Jump to content

Knyght

Members
  • Posts

    74
  • Joined

  • Last visited

Reputation

0 Neutral

Contact Methods

Profile Information

  • About me
    Rocketry Enthusiast
  1. Apparently runs okay in Wine. But, no. The Raspberry Pi features technology mostly from the last millennium and eh, won\'t run KSP.
  2. If I wasn\'t struggling with the forum so much and messing around playing with my EVAing I might have beat you. We are enemies until the end!¬``1 Also, here is mine <3
  3. So I\'m fairly sure you could do the same thing with with around a third of the parts. ...but where\'s the fun in that?
  4. About the yawing on the runway - that\'s a bug caused (IIRC) by collisions between parts affecting the physics in wonky ways, so if you avoid having too many parts that stick inside each other a bit, you can minimise this. I think this is meant to be fixed in the next version. Or something to do with parts colliding anyway.
  5. I went with a simple design. All stock parts. Asparagus inspired staging, with 8 tanks to get us into orbit and make our de-orbit burn. Then it\'s a half tank with landing legs. I feared that the turbojet would be too big for the legs to get past, and I didn\'t want to add more parts, so used the regular jet engine. I\'m hoping that when you say you can use RCS to de-orbit, that you don\'t mind me using the last of my rocket fuel to do it, since I don\'t want to add RCS, that\'s too easy. Here we are on the launch pad: And launching: Staging: Orbiting: De-orbit burn: Firing that jet engine: Finally, landed: Ahem, yes, well, as you can see, we had quite a safe landing. Unfortunately the landing legs glitched into the surface and destroyed the jet engine, otherwise it would have made it. Still, pretty successful. Was pretty twitchy without ASAS but I don\'t need no autopilots. Those Kerbals have a long walk home though... But yes, you could easy do this with three landing legs instead of four, but it looked cooler with 4. You could also land without legs at all which should work fine but I\'m pretty sure the jet engine will explode unless you\'re really featherlike, which is difficult with the jet engines since they cut out at low throttle.
  6. To stabilise an orbit with the Mun, aim for a flyby trajectory. When you get to the periapsis, make a retrograde burn. This will slow your craft down and allow you to be captured more by the Mun\'s gravitational force, circularising your orbit.
  7. Yeah I just assumed google was clever and blind-posted. Also if possible you could get whoever is in charge of the webstuff to setup permanent redirect if going through the IP, that should stop google linking to the old urls (I think, eventually). Also less derailing.
  8. Yes. Because that\'s what google gave me. I\'ll fix that.
  9. I (think I) have seen in a youtube video someone using a plugin or so that tells you the stats of the craft in the VAB/SPH. I\'ll see if I can find it. Edit: I think this is what I\'m thinking of: http://kerbalspaceprogram.com/forum/index.php?topic=9917.0 Not tried it myself so I don\'t know if has everything you want.
  10. See here: http://kerbalspaceprogram.com/forum/index.php?topic=9328.0 Seems your SOL until it gets fixed in Unity or you get another joystick
  11. Yeah, basically that. Remember that you can kill your momentum, land, and get back safely with only a half tank of fuel and the small engine. You can probably also make your Munar orbit burn with only this tank, but this is pushing it if you\'re a bit new to landing. Just always point your craft at the green retrograde marker when descending, after a while it should point roughly upwards. Then you can let go until you need to burn to land. Some lateral movement is okay, but try to keep it as low as possible. Also I prefer to keep my orbit low, around 10K max. The lower your orbit, the less speed you have to kill, which is nice because you can choose your landing spot a bit more accurately. Also 7m/s is still pretty fast. Try to aim for less than 2, though < 1 is preferable (but difficult).
  12. Try setting it up in windows. Control Panel -> Hardware & Sound -> Devices and printers. It\'s somewhere else in older versions of windows. Mess around with double clicking and right clicking and see if there\'s a calibration tool in one of the options. Also your controller might\'ve come with software for that stuff, but they usually put it into the control panel also. If it\'s not that, I\'d try messing with the dead zone and axis switching settings in KSP.
  13. Yeah, the problem with not using MechJeb here is that it while it\'s perfectly possible and not that hard to do, being off by a degree or two will mess up your orbit, and then you\'ll have to correct that, too.
  14. Also if you have a lot of craft crashed around KSC, you might want to delete your persistence file, or at least get rid of the stuff near KSC.
  15. And if you have no idea if you should be burning normal and anti-normal: AN for AN, or anti-normal for ascending node. So, if you are burning at the ascending node (ascending as in going towards North) then burn Normal -, otherwise Normal +. Unfortunately if you don\'t use MechJeb you will have a hard time doing this perfectly since there are no normal/anti-normal markers so you have to kind of wing it.
×
×
  • Create New...