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Everything posted by Vanamonde
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Couple of questions i cant find answers to
Vanamonde replied to ChrisR1984's topic in KSP1 Gameplay Questions and Tutorials
I'm not clear about what you're describing, but does the hibernation thingy have a source of electricity? The game will only automatically put Kerbals in a command pod if it is the original part you chose from which to start the build. After that, you either need to have Kerbals from another vehicle climb ladders to the capsules, or use one of the mods that control capsule staffing. -
Killing relative velocity
Vanamonde replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
Once you're within the last 2kms or so and have matched velocities, there's no need to be subtle or fancy anymore. Just point at the pink dot-in-circle marker, as DMagic notes that's the current position of the target, and burn straight for it at about 20-30m/s. You may have to do some correcting along the way, but nothing too difficult. -
And to share the pic, upload your screenshot to a free service like Imgur.com, and use their link in your posts.
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We are all Screwed:Its the End of the World
Vanamonde replied to lobsterbark's topic in KSP1 Discussion
You heard the man. Everybody who was playing the game before Lobsterbark, ignore him from now on. I'm sorry; it's just the rules. -
Can rolling rovers be steered? Driven uphill? Parked? It's an interesting idea, but how practical is it?
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I believe HarvesteR explained that there is a limit to the number of light sources Unity can handle, and that Squad hasn't found a way around it.
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Congratulations. It's one of the nicest feelings in the game.
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I suppose one could also build a rover that slides across the ground without wheels, but it's not clear to me how that would make one an "elite" rover builder.
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Boulders on the Mün?
Vanamonde replied to kerbomatic's topic in KSP1 Gameplay Questions and Tutorials
Even if you do turn the rocks option on, they are only a visual effect and you pass through them instead of hitting them. Whatever your problem may be, it isn't from hitting rocks, invisible or otherwise. Unfortunately, I do not know what it might be. -
He was the first, I believe, but R. Daneel Olivaw was the second, and he appeared in the later books. (Nice to meet another fan of Dr. A. )
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There will be a campaign mode, but it hasn't been made yet. Even in the full game right now, there's only the sandbox mode and there is no cost for anything. Even when the campaign is added, though, sandbox mode will still be an option. However, the full game has MANY more parts and destinations to play with, so it's definitely worth the money.
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The game's current aerodynamics system is a placeholder with many flaws and weirdnesses, and while it is possible to build stable planes, it's rather difficult. One thing that helps enormously is including the "avionics" guidance piece. It's made especially for aircraft, and is a sort of fly by wire assist that helps smooth maneuvers and hold heading/altitude. It does need to be turned on with the T key to call upon SAS mode, though. If you would like some examples, these http://forum.kerbalspaceprogram.com/showthread.php/25413-Trainer-and-Example-Aircraft-for-Newbie-Pilots are my two best airplanes.
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It's a litle tricky to get the panels to attach edge to edge, but keep moving the cursor around. Tricycle Low grav world, 1-man Bigger type with a lander can
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I also can't bring myself to uninstall my prior versions of the game. I had way too much fun with them to just throw them away.
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Are a mind-reading robot?
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All may not be lost, NeoMorph. If the game freezes and you task manager out, you should be able to start the game up normally and resume that flight through the tracking center from the most recent autosave. Just don't go to another flight or mess around at KSC first, or the ship might crash on rails.
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Yes, aerobraking is very tricky because currently the game gives you no information about how the atmosphere will affect your trajectory. Trial and error through quicksaves is the only way to figure it out. At least in stock. I think some mods do it.
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Please help me align the planes for docking
Vanamonde replied to bainbridge's topic in KSP1 Gameplay Questions and Tutorials
Those nodes are the places where the orbits pass over each other. The descending node is where you will cross to south of the target orbit and the ascending node is where you will cross to the north of the other orbit. They are the places I was talking about: the most efficient time to match planes, because you ARE on the same plane at that moment. The green circle itself is just the target orbit highlighted to make it easier to see. And by the way, your peri- and apo- markers are still there when this display comes up. -
Yes, the nice thing about Duna is that you can aerobrake at both ends of the trip, but the ship in my picture returned from the mission with about 1/3rd of its original fuel remaining, and did make it to Dres and back without aerobraking at the destination.
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In space, as long as you can complete a burn before the celestial motion window passes, T/W doesn't matter. That's why ion engines are sufficient to get small ships to distant places, and why the efficiency of LV-Ns is more important than their pitiful thrust. I'll leave your other questions to the numbers experts, but that takeoff T/W and terminal velocity numbers are at least reasonable.
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No single craft file because it's assembled from 11 launches, but this has made roundtrips while delivering cargoes to Duna, Eve, and Dres. Here it is carrying the orbiter/lander combo mission payload that I deployed to those worlds.
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"And I'm going to KEEP adding landing legs until you stop tipping over, dammit!"