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Posts posted by TheBlackJackal
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Good Evening! So I built a Falcon Heavy style rocket in KSP 2, and it performs amazingly. However, I wanted to land the booster section once I separated. When I switched to the booster, I have no SAS control even though I have a remote unit on the booster. How do i make that section have SAS control?
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Does anyone here stream KSP 2? I know the content may be dry for most people, but there are those of us who enjoy a good rocket launch!
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32 minutes ago, Vanamonde said:
Wise words.
Furthermore, check each stage, in flight, before adding the next stage. Prevents all kinds of things, such as getting to Duna and discovering the exit door is blocked.
I’d cry
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I learned a very valuable lesson today. Always, ALWAYS check your staging. Even if you aren't going to use staging in the correct order as it's listed in the staging groups, still check. I'd hate for you to be on the Mun and returning to Munar orbit and go to stage and realize someone used super glue on the parts and now the lower stage is glued to your upper. Always check your staging newbies. That is all.
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Changes are amazing so far! Thank you!
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20 hours ago, PyroSA said:
The accuracy of my re-entry and landings immediately rule out Jeb Level.
Practice makes perfect!
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Thank you for the Update! Patch .1.2.0 definitely is a step in the right direction and I cannot wait to see what else is in store.
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So I finally got to the Mun using the Saturn V look alike. Everything went perfectly.
https://imgur.com/gallery/7MZ8Xaw
Above is the gallery of the mission so far! I made changes to the lander, and, honestly, I like the design of this one better. -
Vessel is very stable and handles very well. Thoroughly impressed with the design!
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1 hour ago, Jacob Kerman said:
Welcome to the forums, @TheBlackJackal!
Also, hows KSP2? I dont have a computer to run it on, so no playing for me.
It's buggy, but it's early access, so theres that. Other than that it's a ton of fun.
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Good Morning! So I thought that I would share with you all my trip to the Mun yesterday, and share some photos of that Journey.
So here, we have the Atlas Mk V on the launch pad (after having to revert back to VAB a few times to get struts put where they were needed, we're ready for the "final launch")
Spoiler
And Liftoff
SpoilerSo Far Everything is Nominal. Just look at those engines going!
SpoilerStill going well! Time for Stage 1 separation and ignition of stage 2 engines.
SpoilerI removed the Fairings to reveal the Munal module and lander, and doing a burn to circularize my orbit around Kerbin.
SpoilerNow making the maneuver plot and doing the burn towards the Mun.
Spoiler^^^ One of the better intersects I've gotten!
^^ I love the mountains detail here^^ Getting ready to burn towards the Mun
^^ Stage 2 Separation, and ignition of Stage 3 engine.
Everything up to this point has been nominal. No issues, nothing. Looks like it's going to be a very uneventful trip other than the hype of landing on the Mun! We've entered the Mun's SOI and are now making an orbital burn to circularize and prepping for the Munar module and lander rendezvous.
SpoilerAnd the Kraken Strikes. After successfully docking the Munar Module with the Lander, I go to separate the Lander from Stage 3, and the Panels that I have the legs attached to start shaking uncontrollably and cause an explosion. This mission has turned into Apollo 13. It's time to get them home safely.
I detach from the Munar Lander and start my trek back to Kerbin.
Spoiler^I didn't get many screen shots of me transferring from the Mun to Kerbin because I was feeling kinda defeated at this point.
Once the orbit with kerbin is established, I decide to try and do an aerobraking maneuver, something I've never tried before. Usually I just go straight for a de-orbit burn and land, but I wanted to try the aerobraking method. Well, I learned that you need to make your periapsis a bit lower, I ended up orbiting about 10x more times, but finally landed.
SpoilerAfter waiting patiently, I finally hit the re-entry window and began my final descent to Kerbin
Spoiler
^^Finally in the lower atmosphere. Success!
^^Chutes deploy!
^^Chutes extend! Almost Safe!
^^Splash down and Safe!
