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Everything posted by Scarecrow71
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Launching kerbals on a ladder
Scarecrow71 replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
Yeah, after re-reading your post that makes total sense in when the kraken shows up. It is honestly too bad that the external command seat isn't available until way later in the game. Although, I'm wondering if it may have something to do with WHERE the service module is as much as with the Kerbal's head being clipped. That module is directly beneath the command pod. What happens if you flip where the service module and the SC-9001 are? Same effect? -
Launching kerbals on a ladder
Scarecrow71 replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
I believe it's something that was allowable in really early versions of the game that they "corrected" in later versions. And, based on the description you gave there, it seems this wouldn't be allowable due to the kraken ladder drive effect. -
Make a wish... and have it horribly corrupted!
Scarecrow71 replied to vexx32's topic in Forum Games!
Granted. Lex Luthor is now part of Star Trek canon. I wish Jon Cryer had never been cast as Lex Luthor. -
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Make a wish... and have it horribly corrupted!
Scarecrow71 replied to vexx32's topic in Forum Games!
Granted. You get beaten up by the father of the baby you took it from. I wish that I was a transformer. -
How to turn on periapsis and apoapsis?
Scarecrow71 replied to enio's topic in KSP1 Gameplay Questions and Tutorials
Huh. I know I'm running an older version (1.8.1), so I wonder if this is the reason? Again, I don't have any mods that would do this. -
How to turn on periapsis and apoapsis?
Scarecrow71 replied to enio's topic in KSP1 Gameplay Questions and Tutorials
I wonder if it isn't doing it because it's a probe? Can you check to see if you can see it using a piloted command module? -
How to turn on periapsis and apoapsis?
Scarecrow71 replied to enio's topic in KSP1 Gameplay Questions and Tutorials
So am I. Check the following screen shot: In the lower left hand corner, if you click the purple button you get Ap/Pe information. You don't get time to Ap/Pe, but you still get in-flight Ap/Pe values. Also, if you look in the center of the image, you can right-click on the markers in the map view and get the values. This is an unmodded (I have TWP, KAC, and Atmospheric Effects installed, none of which alter gameplay or physics) version of KSP, and this is stock functionality. -
Oh, certainly not. Perhaps @adsii1970?
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How to turn on periapsis and apoapsis?
Scarecrow71 replied to enio's topic in KSP1 Gameplay Questions and Tutorials
That's not entirely accurate. You can see the Ap and Pe markers on the map screen regardless of building upgrades, and you can even right-click on them and see their values. Additionally, you can click on the little purple button (maneuvers) in the lower left corner of the screen and see the Ap and Pe values. What you cannot do without upgrading Mission Control and the Tracking Station (both to level 2) is create maneuver nodes or see time to Ap/Pe (same purple button in the lower left corner). But, we will need @enio to be a little more specific as to what his actual question is (with screenshots, if possible) to know what is going on here. -
Make a wish... and have it horribly corrupted!
Scarecrow71 replied to vexx32's topic in Forum Games!
Granted. Independence Day is still a terrible movie, no matter what screen you watch it on. I wish to be a goldfish, swimming in a bowl. -
Interplanetary ship blueprint.
Scarecrow71 replied to Cloakedwand72's topic in KSP1 Challenges & Mission ideas
It is entirely feasible. In fact, there is a challenge dedicated specifically to hitting all 9 areas in 9 launches. I've done, in no order: LKO Mun Minmus Duna/Ike Dres Eeloo Moho Each if those bullets was a single launch, with lander, and return. I'm working on Eve...but her atmosphere is maddening. But to your point, on a career Science game, it is feasible. -
@Ariggeldiggel I downloaded the craft file, and I was able to use it. I ran a few tests on the craft, launching it and trying both manually and using MechJeb to get this thing into orbit. And even MechJeb couldn't do it. The simplest explanation here is that your lifting stage just doesn't have enough power to get this thing to orbit. The craft starts with a TWR of 1.05 at liftoff, which is barely enough to get off the ground. In fact, it took several seconds to get off the ground, which just burned fuel. Both manual flying and using MJ, I started the gravity turn at 100 m/s, and this is where things really went wonky. For myself, flying manually, I couldn't get this thing above 20km without it flipping. I checked all the parts, and I checked the fuel drain, and all that. It simply would not stop flipping. So I added a fairing to the top of your craft, just above the reaction wheel you've got in the middle of this thing. And then it couldn't fly because it was too heavy. The fairing gave it aerodynamics, which it desperately needs, but it was just too heavy. I let it run for a few seconds, and it eventually got off the ground...but wasted half the fuel in the first stage to do so. After that happened, I removed the fairing and launched this thing with MechJeb's Ascent Guidance. Again, TWR at launch is 1.05, and the gravity turn was started at 100 m/s. Which, coincidentally, was at about 3500m. You should reach 45 degrees somewhere in the neighborhood of 10km, but even MJ didn't hit that until about 19km. And at 20 km, she started to turn over 45 degrees. Which isn't all that bad, but with TWR was still under 2 at this point. At 22.5km the first stage burned out and the boosters on the side ejected. TWR dropped to 0.6, and for the rest of the flight it never got above 0.65. She reached an Ap of 38501m, at which point she started to come back down to Kerbin. Even with MJ flying, it would not get into orbit. My first suggestion is to redesign the lifter stage and add some thrust/power there. The craft simply does not have enough juice to get off the ground and get to orbit. My second suggestion is to ask why you have a large reaction wheel in the middle of the craft? Normally, reaction wheels (from what I've seen) go near the engines to use their thrust to help with turning. I'm not saying where you have it is wrong, I'm just questioning why.
