and fuel To de-orbit at end of life or for large scale orbit changes If you want it crewed then you need to add; Crew compartment (or lab) Cupola or similar control pod Otherwise they're jut passengers coffee machine After that it is just a case of what do you want it to do. I tend to build everything with two 2.5m docking ports so I can dock craft but not lose a docking port in the process.
  5. I am using KSP1 with the dang it mod to break things randomly. I have a space station in orbit which currently has a broken battery, comms aerial, fuel tank and payload bay motor. It also had insufficient power. No problem I think so I construct another ship which has loads of spare parts, loads of solar panels, an engineer and loads of EVA repair kits. When I go on EVA and attempt to repair anything either nothing happens (probably not carrying enough EVA repair kits) or it tells me "You need 1 spare part to repair this". The whole craft appears to be stuffed with spare parts so how do I use them? I don't appear to be able to get a Kerbal to carry a spare part; repair kits - yes, spare parts - no. Construction mode doesn't let me transfer spare parts to the broken module, Inspect gives me no information and repair just gives me an error message - so what am I missing?
  6. I've started on KSP1 again but this time I'm playing with the "Dang it!" mod installed to randomly break things. A regular failure is leaking oxidant or fuel in a tank. When that happens all fuel from every tank in the same stack is drained. Is there a simple way to isolate one fuel tank so that the intact tanks don't empty themselves? At the moment I've been building things with multiple stacks separated by decouplers or girders. But that is just making the craft more unstable and only really required to force the tanks to not be connected. So I end up with craft like this ... Those girders, and struts are not functionally required they just allow me to isolate each end and tank set in the case of failure. If I position the tanks right next to each other KSP treats them as a single tank
  7. Indefinitely rolling on a flat surface would be a problem but "headtailing" shouldn't be too much of a problem because this is for a rover that will probably be doing at most 10 ms-1. The aim is to (hopefully) not have the thing spontaneously reach takeoff speeds.
  8. So the bottom line is no friction in KSP? Any mods to fix that? not to help apply brakes but to add friction into the system.
  9. How are rovers supposed to _stop_ moving? I just built a craft to carry a rover to the Mun. So far so good, Landing was a bit iffy but it got there. I unload the rover and disconnect it. Before I can get a kerbal into the rover it then starts rolling spontaneously. That seems fair enough I probably should have brakes locked on or something but its OK because friction and a dip in the ground will then bring it to a natural halt. Except that it then accelerated wildly across the Mun surface before finally reaching about 30 m/s (about 110 kph!) and rolling 20 km travelling so fast that depressions in the ground didn't even slow it down. Eventually of course it tore itself apart. This was around the midland craters to the ground was pretty flat. In that 20km it fell maybe 200m in height so this is a barely perceptible slope! So what's up here? How should I make this thing actually stop? and, perhaps more interestingly, can a rover be made to have more realistic friction?
  10. Why does the navball spontaneously change from orbit to target? and how do I stop it doing that? I'm trying to rendezvous two craft so I set the navball to orbit and fire prograde and retrograde to align orbits and bring my orbit dow to the same periapsis and apoapsis as the target. 90% of the time this is fine but every so often I find my craft heading somewhere random and then discover that the navball has spontaneously (or I did something inadvertently but I don't know what) changed from orbit to target. So now my prograde direction has no relevance to my orbit. If this happened when I was close to target I could understand that it might be a feature but this happens when I am still 100km away from the target! Either - what is KSP doing and how do I stop it? or (and more likely) - what am I doing wrong? Thanks in advance
  11. The correct pronunciation is "" That's k as in knife e as in make r as in car b as in dumb a as in bread l as in salmon Obvious isn't it?
  12. There are some archaeological city textures around. In the mountains near the desert launch pad one can find this ... Not strictly a "city" texture but definitely signs of some kind of civilization.
  13. Filters make a big difference to visibility of some of Jupiter's features. Using a green filter makes the contrast a lot higher for the weather patterns. So without a filter it can be difficult to see but with a filter I find it realtively easy to see the great spot and two major bands, usually it is quite easy to see more than two bands but for that there is no real substitue for aperture and a dark sky. For the moon neutral density filters are essential otherwise it can be so bright that your pupil will reduce size and make high magnifications harder to use and reduce contrast. Saturn doesn't really respond too well to filters but I find a yellow filter can make it easier to spot the Cassini division. Weather patterns on Saturn are almost never visible! All of that said I am usually doing this photographically on deep sky objects that even with all the above are invisble in the eypiece and only show up with stacked long term exposures.
  14. Putting it simply/ The recommended hardware requires a 3070. That mans spending €700 on a graphics card, and then spending €50 on KSP2 and I am not going to pay €750 for something that is not only less functional than KSP1 but by all accounts bug ridden.
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