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Everything posted by Pi_
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3.14/10 It's not that I don't like it... in fact everyone would get that same rating from me
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Very nice work! Don't forget to update it next season with the Halo device
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SPACE STATIONS! Post your pictures here
Pi_ replied to tsunam1's topic in KSP1 The Spacecraft Exchange
As the part count got to around 500, I began to see the MET clock digits flashing yellow. At completion of the station the clock was steady yellow. The clock lag is 15 seconds of real time per 10 seconds of game time. There is no gameplay lag while working at the station, like when docking a Soyuz or doing an EVA. However there is a noticeable pause on approach to rendezvous when entering physics range. My computer is an i7-4790, 16GB Ram, GTX 970 video card. -
SPACE STATIONS! Post your pictures here
Pi_ replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Stock ISS, v1.3.0 Assembled in orbit (51.6 deg inclination) with purpose built tugs instead of Shuttle, sorry EJ 30 flights, Parts = 819, Mass = 166.4t (not including the Dragon & Cygnus resupply ships) The complete process documented here: https://forum.kerbalspaceprogram.com/index.php?/topic/164941-stock-iss-approximation-wip/ -
Practicing ballet on the Mun... https://clips.twitch.tv/RichDarlingHawkShadyLulu
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Not Streamed, 14 SEP 2017 Original combo Soyuz/Progress (Launch #04) replaced, and it's part count/mass subtracted from station totals. Separate Soyuz & Progress craft designed. New Progress craft docked to station. Previous Total: Parts = 737, Mass = 149.8t Subtracted: Parts = 19, Mass = 4.4t Original Soyuz/Progress (Launch #04) Adjusted Total: Parts = 718, Mass = 145.4t Module Name, Part Count, Mass (wet) Launch 26, Progress, 20, 5.0t Total: Parts = 738, Mass = 150.4 ====================== Stream 08, 15 SEP 2017 Module Name, Part Count, Mass (wet) Launch 27, Soyuz, 26, 5.1t Launch 28, Progress, 20, 5.0t Launch 29, Soyuz, 26, 5.1t Launch 30, BEAM (Bigelow Expandable Activity Module), 6, 0.6t (dry) - IDA 2, 3, 0.2t (dry) Total: Parts = 819, Mass = 166.4t My original Soyuz/Progress craft from Launch #04 was actually a single vehicle. But over the whole fabrication & assembly process, there was a nagging thought in the back of my mind because that original design only had two seats. This prompted me to decommission the combo design in favor of two separate craft... and this time the Soyuz would include a 3rd seat. Since the IRL Progress is solely a resupply craft, it's redesign included a larger fuel tank, standalone RCS tank, probe core for remote control, and no seats. For the Bigelow Module, it was pretty obvious a fairing would best approximate the appearance and relative scale. It is the most recent element to be installed on the station IRL (April 2016), which brings us to the current state of the historical assembly timeline. Following installation of the BEAM, the entire station crew celebrated with an EVA party Parting Shots Port (Left) side Starboard (Right) side Aft (Rear) end Forward (Front) end Nadir (Bottom/Earth Facing) side Zenith (Top/Space Facing) side I've really enjoyed doing this project over the last month. After researching many articles and videos, I've certainly gained a new appreciation of the massive effort that went into building the real life International Space Station (both in orbit & on the ground). More to come? In 2009, NASA had stated plans to end the ISS program and deorbit the ISS in early 2016. This was in accordance with the then-President Bush's policy. President Obama announced new policy in 2010, extending the program through 2020. However the current plan is to prolong operation of the ISS until 2024. According to a 2009 report, RKK Energia is considering methods to remove some modules of the Russian Orbital Segment when the end of mission is reached. Those modules will be used as a basis for a new station, known as the Orbital Piloted Assembly and Experiment Complex (OPSEK). The modules shown below are still planned to be added to ISS at some point. However, engineering problems have already pushed back their deployment several years. It is becoming less likely that they will be completed for installation on ISS before it is decommissioned. It's my opinion that when completed, they will not be installed on ISS at all. But rather will be used to begin the new Russian station. Nauka - Multipurpose Laboratory Module (MLM) (scheduled 2018) Prichal Node Module (UM) (scheduled 2019) Science-Power Module (NEM) (scheduled 2019) NanoRacks Airlock Module (scheduled 2019)
