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Everything posted by Vanamonde
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Would you like new star trek series in prime time line
Vanamonde replied to Pawelk198604's topic in The Lounge
I would love a GOOD Star Trek series, but I have to say that I haven't liked any of them since Next Generation, and even it ran hot and cold. And that Abrams clown shouldn't be allowed anywhere near the name of Trek, because the tripe he's making is about as similar to ST as Lost in Space. -
This is the first game I was excited enough about to bother trying it. I suspect that's true for many others.
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TR-2L Ruggedized Wheel
Vanamonde replied to RocketPilot573's topic in KSP1 Gameplay Questions and Tutorials
I am talking about the bouncing/skittering issue you raised in your first post. I can confirm that it happens with the others. While the wheels have interrupted contact with the ground, steering and braking are reduced in effectiveness, but not nullified. Steer into the skid and hit reverse to at least help prevent rollovers until the wheels find purchase again, or don't. I'm not going to hold a gun to your head. -
SAS Modules don't seem to do anything...
Vanamonde replied to joef360's topic in KSP1 Gameplay Questions and Tutorials
ASAS does very little by itself, but it calls upon any installed control surfaces, gimbaled engines, and/or RCS to maintain the ship's alignment. -
A slight Gilly-related issue
Vanamonde replied to CHR1SZ's topic in KSP1 Gameplay Questions and Tutorials
Gilly's gravity is so low that sometimes the weight of your lander is not enough to provide friction to keep the lander in place. If you have RCS on your lander, trying hitting N to push straight down and force it to stick. -
TR-2L Ruggedized Wheel
Vanamonde replied to RocketPilot573's topic in KSP1 Gameplay Questions and Tutorials
All rover wheel types will do this, to one extent or another, depending on your speed the steepness of the slope you're on. Just steer into the rotation and wait for it to steady up, as braking will cause all kinds of mayhem. Hitting "reverse" rather than the brake will slow you less violently, but also less effectively. -
Because the game's current aerodymanic system is a placeholder, KSP wings are not airfoils, and the angle of attack is a primary factor in determining how much lift they will generate. So yes, at high altitudes where the air gets thin, you will need to fly at a significantly nose-up posture for the wings to function effectively.
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What an interesting question! This is how I do it: 1. Build the payload. 2. Test the payload, which will include building some clumsy, make-shift launch vehicle to fly it to orbit or a moon, so that I can try it out under conditions close to its intended use. 3. Once I'm as sure as I can be that they payload will work, I discard the test launcher and build proper a transit stage under the payload, then a launch stage under that, etc., as needed. Once I am sure that the delivery vehicle is MORE than big enough to get the payload where I want it to go (so that I don't waste time flying it half-way there and having the mission fail before I've even had a chance to verify that the payload works), I then fly the intentionally over-sized version of the design to the destination and perform the mission. But even though that accomplishes the mission in practical terms, I am a perfectionist, so there's one more step. 4. And that is, because I now know exactly how much too-big the ship is, it's time to pair down the delivery rocket until it is just big enough for the job, plus a bit of a safety margin in case of mishap. This step may require several flights all of its own. If the design fails at any point in this process, I back up to the last part of the design that did work and start over from there.
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Having trouble getting your space program off the ground? Well, help is on the way from your friends at Yeahletstrythatdyne! This is the Mk88 Vantage space probe. When ready to launch, press 1 to activate the suite of scientific instruments, and you can monitor temperature, acceleration, local gravity, and air pressure during the flight. (To read the instruments, right-click on one, or hold alt+right-click while selecting several.) Then fire the SRB stage to get the ship climbing, and call upon the liquid fueled stage to reach and circularize orbit. As you leave atmosphere, press 2 to deploy the communications antenna and solar panels. The basic Mk88 has a sufficient fuel supply to attain a circular orbital altitude of 900km. Once you have peered into the mysteries of near-Kerbin space conditions, move up to the extended range Mk88 XR. With careful piloting and fuel use, the XR model can achieve a low orbit of either of Kerbin's moons, or even venture into interplanetary space. Mk88b craft: obsolete (Simply replace the small RT-10 SRB model with the large Rockomax BACC type to convert to the Mk 88 XR variant.)
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I tried to arrange it so that the final stage has about 40% of its fuel remaining after delivering the rover, to allow for some inexpert piloting, landing at different lattitudes, and/or adding some customized mass to the rovers. In other words, fuel shouldn't be critical, but you don't want to get crazy with it, either.
