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Everything posted by miklkit
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What do you love more? Shuttle or regular rockets?
miklkit replied to KSP_RAK's topic in KSP1 Discussion
Spaceplanes. I am a lousy pilot and never learned how to rendezvous, so the only way to get out there is with spaceplanes. They have wheels on them so can double as rovers when needed. -
Docking on mun surface
miklkit replied to whiteturtle0923's topic in KSP1 Gameplay Questions and Tutorials
A claw works fine. You might have to change a setting to allow fuel flow through it or use hoses. I found the hoses to be glitchy. Later I switched to just using KIS/KAS. Just running a hose over is easier. -
Just out of curiosity and because I have never used the debug menu I gave it a try. Didn't change anything but turned it on, then took out a MK2 with ladders and the change was dramatic. It normally gets up into orbit quite well but suddenly it could not even go supersonic. Not even close. Reverted to the hanger and tried again and it flew normally again. That debug menu seems to be buggy to this noob.
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I've been running EVE redux for a while with the stock config and recently deleted that and added Astronomers Visual Pack. All is fine except for an oddity. Now there is fog or low clouds on Ike and Mun. This is distracting and at times can be dangerous as the fog can hide obstacles from rovers. Is there a setting to get rid of this?
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Hmm, could that drag be caused by the ladders location? Is the drag still high when the ladders are located back on the fuselage? On my MK3s the ladders are mounted on the cockpit but the MK2s have them mounted back a bit and i never noticed any drag from them. I never use the debug menu and don't know how to turn it on.
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Yes I use ladders on my MK2 and MK3 SSTOs and have not noticed much drag from them. This one has ladders and the worst drag is caused by the 2 outer rapiers being slightly misaligned. Other than that is looks pretty clean.
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Aerospike producing too much drag?
miklkit replied to BabaYaga's topic in KSP1 Gameplay Questions and Tutorials
That is a tip that I did not know about until this thread. The difference in a properly place piece and a badly placed part. is dramatic. In this spaceplane the outer two rapiers were badly placed but looked good. The difference in drag is dramatic. -
Aerospike producing too much drag?
miklkit replied to BabaYaga's topic in KSP1 Gameplay Questions and Tutorials
As others have stated it works for all engines I have tried it on. I have not tried the Whiplash or other rocket engines like the Wolfhound. So far only the aerospike and nerv get shrouds. Here is a look at nerv and Rapier engines with nose cones in them. You can see the nose cone in the Rapiers but not the nerv. Also, use the tiniest nose cone in the nerv and a larger one in the rapier. -
Aerospike producing too much drag?
miklkit replied to BabaYaga's topic in KSP1 Gameplay Questions and Tutorials
The devs are ok with using that nosecone trick to reduce drag as when it is done to the aerospike and nerv engines they get a shroud over them. -
Aerospike producing too much drag?
miklkit replied to BabaYaga's topic in KSP1 Gameplay Questions and Tutorials
Is the aerospike engine centered in its mounting? They can get offset which causes drag. Also, a shroud can be installed on it to greatly reduce drag. Take a small nosecone, rotate it 180 degrees, and then install it behind the aerospike. Then move it forward until it is almost invisible. -
I recently installed AVP with the 8k textures onto EVE Redux. Scatterer and Waterfall are also installed. All is well and I am happy with it except that so far there is fog or mists on Ike and Mun. I find this jarring and would like that gone. Is it possible?
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Addendum: Taking off into orbit and landing has been the test with Astronomers Visual Pack. With 2k textures it got 80fps. With 4k textures it got 70 fps. With 8k textures it got 137 fps. I'm not confused. Nope, not one little bit. Pretty sure there was some sort of conflict before because 40 fps was common before.
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Base shaking and drifting
miklkit replied to TheFlyingKerman's topic in KSP1 Gameplay Questions and Tutorials
The Parking Brake mod helps a lot too, but does not always stop that turning. -
What I had before was light on clouds and I was getting dissatisfied with it anyway. So, looking at the relationships I started with A. Astronomers Visual Pack and the 2K textures. Got way more clouds and in the first run fps is way up too. This might be a keeper. It's odd because I tried AVP a couple of years ago on a weaker system and it tanked fps.
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Welp, now I have no clouds. I guess I did need that config after all. Here is my CKAN. The system is: AMD 3800X, 32 gb of DDR3600 ram, AMD 6750xt GPU, 3440 x 1440 display, Win11. What would be good clouds for this system?
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Oh. On further inspection it is indeed the stock planets config. On checking relationships it shows it as conflicting with EVE Redux stock planets config. so I will just delete it. Thanks. Hmm. On deleting it EVE Redux was also deleted. Reinstalling EVE Redux gave a bunch of options and the EVE stock config was one of them. I installed just EVE Redux and am now off to see what the difference is.
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Base shaking and drifting
miklkit replied to TheFlyingKerman's topic in KSP1 Gameplay Questions and Tutorials
Well, verifying the files might cure it if you are on Steam. That has helped me when this happens. I have had planes that refuse to take off from the runway and instead just run off towards the black box way out there. -
Just updated CKAN again and was looking at it and noticed it has EVE and EVE redux installed. Is this a good idea? KSP seems to run ok but there may be conflicts I don't know about.
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That sounds like my experiences with Eve also. I have had 100% success everywhere else I have gone but only a 50% success rate with Eve. The successes were the result of dumb luck on one and having way more fuel than needed and still using most of it in course correction after course correction. There is no good reason to go back there.
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Why do cars/rovers flip so easily even when you are only steering ?
miklkit replied to Triop's topic in KSP1 Discussion
I'm talking about braking and more mass on the rear helps there. Otherwise the rear wheels just slide and it starts tumbling. I understand the thing about building it like an arrow, but I have no issues with stability on the flat or uphill while turning and braking are a mess. The stock physics on rovers makes them act like drift cars so slow steering and understeer are what I use to stabilize them. -
Why do cars/rovers flip so easily even when you are only steering ?
miklkit replied to Triop's topic in KSP1 Discussion
Right click on the rover and a menu comes up that allows you to adjust lots of things. The settings need to be different from place to place and from rover to rover, but there are some general guidelines. Mine are unstable under braking so I move as many parts to the rear as possible and also set the friction higher in the rear. Steering response can be adjusted to slow it down so you do not over correct and cause the rover to spin out and flip. That particular one has very powerful wheels on a very light rover and Kerbin has high gravity. Ya, that thing is going to be a handfull until you dial it in. I only use those wheels when going to extreme places like the Mun's North Pole. -
Rovers! Post your pictures here!
miklkit replied to Kerminator K-100's topic in KSP1 The Spacecraft Exchange
The gas truck I landed on Ike back in May 2022 broke. After stiffening its replacement landed on Ike. Since I'm a lousy pilot it came in retrograde and landed 26k away from Ike base. This gave me the opportunity to stress test the new gas truck on the way over there and it did just fine. 90 tons of whee!- 174 replies
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- totm may 2021
- rovers
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That arch is big. Got an achievement for finding it too.
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The Kraken struck on Ike. I parked this gas truck too close to the Mobile Science Lab, and when a craft landed there it spawned in a couple of meters above the ground and the fall broke it. It had been there for many years without problems until i got careless.