Jump to content

Corona688

Members
  • Posts

    1,992
  • Joined

  • Last visited

Everything posted by Corona688

  1. "Simple" might be a stretch if this is the first time you've used action groups. If you know a little about action groups, well: At basics, the KAL-1000 amounts to a tape player which plays back motions or triggers. Plunk a KAL onto your rocket, go into action groups, select the KAL, and it should appear at the bottom. Then select a decoupler, click 'decouple' in the action groups, and it will be controllable by the KAL. Return to normal editing, right-click on the KAL, edit. Open the graph for the decoupler, double-click at the end of the graph, and a little circle should appear. Launch your rocket, hit play on the KAL, and the decoupler should fire at 5 seconds. That's it! That's what a KAL does. Play back events. Also, motion. Add a deploy angle to the KAL, from a fin or something, and it'll be an analog graph from -180 to 180 degrees. You get to drag points around and make splines like a paint program. (Unless they fixed it, you can trick throttles into going over 100% and under 0%, which despite all logic actually works.) You can also "trick" it into translating one axis to another, by connecting, say, the throttle into the KAL's "time" input. Throttle 0 becomes the beginning of the tape, and throttle 100% becomes the end. There's a few things in particular the KAL cannot do, however: Output to a control axis. You can't set the big master throttle to 100%, for example. You can set the individual engine ones. Control the gimbal of a motor. It can turn a gimbal on or off, but can't tell a gimbal, "aim 30 degrees right" Accept "time" input from anything that's not an axis. Things which aren't an axis include: Stability assist. Heading, etc. Sensors like temperature, pressure, gravity, Now, priority. You can assign more than one controller to the same output, and have the game take the average; or have a higher priority controller take over to override some behavior or something; but the rules are a little strange. So my advice is to not mess with priority unless you really need to. The highest priority on any playing controller wins. That's an important distinction when they hit the end of the tape. If they're not playing, anything else which is wins, no matter what their relative priorities.
  2. Not just memory leak but memory waste. KSP was not designed to be as large as it's become. The old "load everything on start" model worked great when there was 5 parts and a barely-textured planet. It's not so great now.
  3. Twin boar. Like a twin-bore. You know, a double-barelled shotgun, that ubiquitous bit of americana.
  4. I only started getting anywhere with docking when I disregarded this advice: "going slow" means tons and tons of drift. You want a good meter per second at least, until you're almost on top of it. Then slow down and let them catch.
  5. Imagine a piano rolling sideways at 50mph, hitting a wall. Then imagine the same thing happening on the moon - it hits with the same energy. The same amount of energy is required to stop or start their motion. Pianos do not become feathers. F=ma. TL/DR, massy things are awkward everywhere.
  6. KAL controllers are good for this, though they can't count stages, just time.
  7. Fix the mass bug, of course. That's pretty critical. Fluff can wait.
  8. Does "limited control" count as "manual staging"? No manual steering, just Z/X and flight assist.
  9. Wow, what an amazingly shortsighted decision. They thought people would never need to undock in an action group? at all? ever?
  10. Kudos for the high level of documentation you put into this. All we need now is the craft file so we can test your scale ourselves. The one I see on the bug tracker is not your scale, but someone else's stock one.
  11. It didn't "solve" it, it "re-implemented a large chunk of the game". It's not exactly a feature.
  12. I'm continually amazed this is still a question. Ten years of "give us more stuff for free". Then "I know KSP2's an especially big update, but, can it be free too?"
  13. I gave step-by-step instructions for how I do it, and the precision I can expect for each step. No mods, no automation. Quickaves, I will confess to - more of them for the docking part than the rest of it, getting reach-out-and-touch close isn't too hard. Doing intercepts in orbit teaches a lot of good habits, and this is an extension of that. Get your timing right and you can do intercepts while reaching orbit. The same navball tricks work when I didn't expect them to, but should have, because the navball doesn't care about context. Keep the prograde indicator pointed at the target, and you're moving towards it; keep it pointed there by brute force, or know what direction it's drifting so it will fall into place (more or less), and you're golden.
  14. KSP's controls really aren't that bad, and definitely aren't wrong in the technicals. We had a trainee pilot credit KSP navball+docking for him acing his once-chance, fly-or-sink mid-air refueling simulation! So yes, the existing stock controls, instruments, flight assistance, and map interface are quite enough for a practiced pilot to hit targets. Which isn't to say there's no room for improvement. I could make a thread on it. I just might!
  15. Kind of like the song in minecraft that sets zombies on fire, backwards
  16. Can't say I've ever seen a worlds-first bonus which pays more than it took to get there, except for little grindy things like ocean depths. Which is why there's an admin strategy specifically for making the challenge you suggest playable.
  17. A whole lot of menu spam and not a lot else. I spent a while sending ICBM's at my polar observatory - not worth it. Perhaps it is higher on other planets? Maybe much higher. Also... I wonder what an asteroid would do.
  18. My first practical stock autopilot, flying my first practical 40-ton-to-orbit lifter. Once again, thuds are hard to beat for an economical solution: Instructions to fly it are hit T, Z, and space, wait 30 seconds, switch to prograde, and let autoval fly it the rest of the way to a good 90-100 to 100-100 orbit. Once in orbit, all engines are deactivated and ready to be staged again as you please. Current payload is a minmus fuel lander which reaches orbit with about 4K delta-v. The ore container should let it bring ore up to the science lab to let it make snacks. https://kerbalx.com/Corona688/99X-Dipole
  19. You get something like 0.004 science for that.
  20. The answer is "yes". There will be a point at which spinning the engines produces no further torque - when they are already at full speed. At that point you will need to use a reaction engine instead, while you slow down your wheel. That is called "torque dumping". There are also gyroscopic forces to worry about this way.
×
×
  • Create New...