Aeshi
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Everything posted by Aeshi
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Part of me wants to try this technique on my own rovers, another part of me knows I'll just accidentally press space one day. Maybe I'll create a version of that Radial Decoupler that doesn't decouple
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Oh ho!, or engine exhaust damage...
Aeshi replied to Euel's topic in KSP1 Gameplay Questions and Tutorials
Doesn't help that what engine exhaust does and does not damage seems to be random. Nose cones, Pods and other things that would probably (be designed to) survive re-entry will go up like Roman Candles when exposed to exhaust, but an Astronaut can sit under a Mainsail at full power and be absolutely fine. -
I don't think temperature has really been implemented in the game yet for parts that aren't Liquid Engines or Thermometers, and the wiki claims Kerbol's "Surface" begins at 4500-4700km, so I guess in theory you could orbit at something like 4702km, though you'd probably need an INSANE of Delta-V to do get there (you'd probably need Ion Engines, which is just as well because Liquid Fuel engines would probably just blow up due to overheating anyway) When they implement fully heat mechanics, I guess it'll just depend on how heat-resistant your particular craft is
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I just made my own custom part to get around that (the Stack Splitter, a mini-decoupler with only 1/10th the decouple force)
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You think you have it bad? Us Mac players have to re-download (and then re-install) the entire frickin' game EVERY time we want to update!
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You can't, closest you can do is using Hyperedit to move around existing planets.
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It makes quite a good engine for tiny Landers/Rovers, which I've been using it for. OT, my least favorite engine is the LVT-45, I've never been able to find a situation where they'd be worth taking over LVT-30's.
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Sure, go ahead & use it. That's why I made it after all! Just about all of the Mun's higher terrain is up at its poles, you only really need to worry if you plan on placing something in a Polar Orbit. The same could probably be said for a few of the other flatter bodies (like Eeloo & Dres), but I haven't checked.
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I actually did a small table of this for my own Space Program. Here, I've shown what I personally would consider to be the lowest "safe" orbit you could do, along with the height that the terrain/atmosphere begins: Kerbin: 70 km (Atmosphere begins at 69.079 km) Mun: 4 km (Highest Terrain 3.335 km) Minimus: 6.25 km (Highest Terrain 5.725 km) Duna: 42.5 km (Atmosphere begins at 41.446 km) Ike: 13.5 km (Highest Terrain 12.725 km) Eve: 97.5 km (Atmosphere begins at 96.709 km) Ghilly: 7.5 km (Highest Terrain 6.4 km) Dres: 6.5 km (Highest Terrain 5.67 km) Moho: 7.5 km (Highest Terrain 6.753 km) Eeloo: 4.5 km (Highes Terrain 3.869 km) Jool: 139.25 km (Atmosphere begins at 138.2 km) Bop: 23 km (Highest Terrain 21.749 km) Pol: 6 km (Highest Terrain 5.585 km) Tylo: 13.5 km (Highest Terrain 12.695 km) Laythe: 56km (Atmosphere begins at 55,262 km) Vall: 9km (Highest Terrain 7.976 km)
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Republic Fleet Firetail
Aeshi replied to Kermalite Ballistics's topic in KSP1 The Spacecraft Exchange
As someone who's played a bit of EvE, I must say these replica ships are amazing! -
The RoveMax 1's handle (and brake) much better. If you so much as tap the Brake or turn buttons in a TR-2L Rover you usually end up spinning/flipping out of control
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I know this is kinda random, but could you make a non-explosive Orion Drive using W-a-K? Just put a load of metal plates on the back of your ship and bounce things off it. I'd test it myself, but my mouse has no middle button.
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I just use the Probe Cores for all my craft
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The 0.20 wheels have a pretty bad habit of spinning out of control when you try to do just about anything, try using the Rovemax 1 wheels instead. They're a bit heavier and a bit more power-hungry, but are MUCH more stable.
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Help making a good rover
Aeshi replied to Tigermisu's topic in KSP1 Gameplay Questions and Tutorials
Try some different wheels, the ones you're using (the new ones) are rather touchy and prone to spinning out of control. Given your design I'd try the Rovemax 1 wheels (the brown ones) If that doesn't work, try disabling the motors on one pair of wheels and the slower speed might make it handle a bit better. -
There should be a "weight sensor" part that lets you see how much your craft weighs on the planet it's currently on.
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You can't really stack Toroidal's on top of each other though, so you should go something like this: .|Oscar| |Toroidal| .|Oscar| |Toroidal| .|Oscar| |Engine| Of course, you could also try using Ion Engines instead (which is what I use for my Satellites)
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Is there any way to play this without a middle mouse button?
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Is there any way for those of use who don't have middle mouse buttons to play Whack-a-Kerbal?
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I rebinded the Rover driving controls away from WASD (I use my numpad keys to drive my rover) if that's what you mean.
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Actually I just tried my Rover on Minimus and the whole "extra grip!" thing seems to be a massive lie anyway, with these new wheels my rover was often getting tossed into the air simply by turning (and I was doing a lot of turning, because these wheels seem to make the 'Symmetrical craft randomly lean to the left for no reason' bug way more noticeable)
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I gave them a try and maybe it's just the way I built my rover but I spent about 70% of my time with them either skidding out of control when I tried to turn or flipping over when I tried to brake. I think I'll just stick with the regular medium wheels, they're just as fast and any crash that would break them would probably paste the Rover itself anyway.
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So, if I wanted to start using this I'd probably be better off waiting to see if a .20 version comes out? Also, does it matter how high above the surface the craft with the mapping dish on it is orbiting? (i.e. If I'm mapping the Mun, does it make any difference whether my craft is at a 3km orbit or a 30km one?)