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Everything posted by Vanamonde
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[Showcase]Post your mini marvels
Vanamonde replied to Spartwo's topic in KSP1 The Spacecraft Exchange
Here you go. http://www./download/j50tvhu5f2x3jaf/U-1_Bullet.craft It is fun, but be forewarned: it's temperamental to fly, and resents being told what to do. -
Separation Anxiety
Vanamonde replied to eluhnabroad's topic in KSP1 Gameplay Questions and Tutorials
Pictures of your ships might help diagnose the problem, but for what it's worth, I almost always use the TT70s. Not only do they have more force, they're longer so that the ejected part is farther away from the rest of the ship even before the force is applied. -
From a Kerbin transfer speed, 13,000m will drop you into a middling-height orbit of Duna. I don't remember the exact height that you end up, but it's around 40% of Ike's orbital altitude. It's a pretty small window, though. 12,000m is a ground impact and 15,000m is a fly-by on your way to interstellar space, so quicksave upon entering Duna's SOI.
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I've been playing for a year and I'm still learning the finer points of the game, so don't feel bad. Also, you're still getting in on KSP early because it is far from completion.
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Right now, using a link from a free service like Imgur.com is the only way to share KSP pics. However, that's okay because Imgur is really easy to use. Just upload a screenshot and copy the BBCode link they provide.
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Why are you always cheating on Hera? Does she deserve to be treated like that?
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I'm not familiar with the mod parts you're using, but it looks like the center of mass is still a bit ahead of the center of lift, so I'd suggest moving the wings back a bit more, even if that means they extend back past the end of the fuselage. That won't stop the butt from hitting the ground, though, for which you'd need to make the landing gear longer, but that's tricky because it tends to make the gear mounts weaker as well, and then you get collapses and veering on the runway. One thing that might be contributing to the loss of control is that fuel tanks in KSP empty at the front of the ship first, so the longer that plane flies, the lighter the nose is going to get. (Assuming the fuselage pieces you're using are the stock kind that double as fuel tanks.) Concentrating the fuel supply in the middle of the plane means less shifting as the fuel is used, which you could do by replacing some of those fuselage/tank pieces with struts or other structural parts.
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All the controls are listed in the settings menus, so you can see what they are and/or change them there. There's also a page on the game's wiki, http://wiki.kerbalspaceprogram.com/wiki/Controls, but I haven't checked to see how current it is.
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If you choose "end flight" from the esc menu, the ship will vanish, but the crew go back into the manpower pool to be selected for future missions.
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Ablative landing gear? Bit tough on the crew/payload, don't you think?
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[Showcase]Post your mini marvels
Vanamonde replied to Spartwo's topic in KSP1 The Spacecraft Exchange
Funny you should ask. I've been on a small-building kick lately. Rover: Can put a satellite in low orbit around either of Kerbin's moons: Open-air plane: Orbital escape seat: Yeah, I don't get the fascination with building mountain-sized craft that make your CPU cry. -
Getting a rocket into space requires a lot of thrust and the minimum fuel-weight that will get the ship up there, but travel once you're already in space is VERY different. There, fuel efficiency is the critical factor, so you want a lot of fuel and the minimum thrust that will get the ship to the destination. Build your mission payload, dock it in orbit to some fuel tanks, and add just a few LV-Ns, because those are the most fuel-efficient engines.
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Currently, KSP wings only generate lift if they have an angle of attack greater than zero, so you can try giving the wings a slight angle-up toward the front, or make the front landing gear longer, and that will help get it off the ground. More/larger control surfaces toward the back might also help, though putting those at the front can cause problems. Once in the air, however, that plane might have stability problems because the center of lift is ahead of the center of mass. That does help get the nose up for takeoff, but tends to KEEP drawing the nose up while you're trying to maintain level flight. It also appears that the center of thrust is slightly above center of mass, which will cause a bit of torque to force the nose down. Try place the engines lower. Last but not least, wheels at the very back become a fulcrum and turn the length of the plane into a lever that presses the nose down. Try moving the back wheels farther forward. Nice-looking plane, though. I'd like to see pics of it from other angles.
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464 degrees West? Is that normal?
Vanamonde replied to reilem's topic in KSP1 Gameplay Questions and Tutorials
I've seen that glitch once on Duna. -
One thing you could do is refrain from bitching out newbies and our foreign correspondents out of a mis-placed sense of your own superiority and self-righteousness. Before setting yourself as the language arbiter, consider the facts that your own post is missing a comma, and there is no such phrase as "could of" because that is a mis-pronunciation of the proper construction, "could HAVE."
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I used to have a nasty bug that caused the game to crash over and over again. That's been fixed, thank god, but out of habit I still spam the F5 key to minimize the progress I'd lose if the game crashed. Reach orbit, F5. Circularize orbit, F5. Make Munar transit burn, F5. Attain Mun orbit, F5. Circularize Munar orbit, F5. Etc., etc., etc.
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Help with space station!
Vanamonde replied to ScottyDoesKnow's topic in KSP1 Gameplay Questions and Tutorials
As for alignment, there nothing you can do except undock, back off, and dock again, hoping for a better alignment. As for part count, that's enough RCS propellant to supply a whole space program for a week, and enough batteries to power that program for a month. You could probably get by with one battery, and one RCS tank would certainly last you quite some time. -
RCS tanks used in wrong stages
Vanamonde replied to camylarde's topic in KSP1 Gameplay Questions and Tutorials
I just let the thrusters pull from any tank they want, then transfer propellent to a sub-ship before releasing it. -
Today I flew one of my tougher dockings. The core of my semi-successful interplanetary ship (left) met the drive section of my new ship (right) to transfer fuel.
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The OP already apologized for his English, so the scolding tone is unnecessary. People, PLEASE remember that a great many players of this game do not come from English-speaking countries, and it takes no extra effort to be welcoming to them.
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[Very thoroughly!] Design help?
Vanamonde replied to Artie's topic in KSP1 Gameplay Questions and Tutorials
Your ambition is impressive, but why not practice getting to orbit with small ships before trying to build an all-purpose jumbo launcher?