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Everything posted by vv3k70r
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Space race is a story of the past. Involved empire dosent exist any longer (however I was born under its heavy boots and seen this absurd on my own). I suspect new generation have they own dreams, and they own heroes. Space agency is another story of the past - now there are private companies that run the bussines and goverments are those in deep debts. Of course it is intresting story (and there are many Germans to remember), but for my children it is considered somwhere around dinosaurs and Flintstones. Computers to be moved around by a forklift and landlines is nothing they have experienced as my other stories about programing in asembler shifting adresess and memory index. They consider da Mun is done by ancestors, they looking further for goals. Target of such games are old geeks on pension?
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Atmosphere is being weak at this point and so Your stability depended on wings turn to be COM dependent. How is Your COM balance for this? Close intakes! Block the front fuel tanks from being used. You can try to work around (by wasting fuel) by pointing prograde before it happen and then roll around prograde so it will try to turn over always in Your prograde direction. But working with design could help to avoid this madness. Canards helps, but they would create more drag ASL thus wasting fuel. Another way to work around is to get high up quite straight and then waste fuel to follow the horizon on orbital altitude. Back to hangar - back to desing? Force is to great to counteract with so small amount of newtons. In SPH You can free some fuel from tanks to see what happen to COM in such a case. Issue exist because these forces dont do much on this altitude. So there is not much to read from F12.
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Change order in an Action Group
vv3k70r replied to maddog59's topic in KSP1 Gameplay Questions and Tutorials
If they are under same key they work alltogether. But You can change speed of execution by tweaking them. Other way is to use controller. -
Have You put any struts to keep it together? Like inside the wings? How was the SAS? Kraken is often in design - try to avoid summoning him. I realized it by conecting parts in wrong order. Order is important. Did You think that maybe he dosent want to get back home? For Jeb home is a place that other set him on the top of the booster and ignite - there are reasons to not getting back there.
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Bob is on its way back from poles lowland, he is traveling fast on solar power around 40m/s https://steamcommunity.com/profiles/76561198104150385/screenshots/ rovers are bad, reactions wheel are awesome.
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Topic is intresting for me. Good to have someone that found issues to avoid them im my mission and fell in trouble with other, unrecognized issues to solve them.
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Theoreticly You can count Yor path against rotation of Kerbin (Its much easier without atmosphere - it is why Kerbals want to get away from this planet?) but when You take atmospere in the equasion it is more like guessing. But changing the inclination to pinpoint landing takes fuel and to predict when the orbit whould match further position of landing pad is time dependent, and ods to do this from a random inclined orbit are worthless. Of course You can wait some orbits to get it more or less acurate, but You gonna changing inclination by burning fuel anyway. But if You aproach some body and want to land pinpoint in one pass it is not quite imposible, but still will take some manouvers to adjust it closer to the target. Without atmosphere I can get something about 70-300m on inclined (over 30deg) target. With atmosphere I do not even try without wings. Once I get KSC this way by using rest of fuels to radial out, and forcing risky parachutes deployment on a bit high altitude over the KSC to brake. But now I consider it not worth of doing again - droppods are not that expensive, and bringing wings to space cost fuel.
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Is there a way to connect nuclear engins under RCS control? I just found them so powerfull for bigger vessels.
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outpost icon to vessel naming
vv3k70r replied to vv3k70r's topic in KSP1 Technical Support (PC, unmodded installs)
I did, it didnt help (I changed state od docking port to same as all other undocked). I think its occured when I acomplish mission of building outpost (by docking them), since then it is considered as one vessel. I can live with that - technology sometimes dosent work, I blame part manufacturer. -
I got Bob to polar lowlands on da Mun by roller from polar crater. Harsh mountains. https://steamcommunity.com/profiles/76561198104150385/screenshots/?appid=220200 using this: https://steamcommunity.com/sharedfiles/filedetails/?id=2279218224 fastest almost ground electric driven vehicle I have on da Mun. Its easy to get over 60m/s and kill Bob.
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outpost icon to vessel naming
vv3k70r replied to vv3k70r's topic in KSP1 Technical Support (PC, unmodded installs)
In career I do not have any better docking ports for now. Nor expecting to have soon. So da bug - I send another mission to take this load of fuel and Kerbals. -
outpost icon to vessel naming
vv3k70r replied to vv3k70r's topic in KSP1 Technical Support (PC, unmodded installs)
It looks like this: https://steamcommunity.com/sharedfiles/filedetails/?id=2291936900 -
outpost icon to vessel naming
vv3k70r replied to vv3k70r's topic in KSP1 Technical Support (PC, unmodded installs)
If I dock everything to one vessel it works that way. But when I dock chain of already docked units something else happen. I have this issue only on the ground where one vessel is towing enother to already conected vessels. Two basic vessels now do not consider to disconect both docks dosent have undock option. And name of rocket connected to tractor changed to tractor after disconecting. Personaly I blame daKraken, but I think it hase something to do witch hierarchy on priority. I just spend some time renaming them back. Is there any trick to undock docks that forgot they conecting separate vessels? I changed they docking force to zero, but it didnt help. -
But why ground experiments flip over and still works underground (intresting for solar panels)? And cannot be picked up and set again?