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Stream 07, 09 SEP 2017 Module Name, Part Count, Mass (dry) Launch 21, JLM (Japanese Logistics Module), 7, 1.3t Launch 22, Kibo (JEM-Japanese Experiment Module), 17, 7.6t Launch 23, JEF (Japanese Exposed Facility), 35, 2.3t - Poisk (MRM-2), 9, 1.6t Launch 24, Node 3 Tranquility, 11, 4.0t - Cupola, 4, 1.9t Launch 25, Rasvet (MRM-1), 17, 2.0t - Leonardo PMM, 8, 3.8t Total: Parts = 737, Mass = 149.8t At this point IRL, the next component installed was the P6 Truss (which contained the final solar array). However, the P6 solar array install is already completed as seen in my previous post. Continuing on the IRL assembly timeline, the next two components installed were the Japanese Exposed Facility ("Front Porch"), and the Russian MRM-2 module (Poisk). Since these two components were relatively low mass, I combined them into the same launch. The landing leg on the Japanese Lab is to approximate the robotic arm. As mentioned before, the ExPRESS Logistics Carriers & Alpha Magnetic Spectrometer are being skipped. However, attachment points are in place for future installation of these components... depending on the game lag caused by the high part count. Following the installation of all components shown in this post (launches 21-25), the MET clock is steady yellow. The lag is around 2 seconds of real time per 1 second of game time. To make the station what I consider as "complete" to what's currently in orbit IRL, the following components will be added: Bigelow Expandable Activity Module (BEAM), 3 more Soyuz/Progress craft, International Docking Adapter (IDA 2). Following that, there are more components scheduled to be installed in the future IRL... one more IDA (which is only a few parts), and four more Russian modules. So, the ESP's & ELC's are on hold indefinitely. Which brings us back to the IRL assembly timeline (project launch #24). IRL, Node 3 Tranquility & the Cupola where launched together, with Cupola attached to the top end of Tranquility. After Tranquility was installed to Node 1 Unity, the Cupola was moved to the nadir port of Tranquility. I launched with Cupola already attached in it's final location. However, it does have it's own docking port instead of being hard attached to Tranquility, along with a grapple fixture to allow it to be moved in the event it is ever moved in the future IRL. The 2nd Cupola was included only for balance during the launch & ascent (fairing not shown), it was decoupled and deleted after reaching orbit. The Cupola in KSP has a larger diameter than the real thing. But as I don't use mods (Tweakscale), we use what's available. Next on the IRL timeline were the Russian MRM-1 module (Rasvet), and the Permanent Multipurpose Module (Leonardo-PMM). These two components are combined into the same launch (fairing not shown). IRL, Leonardo was originally installed to the nadir (bottom/Earth facing) port of Node 1 Unity. Then later it was relocated to the forward facing port of Node 3 Tranquility. I installed to it's final location, which required a handoff from the launch tug to the station's assembly tug via the grapple fixture on Leonardo's nadir side. Because with Leonardo still attached to the launch tug, there is not enough clearance from Kibo.
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Not Streamed, 05 SEP 2017 Module Name, Part Count, Mass (dry) Launch 18, P6 Truss, 27, 4.8t Launch 19, S6 Truss, 27, 4.8t Launch 20, Solar Bundle (Panel Half x 4), 76, 16.4t Total: Parts = 629, Mass = 125.2 Since Node 2 & Columbus are already in place, I decided to complete all the solar arrays before continuing with the Japanese lab. Both P6 & S6 Truss segments were installed first. Then the remaining solar panels were launched in a bundle and parked in orbit near the station. Yeah, the large fairing on the bundle rocket made the ascent a bit tricky to control. Also, somewhere around launch #14 or 15 I began to see the MET clock digits flashing yellow. There is no lag while working at the station, but there is brief pause on approach to rendezvous when entering physics range. My computer is an I7 - 16GB Ram - GTX 970. It will be interesting to see what happens as the part count grows.
