

Knyght
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Everything posted by Knyght
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Apparently runs okay in Wine. But, no. The Raspberry Pi features technology mostly from the last millennium and eh, won\'t run KSP.
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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
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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?
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Really dumb spaceplane question
Knyght replied to FunkyNige's topic in KSP1 Gameplay Questions and Tutorials
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. -
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.
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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.
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Any way to view a design summary screen?
Knyght replied to Geredis's topic in KSP1 Gameplay Questions and Tutorials
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. -
Any way to view a design summary screen?
Knyght replied to Geredis's topic in KSP1 Gameplay Questions and Tutorials
Yes. Because that\'s what google gave me. I\'ll fix that. -
Any way to view a design summary screen?
Knyght replied to Geredis's topic in KSP1 Gameplay Questions and Tutorials
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. -
howdo you calibrate a joystick?
Knyght replied to stevoe26's topic in KSP1 Gameplay Questions and Tutorials
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 -
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).
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howdo you calibrate a joystick?
Knyght replied to stevoe26's topic in KSP1 Gameplay Questions and Tutorials
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. -
Adjusting inclination of orbit
Knyght replied to Tidec's topic in KSP1 Gameplay Questions and Tutorials
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. -
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.
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Adjusting inclination of orbit
Knyght replied to Tidec's topic in KSP1 Gameplay Questions and Tutorials
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. -
Doesn\'t seem to much differnet to me Well, it actually does seem to veer off to the side much less, which is nice. I tried landing on it. Screw helicopters, those are boring. Tried to land a plane on it by getting near it, deploying two radial parachutes from NovaPunch, but... the game lags when I get anywhere near the craft, so aiming it is a bit impossible It doesn\'t help that the carrier is about 1.5 times the size of my smallest craft.
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Hmm it really isn\'t landing. I have a feeling that the weight of the fuel is too much for the pontoons. If that\'s the case, landing anything on it won\'t be a good idea. I couldn\'t even manage to cheat it in by driving it from the runway off the beach, which works for most things. The other problem is that it\'s horrible unwieldy and generally does not fly very well. I know it\'s a VTOL, but it might still need some control surfaces. So try making it lighter and giving it more lift. The best attempt I tried took me around 10 minutes, I dropped from as little as 150m, teasing the throttle, managed to get rid of the backwards momentum by reactivating the engine at the back. Unfortunately there is also sideways momentum that I can\'t do anything about. If I turn RCS on, I can\'t control it because I need the avionics on for the thing to be at all flyable. Anyway I managed a landing, downwards velocity around 1m/s with some sideways velocity of around 5m/s. The only thing that survived was the cockpit. Hmm. Wait I have an idea. Aha, got it! So, as above. Go as slowly as possible, had no more than 5m/s total momentum, at last second (8 - 10 metres) deploy the parachutes. This will get rid of all that sideways momentum. Unfortunately, I can\'t youtube it since the game lags too much with your craft when I try to record, and since precise throttle control is needed, well... yeah. There is another problem though, as attached. There is indeed a weight problem. Those pontoons are rather underwater there. I\'ll try landing something on it, I don\'t have much hope though...
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I had a quick go. It flies a bit like a helicopter. You might want to think about hinging those downward facing engines so they can be used to help with getting rid of some lateral velocity if you really want to use it as a VTOL. I think it\'s possible as is though, working on it.
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This looks, uh... Fun. I\'ll check it out. No promises. Any instructions? Also a link to the mods so I don\'t have to go hunting would be nice.
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Efficient atmospheric throttling
Knyght replied to Knyght's topic in KSP1 Gameplay Questions and Tutorials
yeah I notice that MJ shows the m/s you lsoe to drag etc. and also tends to throttle back on ascents, but I was kind of hoping for a bit more manual approach. I think I saw some plugin that shows the stats of the rocket as you build it? Maybe that\'d be useful here. -
So I\'ve seen it said that throttle efficiency is about equalising the forces of gravity and drag (or something). This is fine and all, even makes sense, but how exactly do we implement this in our every day designs? I mean, I build a rocket, okay, great, but how do I know where to stick the throttle for max efficiency? Even better, how would you go about designing a rocket so that max throttle just happens to equalise thrust and drag at max throttle?
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While you might think that that is really small (and compared to most rockets I see, it is) but if you\'really goinf fuel efficient, you can get into orbit and back with 3 or 4 tanks total. That said, getting into a good orbit is mostly a factor of practice. Keep at it and see what works for you. Watch videos if that sort of thing helps you. If your orbit isn\'t circular, try this: When your apo gets to the point you want it or a little over (125K or so maybe) cut off the engines, coast to apo and burn again. By the time you cut off your engines your orbit line on the map should look somewhat reasonable, ie. somewhat wide. If it\'s quite tall, you need to tilt more or earlier. I\'m not sure on the efficiency of this, but it\'s probably better than getting your orbit all screwed up. Your rocket has plenty fuel, I wouldn\'t worry too much about efficiency anyway if all you want to do with it is get into orbit.
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Whoa, this works? Thought it didn\'t. Must test! It totally works! I have no idea why I thought it didn\'t.