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Everything posted by VoidSquid
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Mun station crashing into the mun
VoidSquid replied to Simen's topic in KSP1 Gameplay Questions and Tutorials
Depends on your orbit inclination, afair the highest elevation is about 7k... and yes, my Kerbals did have that painful lithobreaking experience once I was trying to recreate this landing ... the rest of the story is up for imagination -
Returning from retrograde laythe orbit?
VoidSquid replied to Space Nerd's topic in KSP1 Gameplay Questions and Tutorials
...and because your vessel is orbiting Jool, your vessel therefore must orbit Kerbol at an average orbital velocity equal to Jool's orbital velocity -
5.22, latest as per CKAN You didn't reply to my first two posts here, LGG, hence I assume the issue didn't come up during your tests. That said, wild speculation: maybe it's just the combination of Toolbar, TAC Fuel Balancer, and [x] Science ? FYI, I have two more mods using the Toolbar, Docking Port Alignment Indicator, and SOC (Simple Orbit Calculator, pretty old mod).
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Returning from retrograde laythe orbit?
VoidSquid replied to Space Nerd's topic in KSP1 Gameplay Questions and Tutorials
The reason I mentioned to enter the Kerbin SOI in the "correct" direction at all: Once I had a mission returning from Eve, perfectly went to a 120x120km orbit around Kerbin. Nex step: rendezvous with my orbital station to transfer the science to be processed in the labs. Then: WHAT??? Almost 5000 m/s required??? Stupid me had gone to a clockwise orbit... -
Returning from retrograde laythe orbit?
VoidSquid replied to Space Nerd's topic in KSP1 Gameplay Questions and Tutorials
No, you won't, no worries As per the wiki, the orbital velocity of the Jool system around the sun is between 3927 and 4341 m/s, that's quite a number to break Just make sure you enter Kerbin's SOI in the correct direction, with it's own rotation, not against. -
How to build a Satellite Network?
VoidSquid replied to LaurieCR7's topic in KSP1 Gameplay Questions and Tutorials
To achieve a triangular orbit, step by step guide: 1. Decide what orbit altitude you want to go for, and if it should be a polar or equatorial orbit. Let's for example say, you want a 500km triangular polar orbit constellation around Mun. 2. Build your rocket with three deployable relay antenna modules, which each should have probe core, a battery, solar panels, a small fuel tank, and a small rocket engine. Launch it, and bring it to a 500km polar orbit around Mun. 3. Check the resonant orbit values at https://meyerweb.com/eric/ksp/resonant-orbits/ , the important data here are the orbital period of 4h:0m:18.1s, and the altitude of the apoapsis of that resonant orbit which is 795.979km. 4. Deploy your first antenna module, immediately go prograde with your main rocket and raise the apoapsis to 795.979km. I strongly suggest you orient your rocket to normal before deploying the antenna module to avoid potential collisions when raising the apoapsis after deployment. 5. Switch to the antenna module, enable the engine, and check the orbital period, which should be close to 4h:0m:18.1s. If the orbital period is longer, go retrograde and burn slightly to adjust, if the orbital period is shorter, go prograde and burn slightly to adjust. What is important here is to achieve the exact orbital period as close as possible, the actual values for apoapsis and periapsis are not that important (if you, for example, end up with a 505x492km orbit, that's perfectly fine). 6. Switch to your main rocket and circularize at the next periapsis (which is 500km, of course). 7. Continue with your 2nd antenna, same procedure as point 4 to 6 8. Continue with your 3rd antenna, same procedure as point 4 to 5 9. Enjoy your triangular relay setup -
Two annoying issues for me, equally weighted: Seeing several white flecks on my monitor, and, not knowing, are these stars? dust? Trying to wipe them away, succeeding only 50% of the time Plus that since 1.7.x, the frame rate drops to maybe 1 fps when I go to my landed vessels (like Mun harvester base) with even medium part count
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How to build a Satellite Network?
VoidSquid replied to LaurieCR7's topic in KSP1 Gameplay Questions and Tutorials
Basically you want to setup a comm network like this: https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Setting_up_a_CommNet_system Be aware that you'll need Relay capable antennas: https://wiki.kerbalspaceprogram.com/wiki/Parts#Communications Tutorial - How to Create a Satellite Network with Evenly Spaced Satellites: Resonant Orbit Calculator: https://meyerweb.com/eric/ksp/resonant-orbits/ ...or in-game as a mod: -
As mentioned earlier, the Real Plume Stock Configs gives a weird plume for the 36-5D "Caravel" Annular Aerospike Engine (RLA_small_spike): I'm not using Real Fuels, I'd be happy if you could look into this, thanks in advance
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And what's your point here, I don't understand, sorry. I didn't, save for rhetorical questions. Like " Why do that in the first place?" and "why would I want to have that extra work in the first place if I simply want to have additional parts that should but aren't in the MH expansion? Why not put changes to stock part in a separate mod?" I thought it to be obvious that these are rhetorical questions, especially in light of "why would I want", first person. Do me a favor too, please, speak plain and direct with me, I'm not good with "reading between the lines", for reasons.
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Ofc it is, and it should be no other way. Just read my last post, you just did type faster than I can Snark, do me a favor please: stop justifying and explaining yourself, ok? It is YOUR mod, as it should be, YOU made it the way YOU like it, and this is exactly how it should be. KSP is our common passion, we both have more often than not to do what others want (aka work, customers, etc.), but please, not here, not in KSP. You put your passion, your energy in this game, this community. Would you do the same if forced, to please others? I just happen not to like one of your choices, that's all. So what?
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Now our posts crossed each other, Snark, lol As per my understanding - see the IL mod - you did what you wanted to have, and let others like me participate from the mod. Make no mistake, I'm more than grateful! Just because I have my own line of thinking and reasoning makes your point not less valid in any capacity. You did what you wanted to do, and I truly hope you continue with that! How boring would the world be if all of us would have the same taste, the same opinion. It just happened that I don't like your decision to modify stock engines. And this is foremost and by all means just my personal preference to like it or not. Knowing you just a little bit, I'm pretty sure you won't be "offended" by someone just having a different opinion, and why would you? We aren't little kids anymore, hehe
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I was just thinking about the Swivel and the Reliant, just those two, nothing else. Plus, as Squad, with almost every update, is "modernizing" the textures/look of old parts, I'd expect them to "update" those two engines soon as well. The less sense it makes to me to include a change of these stock engines in this mod. Sure, I could disable them (which I did), and disable the config files for them in other mods (Real Plume as per my setup), but why would I want to have that extra work in the first place if I simply want to have additional parts that sould but aren't in the MH expansion? Why not put changes to stock part in a separate mod?
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I wish you'd have stayed away from that. Why do that in the first place? The idea about Missing History, as per my understanding, is about to add parts that should have been included in MH but aren't. Reskinning parts that are pure old stock, not even part of MH, makes in this context no sense to me.
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I'm using 1.7.0, patiently waiting for my core mods to be updated. I don't mind, still many many things to do w/o BG. That said, I'm still playing my old career I started with 1.3.1 (upgraded step by step to 1.7.0, as already said above), so no, I never tried to "force" MJ to be fully available with a new career. Can't say anything about 1.7.1, but why shouldn't that configs work? You have MM 4.0.2, I assume? Edit: did you check the MechJebNoCommandPod.cfg ?
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Curious question: with TRR came a very beautiful skybox which I'm still using, the files are still here https://github.com/HaArLiNsH/TRR_Guide/find/master Anyone knows what this particular skybox is? Looks a bit similar to the Deep Star Map from And is "my" skybox part any current mod?