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By pourpose - like Target_Mun, or Mun_and_back, observatory, telsat, refueling, rover, speeder, roller, flyer, biome_graber. Or even mission - engine_escape_test. If something is changed I mark it on vessel name like nofuel_yesmonoprop_yesantena if refueling is done and vessel is left as loose telsat. Sometimes I decople engine with fuel leftover (for very bad docking cargo like telescopes or scanner so the vessel look better) on low orbit so some cheap vessel can use it for deorbiting (quite often they fly along space stations). Often it starts as rover_rocket than is changed to rover after leaving landing debris (which is grabbed and used for refueling). Or by awainting window on orbit (target_duna, target_asteroid, target_rescuer or even droppod awaiting for returning vessels for taking crew, chips and cheaply deorbit).
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outpost icon to vessel naming
vv3k70r replied to vv3k70r's topic in KSP1 Technical Support (PC, unmodded installs)
Could You explain naming priority? I docked rockets, rovers and base together (refueling, filling mission by number of Kerbals and power) and after undocking they didnt get own names back (and icons). And because I run lot of missions altogether it is quite an issue to find who iwho and what is pourpose of vehicle in almost same place in tracking center. Worst - one dock consider not to be docked and would not relieve one of rockets. -
Gravity Turn ascent trouble.
vv3k70r replied to antipro's topic in KSP1 Gameplay Questions and Tutorials
I mean I commented quoted text, not the whole meaning of block. I just found this piece worth of additional comment, because everything else where explained and commented already. Week ago I was explaining it to my son why his rocket dosent get from lounchpad for few second and what is waste in design. There are lot of such things that such be highlighted - it could be not so intuitive (burning so much mass so fast). Context is TWR. -
To fullfill mission cheap I landed 300m from refueling on da Mun - fuel has ended 8m/s few meters above the ground, but I were prepared with powerfull landing legs with spring and damper on max values. Refueled, gathered all from all rovers and on route back home. I starting to understund why minimalistic missions are so great fun.
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Gravity Turn ascent trouble.
vv3k70r replied to antipro's topic in KSP1 Gameplay Questions and Tutorials
Nothing personal - just quoted intresting text, not the whole meaning. -
outpost icon to vessel naming
vv3k70r replied to vv3k70r's topic in KSP1 Technical Support (PC, unmodded installs)
Thank You - I missed this one. -
Gravity Turn ascent trouble.
vv3k70r replied to antipro's topic in KSP1 Gameplay Questions and Tutorials
If it has TWR under 1 so it taking off after wasting some fuel by burning it on the ground to fit over 1. Just do not tank this fuel. When I realise it I started to put all this things in the rovers and landers - rockets are just attached. If I'm sending them another core rocket they can cheaply take off. -
You know the guy to blame for it? The whole fun of this game is to learn what is not gonna work and then fix it, try again, drop the design, come with new solution and so on. Have You tested it before how it works? Before I send anything outthere I test how it decouple to see whats wrong. Set more wheels - You gonna have a spare. If it works - dont fix it. So You can go asleep leaving poor Kerbals on Eve's hell without a ride? You ###! Balance the craft - meybe some engines beneath the heatshild could help? They even can burn to decelerate the descent? So heat shield are not the solutions? They are the issue? Same - it will works like feather on dart. If it helps You - asteroids give a proper mass on right end and can be detached when You fall to right altitude. Or You could try to go flat on atmosphere to aerobrake and then dive deeper in this soup.
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They wanna steal my blueprints of awesomish rockets! They already kidnaped Werhner and keep him on Kerbin! In KSP2 Scott is kidnaped! Nobody is safe! Run for Your caves! They gonna kidnap You, set at the top of booster and ignite! But kids cant buy games on their own so it is registred to parents, so how they gonna know anyway whos actually playin'? Only hard thing in the KSP is the ground itself. But it is easy in game. It is great tool to teach children basics about forces and vectors as well as planing and executing acording to plan.
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Kerbin Orbit & Delta V inconsistencies
vv3k70r replied to Dead Astronaut's topic in KSP1 Gameplay Questions and Tutorials
ISP in atmosphere is different from vacum. So You using different engines in space and different in atmosphere. TWR will grow when tanks get depleted so it shoul get higher on altitude where drag is not an issue. If it looks good - it should fly well. Call it a static test of engines - propably everyone realise this on this beggining that kN of thrust have something to do with mass of the vessel. Oposite - You go to above the drag altitude of 10 km slowly heading to around 45 deg and then You continue accelerating gradualy almost flat to apoapsis where it is plainly flat. If rocket is to heavy You go flat as soon the drag is away and trying to prolongue Your the fall untill You miss the planet, if it is to light You can just wait to manouver on apoapsis and circle the orbit (but it means it was to powerfull). Normally it is balanced so the engines run continuosly stage after stage (but because of realistic reasons that not trubling us in the game). Orbit is about go fast and flat to horizon. Not high. You can read that from navbal - see the raise and fall of ap an pa in angles beetwen the prograde and radial before and after the apoapsis. There is math behind it but its easier to grasp it by watching Youself what this sine and cosine and tangent are about. When You get to da Mun drag is not an issue there - so You can try to make an orbit beetwen the mountains. Atmosphere is a problem resulting in what we call gravity turn. For sure there are mods, but it is a lot of fun to control rocket by Your own. Rocket that is poorly balanced because we have tech that we have and cargo that we must. Lern them - get back to vab - soon all of Your rockets would be better. You lern what is easier to control, and what is difficult. Then You get to designs that turn corectly just because of COM. Drag in higher density.