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Posts posted by AlpacaMall

  1. As per the 1.12.2 announcement, the devs left the door open for minor bugfix releases. It doesn't seem like a priority right now with KSP2 in the works, but it's possible that sometime in the future there'll be one last bugfix update.

    On 8/3/2021 at 10:00 AM, UomoCapra said:

    Even though we still may release a minor patch here and there when needed...



  2. The \@thumbs folder contains thumbnails of a lot of parts; it's pretty useful for me, since a few of the wiki pages need new images. However, it doesn't contain all the parts. Right now in my stock 1.12.2 game, the first three parts in the folder are the slanted 2.5m to 1.25m adapter, the flat 1.25-0.625, and the orange variant of the previous part. Also, I'm pretty sure that when I checked, the slanted adapter wasn't there before.

    Is there a pattern to what parts have thumbnails in this folder? If so, is there a way to force the game to generate the pictures for other parts?

  3. The wiki has a lot of references to a part being covered in "multi-layer insulation"; all these references just link to Wikipedia, and I can't find an explanation anywhere as to what it means in-game. (for example: Probodobodyne HECS)

    Is there actually some in-game effect to insulation, or is this just describe appearance? If there's no in-game effect, I'm thinking about wiping it from pages I edit. 

  4. Regarding rule 3: What counts as the “final stage” of a lander? For example:

    * I have a large, high-TWR stage I eject a meter above the ground

    * I lithobrake with a stage, but eject it before coming to a halt

    I’m assuming that the first one is fine and the second one isn’t, but where’s the line between the two?


    Also, what’s the point of rule 8? 

  5. I want to try playing on a 2.5x scale (or similar) solar system. So far, I’ve looked at Rescale, but it appears to only go up to 1.9; and JNSQ, but there’s a warning on the forum page that’s kinda scaring me off.

    What other options for a rescaled system are there, and which ones would you recommend?

    (I’m not looking to start immediately, so if there’s a mod that’ll be updated soon, I’d also like to know about it)

  6. Regarding the craft: Craft saving is separate from game saving. 

    If you clicked the “save” button before launching your craft, then yes, it has definitely saved.

    If you didn’t, then… I believe that it’s still saved? The game will auto-save the last launched vessel, and this can be selected from the vessel list. However, I’m not sure exactly when this happens, and someone with more experience should chime in here.

  7. Unlike the other thread, if you’re ok with lightly modded solutions, the Trajectories mod (and I think KER too? I don’t use it) displays a target where you’ll land. You can use this to refine your approach, without going all-out with MechJeb autopilot.

    For your Mun tug, don’t use RCS thrusters to hover. Use engines; they have far higher specific impulse, and odds are, if you can land your drone then it already has TWR >1. RCS can be used for horizontal movement.

  8. The claw does not allow fuel crossfeed, while a docking port does. If your engine was on one ship while your fuel was on the other, it won't work. (It's like a decoupler; engines below the decoupler can't drain tanks above it)

    Fuel transfer is different from fuel crossfeed. That's dependent on the difficulty level, as said above; look for the "Resource transfer obeys crossfeed rules" option in the settings. This lets you move fuel from one tank to another through the right-click menu.

  9. I found this YouTube series to be really helpful for learning how to best assemble a modular base. 

    The key takeaway (at least, what I got from it) was that it's best to use some external vehicle (a rover, etc.) to move the base components into place. That way, you don't have to build the wheels and navigation into every module. One method I like now is to build a "cart" that can slip underneath a base module, then use the landing legs to lower the module onto the cart. 

    In addition, for your plane wheels + RCS method, you can select the docking port and choose "Control from here" to make it act more like a rover. In addition, if you really don't want rotation, you can disable pitch/yaw/roll in the "Show actuation toggles" option, if you have advanced tweakables enabled.

  10. I'm trying to bring the wiki up-to-date, and I noticed something interesting on the Mk3 to Mk2 Adapter page. Apparently, this part was added in v0.15; however, apart from the Mk3 Cockpit (also v0.15), every Mk3 part I found was added in v0.90 (or later).

    To any old-timers around here: Was this the case? Or were the adapter and cockpit actually added in v0.90, along with the other Mk3 parts? Or were there other Mk3 parts from v0.15? The wiki tends to be accurate about this early stuff, so I'm not sure what to think.

  11. Adding my two cents, for what it's worth: Personally, I like to place boosters on radial decouplers by:

    1. Place the decoupler on the rocket body
    2. Pick up the booster, and move your mouse so that the booster is aligned on the rocket body, below the decoupler.
    3. Slowly slide your mouse up. Eventually, you'll see the booster do a small "jump" outwards; this means that the booster is now lined up on the decoupler, instead of on the rocket body.
    4. Place the booster

    As others have said, picking up the decoupler afterward is a great way to verify that the booster is actually attached to it :)

  12. With 1.12 being the final major KSP update, it seems about time that the wiki gets updated. It feels like the majority of the wiki was written for a player on 0.25 or something. 

    I've started updating a few pages, do others want to join in?

  13. Thanks for the replies everyone! Looking at my last ship, my 0.4 TWR was probably overkill and what made it harder to go higher. 

    On 7/5/2021 at 2:44 AM, jimmymcgoochie said:

    The best solution is to use lots of engines and asparagus staging, draining fuel from a series of radially mounted tanks in turn and dropping them once they’re empty.

    Do drop tanks noticeably improve dV over normal tanks, or are you talking about full tank+engine disposable stages? I could probably add some docking ports to mount detachable tanks on, but I'm not sure if it's worth the effort and all the debris left in space.


    On 7/5/2021 at 9:03 AM, king of nowhere said:

    It has to be pointed out that, especially if you use some smart gravity assists on the moons, you should not need a huge amount of deltaV.

    The farthest out I've been so far is Jool, and even with a free capture and return from the moons, it still cost about 2.5k to get there; without aerobraking on the return trip, it would probably be 5k for the round trip, before maneuvers there. For the outermost planets, wouldn't the requirement be even higher? Or are you talking about some other way of getting there and back?

    On 7/5/2021 at 9:39 AM, Zhetaan said:

    Let's say, instead, that you want to use three Nervs and one Mk. 3 long fuselage.  That tank is 57.14 tonnes (50 of which is propellant), and the engines add nine tonnes to that for a total of 66.14 tonnes out of a total target mass of 90 tonnes, thus leaving 23.86 tonnes for whatever else you want or need.  That leaves a potential payload fraction (again, only on paper) of 26.5%.  The total wet/dry ratio is 2.25.  The delta-V of such a rocket works out to be 6,362 m/s.  Unloaded, the delta-V is 11,066 m/s.  Again, you can't actually achieve that, but it shows the maximum available range if you should choose to have a higher TWR with a partially-loaded rocket.

    I think I'll probably aim for this; four parts engine per 24 tons payload seems pretty good.

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