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Stream 06, 04 SEP 2017 Module Name, Part Count, Mass (dry) Launch 15, S345 Truss, 40, 6.6t Launch 16, Solar Panel Half, 19, 4.1t Launch 17, Solar Panel Half, 19, 4.1t Total: Parts = 499, Mass = 99.2
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Stream 05, 02 SEP 2017 Module Name, Part Count, Mass (dry) Launch 12, P345 Truss, 40, 6.6T Launch 13, Solar Panel Half, 19, 4.1t Total: Parts = 402, Mass = 80.7t IRL, the P3 & P4 truss segments (as well as S3 & S4) were built as a single unit, and the P5 & S5 segments were separate units installed later. I combined segments 3-4-5 into a single unit. And while I was at it, I built the P6 & S6 truss segments. P & S 3-4-5 Unit P & S 6 Unit My solar panel design is a two piece unit. The 1st piece is attached to the truss structure in orbit, then the 2nd piece is attached to the 1st. However, this two piece unit is only one half of a complete "north-south" solar panel. ====================== Not Streamed, 03 SEP 2017 Launch 14, Solar Panel Half, 19, 4.1t Total: Parts = 421, Mass = 84.8t
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Stream 04, 31 AUG 2017 Module Name, Part Count, Mass (dry) Launch 08, S0 Truss, 46, 6.1t Launch 09, S1 Truss, 42, 6.3t Launch 10, P1 Truss, 42, 6.3t Launch 11, Node 2 Harmony, 11, 4.0t - Columbus Lab, 20, 4.0t Total: Parts = 343, Mass = 70.0t So far, every launch ( with the exception of Zvezda) has been performed with the lifter shown below. Consisting of two Twin Boar boosters, with no fuel lines feeding the orange tank. I do a roll program starting around 500 meters altitude. The roll goes a bit past the 45 degree radial on the navball, and then I do an inclination correction once in orbit The correction is normally no more than 3 or 4 degrees. The boosters jettison & ignite the Mainsail under the orange tank. The orange tank jettisons & ignites the Poodle under the X200-16 tank. Shown below is the fairing for the S1 & P1 Truss segments. Of course for the S0 Truss, the fairing bulged in the middle to accommodate the supports which attached to the top of the Destiny Lab. The Poodle stage doubles as a kicker for the rendezvous, and an assembly tug. The first two tugs remain with the station until assembly is complete. The others are deorbited after attaching their payload. I had to fabricate a truss launch adapter (between the tug & truss), because when attaching docking ports to that Tri Coupler, I could not get all three to align with the three ports on the truss segment... it performed very nicely. On the forward face of the SO Truss to the left is an empty docking port, there is also one just below it in this image on the forward side of the Quest Airlock. Depending on how part count causes the game to lag, these ports will hold the Mobile Base System (not to be confused with the CETA Cart), and the External Stowage Platform #2. In addition to skipping the initial P6 solar array segment, this is the 2nd major deviation from the historical assembly timeline. IRL, both inner sets of solar arrays (P3/P4 & S3/S4) were installed before Node 2 Harmony & the Columbus Lab. I'm still thinking about how I want to build the solar trusses, but they will be next, and then I'll be back on the timeline Port & Starboard navigation lighting was purely for fashion... not on the real ISS Something I didn't know before doing research for this project... the whole integrated truss structure is attached to the top of the Destiny Lab. I always thought is was attached to the Z1 Truss. But actually there is enough room between them for EVA astronauts to pass through that gap. And they often have, as can be seen in the animations linked in the reference sources in my first post.