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Help getting 50 tonne fuel module to LKO
Vanamonde replied to ScottyDoesKnow's topic in KSP1 Gameplay Questions and Tutorials
When lifting large loads, it is often better to build the launcher AROUND the payload rather than UNDER it. For example, this is what I used as a refueling tanker: http://forum.kerbalspaceprogram.com/showthread.php/25779-Orbital-refuelling-tanker -
Docking - Still Need Help
Vanamonde replied to JelloTickles's topic in KSP1 Gameplay Questions and Tutorials
Here is a training ship which brings its own sub-ships with it, all in one launch. You can cast-off and practice docking again from longer and longer distances: http://forum.kerbalspaceprogram.com/showthread.php/25425-Help-with-Docking-A-Trainer-Ship-for-Newbies -
There have been a lot of questions and requests from new players lately, asking for help and examples of rovers and rover-delivery rockets. And so the Astromotive division of Yeahletstrythatdyne presents, small, medium, and large models of rovers designed for use on Mun and Minmus, complete with launch vehicles. As for small, this is the V-24 Formica, robotic exploration rover. Craft: OBSOLETE After landing, press 1 to disable the motors on the two outboard wheels, as the V-24 only has and needs power for the two middle wheels. Steering is easier and more effective with your roll left/right keys (especially on Minmus), as the command part sits on its back, though the function of those keys will be reversed. (That is to say, roll-left turns the rover right, and vice versa.) Next in size is the V-23 Jitney Personnel Conveyor. Craft: OBSOLETE The Jitney carries two Kerbals on external seats, has a headlight for night activities, and handles quite well on both Mun and Minmus. The Jitney is not robotic (it is inert without a pilot at the controls). And on the large side, this is the robotic V-22 Autoexplorer. Craft: OBSOLETE The V-22 uses the TR-2L wheels for higher speeds and more responsive steering, though of course exercise caution when braking, as these wheels currently grip so hard they can easily flip the vehicle. Using reverse rather than brake will slow the vehicle less dangerously. Although the V-22 can operate on Minmus, even greater caution should be exercised there to avoid rollover accidents. As you can see, the V-22 is rather large for a simple exploration rover robot. That's because it's intended to be a chassis which can be put to other uses as well, such as a this rover and this bus. These three rovers are intended to be bare-bones designs to which you can add details and payload items such as scientific instruments, and they should be able to handle a little extra mass, though be very careful to make sure the rover itself ends up with a symmetrical mass distribution after your customizing has been completed, or steering the rovers to the moons will be more difficult. All three models use the skycrane delivery method in which a small lander deposits the rover from a suspended mount, as you can see in this image of a V-22 arriving on Mun.
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I thought this was impossible...
Vanamonde replied to Spaceisbeautifulul's topic in KSP1 Gameplay Questions and Tutorials
It's impossible in reality, but there is a tiny degree of imprecision in the game's simulation, and the farther away you are, the more room there is for small inaccuracies to have large results. -
Yes, those seem to be the worst offenders.
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Lunaran, it looks like you have run into a nasty bug that sometimes crops up when docking on the surface of a world to a ship that has structural struts between the body of the ship and its docking ring. Unfortunately, I think the only fix is redesigning the ships and connecting the docking rings to different kinds of parts, such as tanks and fuselages.
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1. Fuel lines only flow one way, so is it possible yours are backwards? Look closely at them and you'll see that they have little gray triangles on the sides that point in the direction the fuel will flow. 2. The part above the Hitchhiker is a Lander Can control capsule, but you can change the classification of your own construction to "station" by right-clicking on its control part and choosing "change name" from the menu that appears.
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I do the opposite. I start with a payload, then cobble together something clumsy and too big to get it where I want it to go. After I've tried it and I'm sure it can get there, I go back and prune and optimize the launch vehicle until it's just big enough to get the job done. So I can have several rockets that are the same paylod sitting atop various alternative versions of the launch vehicle.
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How do you post Images into the Fourm
Vanamonde replied to chrischambers's topic in KSP1 Gameplay Questions and Tutorials
If you use Imgur's BBCode link, you don't even need to put the img tags around it. Just copy and paste it as-is. -
Possible to dock multiple ports at once?
Vanamonde replied to inigma's topic in KSP1 Gameplay Questions and Tutorials
But if you put the docked ship under lateral stresses, you'll find that only one pair of docking rings retains physical contact as a full-strength dock, and the others, although they do indeed claim to be docked and must be uncoupled before the segments will separate, nevertheless part and allow a gap. There can only ever be one full-strength pair of docked rings between two assemblies. I believe this has been confirmed as a software limitation rather than a matter of ship design or docking precision. -
It's a great concept, but I'd hesitate to recommend it to anyone because it was one of the buggiest and most awkwardly designed games I have ever played. The unit AI, even in the fully updated and patched gold box version, is so godawfully bad that units only do what you tell them to do about 70% of the time. Also, you can't turn off random events, and they're not really random because if you load a save and replay the turn, the event happens again anyway, though the severity may vary a bit. The AI also cheats significantly, and enemy assassins are far more effective against you than your assassins are against them. Last but not least, strategic movement is very badly handled. For one thing, it's ridiculously slow, to the point that a general can spend a significant portion of his life span just travelling from his birthplace to the war front. But also, you can't trust a stack of units to follow go-to orders over multiple turns, because if a path is blocked, the stack can sometimes take off on a wildly inappropriate detour, or sometimes will just cancel the movement order and just sit, and the game does not give you any notice in either case. You don't know something's wrong until you realize, "Hey, wasn't my army supposed to arrive 3 turns ago? Where in blazes is it?" And those are just the few problems that I recall off the top of my head after having not played the game for 4 or 5 years. And like I said, that's the fully patched version. When the game first came out it was FAR worse. Get this. You weren't allowed to even start a campaign until you'd finished the tutorial, but the tutorial was badly buggy and would crash over and over again. And the best part? For god alone knows what reason, saving and loading was disallowed during the tutorial, so every time it crashed, you lost ALL OF YOUR PROGRESS, and had to start over from the beginning. I had the stupid game for over a week before, through simply trying over and over again, I got through the tutorial without a crash and was FINALLY allowed to play campaign mode. In all seriousness, RTW was the worst game debut I have ever seen in 22 years of gaming. Absolute nightmare.
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New Person Aboard and Already Wondering How to Edit My Signature
Vanamonde replied to cnoblett94's topic in Welcome Aboard
Shortly after you submit your 5th post, the forum software agrees that you are not a spambot and you will be awarded the power to play with your profile. -
Parachutes and Engines on Same Stage?
Vanamonde replied to Geschosskopf's topic in KSP1 Gameplay Questions and Tutorials
As long as you don't call upon the stages they're in with the spacebar, you could set engines to one action group and chutes to another. Then they could be activated in any order.