Addendum, I had to make the fairing like that because it was clipping and would not let me make it the way I wanted. So I know it doesn't look like a traditional Saturn V, but close enough
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Here we go, a look at what the kraken did to me yesterday. It was a very Apollo 13-esque mission.
Spoiler -
I fought the Kraken and the Kraken won, numerous times.
I tried to get it to separate multiple times, and every time, the lander's lower half would shake itself until failure.
(P.S. - I cannot figure out how to post pictures) -
You're awesome! Thank you for the Tip!
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Hello all!
So an issue that I am having run into is wanting to load a saved workspace craft into a current one that I am working on. I made a lander on a separate file to test it out and make sure I had everything set up the way I wanted it. Now I want to load it into my current workspace where I'm building the rocket to take said lander to the Mun. Is there a way to do this? -
6 hours ago, i dont know how to forum said:
The main advantage of the ion engine is its incredibly high ISP. Nothing else even comes close. You can build small ships with insanely high delta-v and go anywhere you want.
The main disadvantage of the ion engine is its incredibly low thrust. Nothing else even comes close. After patch 1, even the RCS thrusters have higher thrust than the ion engine.
KSP2's acceleration under time warp makes extremely long burns viable, and the new reactors are able to provide constant electrical power to the engines even without direct sunlight. This makes ion engines far more useful, but I still wouldn't recommend using them for more complex missions such as this one. Being unable to rotate while under time warp makes long burns more difficult. Long burns are also less useful in the limited space of a planet's SOI due to the curvature of the orbit. My current predicament is that I have to rendezvous two craft in very different orbits entirely using ion engines, and I'm struggling to come up with a reasonable solution.
Something I'd like to try in the future though is building ships that are able to switch between ion and chemical/nuclear thrust. Ion engines could be used for interplanetary transfers, while chemical engines could be used for short high-thrust burns within a planet's SOI. See here: http://www.projectrho.com/public_html/rocket/engines.php#shiftgears
I will definitely be testing these out tonight then! Thank you for the tip!
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Thoroughly impressed! I've never really explored the ion engines. I know they're useful in long range missions. But maybe someone could explain if they are more useful than standard engines?
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Welcome to the team!
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Hello!
I'm new to the forums, but have been playing KSP 1 off and on since it came out. I absolutely love the game! I have always loved space and have always wanted to be an astronaut, or even just go into space. KSP 2 has really upped the envelope as far as what is possible, and I really cannot wait to see what future patches have in store for us!
I do have a question for you all, since I am a chef. What do Kerbals eat?
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Very Impressive!
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I think I'm just gonna go straight for the Val Level on this one. I'll let yall know if I do it!
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3 hours ago, InterstellarDrifter said:
Procedural generation means that something, whether it be terrain, a part, a texture, a skybox, a weather system, an animation, etc.. has been built by your computer via a pre-programmed algorithm. This can take many forms and can be designed to be altered by the player or simply employed by the program randomly in order to create said thing without artist/dev/player/user input, or build a custom unique experience rarely to be replicated. Much of the gaming industry currently uses this technique to create large, unique worlds, with no two being the same. It is also used to create characters, creatures, and objects, which saves much time for devs and artists on the front-end(albeit, with heavy back-end investment) which also provides broad, individual experiences for users. Most contemporary games use this in some form or fashion.
In the current sense in which you are asking, the part that is being created is not pre-built(baked-in), it is algorithmically created with your specific inputs. So, you can drag and click, and a part has a size and texture that is visually and practically functional, as if it were a pre-made asset.
Thank you! That makes more sense to me now!
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So, in comparison to a lot of the folks here, I'm a newbie when it comes to KSP. what exactly is meant by Procedurally Generated?
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Thank you to the Dev Team for your continued hard work! I, for one, appreciate it!
Falcon Heavy Style Rocket
in KSP2 Gameplay Questions and Tutorials
Posted
Okay, I will definitely have to try that!