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Make a wish... and have it horribly corrupted!
Scarecrow71 replied to vexx32's topic in Forum Games!
Granted. The next professionally looking, full-featured, handy, and comfy office software in this planet history is released the day after you die. I wish Windows ME was the dominant operating system. -
I can't tell for certain, but it looks like the fuel line you have on the bottom of the tanks is flowing from the center tank to the outer tank. I also cannot tell if you have this mirrored on the other side of the craft, or what direction it is pointing if you do. But if this is the only fuel line, or if you have one on the other side but it is flowing from the outer tank to the inner tank, then you are shifting the center of mass in an unnatural way, pushing all the fuel - and thus, all the mass - to one side of the craft. I'm also seeing that you have fins on the rocket, but they are halfway up the center spire. Try putting those closer to the bottom of that spire, just above where the engine connects. And on that note, you don't need the Delta wings; the Basic Fin is more than enough. In addition to all of that, I'd like to add to what @king of nowhere said about dV requirements for a craft. For starters, the amount of dV you have on a given craft will be different depending upon several factors, not the least of which is where you are at. You have less dV when you are on the ground on Kerbin or Eve due to gravity, but that same amount of fuel will provide far more dV in a vacuum. You can use several different tools to see the dV you have in a given stage based on where that stage will be active by clicking on the dV button in the lower right corner in the VAB, and then changing the body (it defaults to Kerbin) and where you are (I believe it defaults to Altitude). This way you can actually see how much fuel in m/s you have for a particular part of the journey. As an aside, you could also install MechJeb, KER, or a host of other mods that give you the dV information as well. Secondly, and I cannot state this hard or fast enough: The engine you are using in a given stage has a dramatic impact upon both dV and the amount of thrust you have in a given environment. When launching from Kerbin or the surface of a planet/body with gravity, you want an engine that has a high thrust at ASL. Conversely, when you are in a vacuum or on a body that has very low gravity, you want an engine with high thrust in VAC. And engines that perform well in one area do not necessarily perform well in the other. I don't know what you are using for your transfer from LKO to, say, the Mun, because the image you provided doesn't show that. But, as an example (and this is a very lousy example that I highly doubt you are using), you wouldn't have a pair of Spiders on your transfer stage trying to push a several ton lander from LKO to Mun, right? Same principle for all transfers; you need an engine that squeezes out the most dV possible while being powerful enough to do burns quickly instead of taking forever. As far as dV and engines and landings go...that just takes time. Landing isn't overly difficult, but it can take some time to get down and get it right. It took me months of using MechJeb's landing module and watching what it was doing before I was able to land. Mostly. Somewhat. And I still botch it ALL THE TIME. You know how you say something is easy and brag about it and then you try to do it and you bork it? Minmus for me, almost every time. This is why Quicksave is my friend. But I digress. The important thing here is that it takes time and patience to learn how to do it, and even when you do you will still make mistakes. Don't let it get you down. Think about what you already have learned how to do since you started (rocket design, launch, terminology, orbit, transfer, etc.) and you'll see that you have already come a long way. Keep it up! Keep pushing! And if you need help? Ask!
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Fortune favors the bold. Nice job!
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Banned for too long of an explanation.