Iansoreta
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Everything posted by Iansoreta
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Stock parts are good only for Stock Solar System cause they are perfectly balanced for worst aerodynamics and worst planetary rescale. RSS makes it more real life size version, therefore the radius of RSS Kerbin (now Earth) is ~6000 km instead of 600 km which is puny. I know stock parts don't work well in RSS, as I notice some of you go easy on RSS solar system with realism overhaul, but I don't care about realism overhaul packs. Stock parts can be pushed to the limit, if I used it correctly. Remember that crossfeed staging can be used except in a different ways, due to aerodynamics (I need aerodynamic plugin for reduced drag, which results in putting a payload to low earth orbit with just 9.4 km/s delta-v), I mean wide rockets are bad, as crossfeed staged rockets are designed this way. Skinny rockets work better because of less drag.
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Thanks for showing us how to make that RSS 6.4x work in KSP 0.90. Modders suck at keeping the mod version compatible with the current version of KSP yet you come up with simple and effective solutions. I'll give your solutions a test.
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So one Atomic Rocket Motor is better than four?
Iansoreta replied to Fenris's topic in KSP1 Gameplay Questions and Tutorials
It doesn't matter, you just have to adjust ejection time, even modify launch windows to make up for low TWR. Is there a reason to have additional TWR by sacrificing efficiency just to get it done? Wait a second, THIS THREAD is old!!!!! Oh, mother of Christ, why do I end up in grandpa thread? -
Oh man, this thread is getting old. I don't see anything new about this thread, so someone close this thread.
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Interplanetary SSTO cargo delivery planes
Iansoreta replied to Overfloater's topic in KSP1 The Spacecraft Exchange
Finally, a new thread with freedom to discuss everything about gameplay in KSP. Thank you, Overfloater! Are you going to use KSP 0.25? Everyone's using KSP 0.25, including Scott Manley. -
Is that what makes it slightly different from eve, I mean for eve landing was easy, getting to orbit was hard, but for Tylo, landing was hard without atmosphere, but easy to get to orbit because of no atmosphere? Perhaps when I about to talk about Moho, think again. Orbital insertion after entering SOI was incredibly hard due to fact that it requires the most delta v but landing and takeoff was easy.
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I resort to that staging technique only when huge amount of delta v is required. For instance, Tylo and eve are the hard to fly planet and moon cause of high delta v requirement. Another advantage to that is it increases twr and efficiency progressively while keeping aerodynamic profile low, meaning the upper stage engine and lower stage engine are both active at the same time, only the lower stage feeds the upper stage(in other word, the upper stage engine is consuming fuel from lower stage while the lower stage engine is active).
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are you with Mechjeb or Kerbal engineer
Iansoreta replied to robopilot99's topic in KSP1 Mods Discussions
I use mechjeb for read outs only, not autopilot, or any kind of assist. It can also provide any prediction, and delta v statistics. I never used mechjeb after 0.18 until I realized the lack of prediction that the game should have in the future. -
How does one... Take a screenshot?
Iansoreta replied to redmario14's topic in KSP1 Gameplay Questions and Tutorials
If some newbies are new to game and don't know everything, please do not close this thread. Instead, keep this open to newbies, because nobody knows everything and nobody's perfect. -
I have no idea why they set the conic draw mode to 3 but when it comes to planetary transfers, I usually set it to conic patch limit of 5 and draw mode of 0. Conic draw mode 0 helps a lot since I can predict the future orbit within planet's SOI without losing accuracy, and also help in planning gravity assist. I tried performing gravity assist with default conic patch setting but I failed miserably and cost me a lot of fuel to perform course correction, in addition to that, it doesn't help with gravity assist either.
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For me, no, because asparagus staging has less aerodynamic advantage with aerodynamic plugin.
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Tip for lifting super-massive payloads - thrust plate (with video)
Iansoreta replied to allmhuran's topic in KSP1 Tutorials
This thread is really getting old since someone introduced that concept of thrust plate, however, I never convince anyone to close this thread for the sake of newbies. I'm still using that concept even when using tank and engine of 3 meter size, however, I have aerodynamic plugin named neophyte(basically works like ferram), so it will not work well under realistic aerodynamics without aerodynamic parts. Thrust plates aren't streamlined as well so I avoid that without adding aerodynamic parts or making it streamline. -
How calculate ideal gravity assist
Iansoreta replied to Pawelk198604's topic in Science & Spaceflight
Nice explanation, but how did you find the point when eve is at the right phase angle to Moho when departing from kerbin? I still can't figure it out, so can you write an equation for that? Btw I'm good at algebra now, and learned about launch window planner. EDIT: Does this require calculus? -
Please help, I'm using windows 7 64-bit computer, so I don't think Windows 32-bit 2013a MATLAB Compiler Runtime (MCR) will work. Can you change the KSPTOT so that it runs on MATLAB MCR 64 bit?
