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Vanamonde

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Everything posted by Vanamonde

  1. For one thing, the maneuver marker will actually move during a burn, trying to show you how to turn the ship to stay as close as possible to your original intent, so just keep your nose pointed at it. That is, however, less than ideally efficient, so something else you can do is make part of the burn on each of several orbits, only firing the engine while you are close to the optimal location/time.
  2. An object in geostationary orbit is still in an orbit. To dock with something, you need to match orbits. Therefore, anything that docks with a geostationary object will, whatever method you use of putting it there, end up in a geostationary orbit. So to answer your question, you could fly straight to an intersect point from the surface, assuming you lead the target enough to allow for its motion while you're en route, but you'd just have to burn a lake's worth of fuel to match speeds once you got there, because you'd arrive almost stationary while the target was zipping past you 90 degrees from your path.
  3. Go to IVA view. There, you can direct your gaze at the navball on the instrument panel and ZOOM!!!
  4. Each time you go to the Launchpad, the game assembles a rocket according to the design you made in the VAB. As odd as it sounds, there are sometimes tiny variations in exactly how the rocket is put together, which can result in weird things like structural failures or uncontrollable rotations even in designs that you've tested and flown successfully many times. It can be extremely frustrating, but the fact of the matter is that if this problem comes up, your rocket is pretty close to failure tolerances anyway, and some reinforcement or a re-design is called for. In short, add struts or move components around until you get a more stable ship.
  5. Occasionally, SAS is applying force to the ship when you detach, and it's as if a whole bunch of torque gets transferred from the main ship to the detached part, causing violent spin. I know you said you tried turning SAS off, but try that again, and this time go into and out of warp for a few seconds. That should cancel all rotations and momentum and whatnot. Then, still with SAS left off, undock the ships. And if that doesn't work, then I got nothin'. Oh, except perhaps to undock and then instantly go into warp, stopping any rotations on the lander before they get out of hand.
  6. The closer your periapsis is at the far end of the trip, the more efficient your braking will be. But on Duna, you can save even more fuel by aerobraking through the atmosphere. Which leads to your second question. The half-way mark of the transit is the most efficient time to do corrections, and if you can set your Duna periapsis below 47,000m, you will pass through its atmosphere and benefit from aerobraking. However, you have to go pretty low to get much of an effect out of Duna's thin air, so aim for a periapsis of about 13,000m for best results. It's difficult to be that precise, though, and I find that I usually need a second correction burn, just after entering the planet's SOI, to make sure I hit the aerobraking altitude I want. By the way, you can also save a great deal of fuel on the return leg of the trip, by aerobraking in Kerbin's atmo at about 32,000m.
  7. Cranium, I suspect you're simply making the common newbie mistake of over-shooting. It takes a BIG dV change to get from the Launchpad to orbit, but once you're near orbital speed, tiny changes in velocity result in big differences in your apoapsis. Watch on map view as you get close to orbital speed, and notice how rapidly the curve is changing in those final seconds. Shutting down the engine a fraction of a second too late can raise the apoapsis by hundreds of kilometers. But that's easy enough to avoid. Just throttle back as you get close to making a closed curve out of your projected path, and shut the engine down once it's a circle.
  8. Upload your screenshots to a free service like Imgur.com, then include the link they provide (the BBCode one) in your posts.
  9. Try a taller rocket with fins at the bottom. What is the control piece, and how is it oriented within the vehicle?
  10. "Work in progress," people! What part of "the game is not finished" isn't clear? The drama around here is just ridiculous. "THE NEXT UPDATE WILL NOT ADDRESS MY OWN PERSONAL PET PEEVE! I SHOULD SHOW THOSE INCOMPETENT JERKS AND QUIT PLAYING!" Firstly, you can do an awful lot of interesting stuff in this game without getting anywhere near 500 parts. Secondly, they have announced all along that streamlining the code will continue as development proceeds, so frame rate issues are certainly going to improve. And thirdly, are you actually considering giving up on the game because you might not like the way they implement something that they aren't even going to try to implement for weeks or months yet? How could you possibly know whether you'll like it or not when you haven't got slightest idea what you're objecting to yet? In short, "the game as it is" is not the way it will always be, so why don't you wait and see what it becomes before complaining that you don't like it?
  11. You can also add more probe cores, since they're pretty small, and each one adds more control torque.
  12. Command pod torque is active whenever SAS mode is on and does not have to be directed by ASAS, so it will exert its effect whether you have an ASAS onboard or not. If you've got a capsule on there already, you don't need to add to its much stronger inherent with the lesser effect of the ASAS.
  13. Seeing as the talk of expansions was just spitballing and they have no idea whether or not they'll ever make any, I doubt that this is driving development decisions. So go play 18. It was a pretty awesome game already back then. As for myself, I'm enjoying a better selection of engines to tailor to my craft, more choices of command pods and probes, rover wheels, terrain improvements, performance improvements, Kerbal facial expressions, improved construction of large ships with the big docking rings, the many possibilities allowed my structural pieces, and other stuff I'm too lazy to remember and list right now.
  14. ASAS exerts almost no effect by itself and is made to work through helper parts like control surfaces, gimbaled engines, and RCS. If you don't have any of those things on your rover (and why would you?), ASAS is little more than dead weight. SAS, however, does help keep a ground vehicle stable, all by itself.
  15. Campaign! Campaign! Campaign! When a game has a campaign mode, I never play anything else. If a game doesn't allow me to build something up over time, I've got no interest in it at all. I don't want to send soldiers into battle unless I raised them from puppies and determined how many rounds of ammunition they are carrying and how many buttons are on their tunics, and that sort of thing. I want the last turn (or phase, whatever) to turn out the way it did because of decisions I made in the first turn.
  16. The ships are not rotating, but your perspective is. Consider the following bit of stunning computer graphics. Your ships (yellow arrows) are facing the same direction the whole time, but as they go around the world, their positions shift relative to each other, making them appear to rotate as you look from one to the other. The reason it's more noticeable around Mun is that your orbit, although slower in velocity than around Kerbin, is a smaller circle and therefore you are covering a larger angle in the same amount of time.
  17. It's an unusual bug, but it does happen from time to time when a Kerbal jumps from a ladder onto the ground. It's happened to me twice, and several other people have reported it as well.
  18. Please keep in mind that many people here do not use English as their native language.
  19. To add to/clarify what others have posted: 1) Orbits do not decay or mutate in KSP as long as you do not hit atmosphere or encounter the gravity of another body. ALL KSP orbits are permanent. 2) The various kinds of SAS are only concerned with attitude control, keeping the craft pointed in the right direction or rotating it, and exert no other influences. They won't help or hurt a craft freefalling in orbit.
  20. If using a PC, hold down the mouse wheel while panning to the side. The camera will still rotate around the COM, but it won't be pointed directly at it.
  21. Glance around the forum at all the posts that say things like, "I installed Mod X and now my Kerbals have no faces!" Or "I can't play the new version because all the mods I need haven't been updated yet!" I'd call those headaches.
  22. I spotted the third arch from orbit, then built a new microrover to go back and pin down its location.     This is the first easter egg I've found since something like 16.0.
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