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Corona688

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Posts posted by Corona688

  1. 16 hours ago, king of nowhere said:

    I just thought about it, and i'm now very curious. I am decently expert in orbital mechanics, but not enough to solve this.

    Say you are orbiting Mun. It's orbit is at 12000 km. from low mun orbit, you can use 280 m/s to lower your kerbin periapsis enough to aerobrake.

    Yet, if you were just orbiting at 12000 km in a circular orbit around kerbin, it would take over 1000 m/s to lower your periapsis that much.

    and when you are orbiting mun, you are also orbiting kerbin at that height. why being around Mun makes lowering your periapsis so cheap?

    I can't really make sense of what you're saying.  aerobrake on the mun?

  2. On 1/6/2021 at 4:39 AM, Le Lynx said:

    Can someone give me a simple tutorial on KAL-100?

    "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.

  3. 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.

  4. On 12/23/2020 at 12:25 AM, Superfluous J said:

    Like all good puns this one seems to need explaining. I never knew it was a pun and now knowing it is, I don't see it.

    Twin boar.  Like a twin-bore.  You know, a double-barelled shotgun, that ubiquitous bit of americana.

  5. 3 hours ago, king of nowhere said:

    anyway, you should try to go slow.

    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.

  6. On 12/19/2020 at 5:15 PM, KLazarus said:

    So you can more easily displace the mass in orbit and on the Mun, than on Kerbin

    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.

  7. On 10/26/2020 at 11:04 AM, DAFATRONALDO2007 IN SPACE said:

    It should at least deserve to make a 30 year anniversary, like the space shuttle did.

    The sad fact is these habitats are all disposables.  We don't want it to be another MIR, which was in a very sad and dangerous state by the time it was retired.

    On 10/26/2020 at 11:38 AM, DAFATRONALDO2007 IN SPACE said:

    Man i ahve a spectacular artwork of KSP that i wanna share but i cant cause it only says Insert Image from URL and i dont have a URL cause i made this on the computer and not borrowed it from a website. can some one show me how to post pictures from documents on a computer to the forum? :(

     

    http://imgur.com

  8. 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.

  9. On 11/15/2020 at 4:34 AM, mcwaffles2003 said:

    The devs deserve the to get paid for making a good game.

    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?"

  10. 7 hours ago, Wobbly Av8r said:

    While I am impressed that you have been successful essentially combining the docking and landing maneuvers @Corona688 I'm assuming you do that with some level of modding and/or automation?

    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.

  11. 2 hours ago, Wobbly Av8r said:

    Not trying to be a pessimist here - I'm all for the gung-ho, "let's kick some interplanetary butt here!" gameplay - but insinuating that using ~8 buttons (W,A,S & D, Q & E, along with Shift/Ctrl) loosely arranged into a logical flow pattern to enable precise three-dimensional maneuvers while utilizing a two-dimensional screen is, dare I say, "not likely to occur with any consistency".

    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!

  12. 16 hours ago, bayesian_acolyte said:

    Here are some I've had fun with, although they aren't great fits with your no-revert style:

    • You can't accept any contracts or set admin strategies. The only way to get funds is world first bonuses.

    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.

  13. 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:

    dipole.jpg

    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

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