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Phase angle calculation.
Iansoreta replied to Grump99's topic in KSP1 Gameplay Questions and Tutorials
Is that going to work in the future version of KSP? Right now, the current version of KSP is 0.24.2. -
parts you'd like to see
Iansoreta replied to Dimetime35c's topic in KSP1 Suggestions & Development Discussion
What's the stock part that I would request to be added by developers of this game(BTW the current version of this game is 0.24)? Let's see: 1. Bigger Wings(to reduce computer lag) in order to make large SSTO planes and airplanes possible to design and fly without spending time, and causing lag. 2. Engine with much higher gimbal range(to make shuttle derived launch vehicle easy to design and easy to fly). Currently, the Rockomax mk55 radial mount engine is the only engine with the highest gimbal range, around 3 degrees, but it's still not enough to compensate for shifting center of gravity, especially when engine(s) is/are consuming fuel from external tank, and external tank loses weight for every propellant consumption, so the center of gravity shifts sideways instead of forward and backward. I really wanted engines with the gimbal range around 8-16 degrees. 3. LVN engines of smaller and bigger sizes, I meant for atomic engines with different thrust for every size difference. 4. Engine with the thrust of 100KN to shorten the gap of LVT45 and LV909(fuel efficiency and TWR don't change, only shorten the gap between these two engines), and much powerful 1 meter engine, with the thrust of greater than 215KN. 5. Orbital engines(*this is important* some engines are kinda inefficient, despite little known fact that they are really underpowered) - They are usually weak, cause they don't need a lot of acceleration to counter zero gravity, but they need to be very fuel efficient(about the isp of 380-420) for extra delta-v. -
Ok, that maybe part of what not to suggest list, but is anyone going to close this thread? I don't want anyone to suggest something that shouldn't be suggested or included by game developer for any reasons.
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The thread is still open right for new ideas, suggestions, etc. so please don't close this thread until a quick thread conclusion is made. Edit: Remember to not close this thread without warning, or without making a conclusion to any topic as it make other people puzzled why this thread is closed without sharing new ideas, extras, and showing enlightenment. Did you heard that they haven't mentioned something new in this thread?
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3 parts away from stock Space Shuttles
Iansoreta replied to MKI's topic in KSP1 Suggestions & Development Discussion
Great idea about stock version of space shuttle parts, but with the fact that the only highest gimbal range available for engine is about 3 degrees, which is still not enough for typical space shuttle or shuttle derived design(AKA Shuttle Derived Launch Vehicle). I already lost patience waiting for developers to implement rocket engine with reasonably high gimbal range, so I modified stock parts for engine with efficiency of the SDLV and high gimbal range, because I'm not downloading mods, but to keep modified parts retain its stock-feel with enhancements. -
Aerocapture experiences
Iansoreta replied to bsalis's topic in KSP1 Gameplay Questions and Tutorials
You know what, due to EXTREME variation of atmospheric entry altitude and speed for Duna coupled with unpredictable aerodynamic drag in Duna's atmosphere, don't ever trust with your own details and calculations. Remember to quicksave many times when necessary. -
Advice for landing a Spaceplane on the Mun
Iansoreta replied to Rocket Farmer's topic in KSP1 Discussion
That's dangerous thing to do. I mean Mun, and Minmus have no atmosphere, so the aerodynamic control surface and wings are virtually useless. Maybe you need to stick to VTOL technique, or use reverse thrust to help slow down horizontal movement since reducing horizontal velocity is impractical with rear facing nozzle of engine(you probably need to orient your space plane many times). Never tested yet but its worth a try. - - - Updated - - - That's dangerous thing to do. I mean Mun, and Minmus have no atmosphere, so the aerodynamic control surface and wings are virtually useless. Maybe you need to stick to VTOL technique, or use reverse thrust to help slow down horizontal movement since reducing horizontal velocity is impractical with rear facing nozzle of engine(you probably need to orient your space plane many times). Never tested yet but its worth a try.