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Disclaimer: I was originally going to call this project an "ISS Replica". I had already built Zarya, Node 1 Unity, and the first two PMA's... and then I discovered the following thread. After seeing what those guys did, I decided to call this an "ISS Approximation". If you're at all interested in a stock version of the ISS, I encourage you to check out what they built. It's pretty amazing! My first attempt Stock ISS was built back in v0.23.5, and back then the high part count made the game lag very badly. I knew that part count would not be as big an issue this time. However, due to my lack of time (and skill), I had planned to leave out certain elements such as robot arms, CETA cart, stowage platforms, etc. But I am building in docking ports to possibly add some elements later. Also, this project will be launched with non-IRL rockets, and assembled with a purpose built Tug. Space Shuttle not modeled, sorry EJ My goal was to find some balance between appearance & functionality. For example, I won't have a working Canadarm, but Zvezda is able to perform orbital reboosts (although it's not needed in KSP). EVA's will only be possible from IRL airlocks, all other hatches are covered / blocked. Crewmembers are transferred to station and returned to Kerbin via a functional Soyuz, however it only has two seats instead of three. I'm streaming the fabrication & assembly sessions on Twitch, but I don't feel the need to document this project with YouTube videos... that's what this thread is for. And frankly, I have no experience making videos. ISS Approximation, KSP v1.3.0, sandbox stock parts, no mods Station will be assembled to it's config as of JUN 2017, according to the historical timeline... mostly. Relocation of some elements will be skipped, i.e. P6 Truss. Future station configurations will be addressed as necessary, i.e. deorbiting Pirs, adding IDA-3 & Russian modules. Reference Sources: https://spaceflight.nasa.gov/gallery/images/station/assembly/ndxpage1.html https://en.wikipedia.org/wiki/Assembly_of_the_International_Space_Station https://upload.wikimedia.org/wikipedia/commons/c/ca/ISS_configuration_2017-06_en.svg https://upload.wikimedia.org/wikipedia/commons/2/25/Russian_Orbital_Segment.png https://www.youtube.com/watch?v=vgfWH3g9kpY https://www.youtube.com/watch?v=ZYUpdG1tKH0 https://www.youtube.com/watch?v=VopaBsuwikk https://www.youtube.com/watch?v=UgaC1fmF5ao ====================== Stream 01, 16 AUG 2017 Module Name, Part Count, Mass (dry) Launch 01, Zarya FGB, 36, 7.9t Launch 02, Node 1 Unity, 10, 3t - PMA 1, 6, 1.4t - PMA 2, 6, 1.4t Launch 03, Zvezda Service Module, 34, 11.9t Launch 04, Soyuz/Progress, 19, 4.4t Total: Parts = 111, Mass = 30t My first ISS build (KSP v0.23.5) contained several reaction wheels. It was fairly stable in orbit when other ships docked to it, also when the whole station rotated (in any axis) using SAS. This time, not so much. So someone in my stream suggested autostruting, and it seemed to work. I've never used autostruts since they were added to the game. If I built something that needed struts, I did it the old fashioned way. Having not used it before, I figured it would be best to autostrut to the center of mass of the completed station... which roughly would be Node 1 Unity. Well, Node 1 was not the first station module launched IRL, nor in this project. And apparently when assembling a station in orbit, the first module launched becomes the root part. So I started over by deleting what I had already assembled in orbit (the first 4 launches). Then I went to the spaceplane hanger where my assembled mockup is. Then I rerooted the assembled mockup to Node 1, then cheated it back into orbit. Sorry, I didn't feel like doing those launches & dockings again. ====================== Stream 02, 23 AUG 2017 Launch 05, Z1 Truss, 29, 1.6t - PMA 3, 6, 1.4t Launch 06, Destiny Lab, 12, 6.5t Total: Parts = 158, Mass = 39.5t ====================== Stream 03, 27 AUG 2017 Launch 07, Quest Airlock, 15, 2.2t - Pirs Docking Compartment, 9, 1.6t Total: Parts = 182, Mass = 43.3t
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SPACE STATIONS! Post your pictures here
Pi_ replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Sorry I didn't see this sooner, nice job! It's very round, but not quite irrational enough. Overall, I approve Fixed: 3.141592653 I'll give you partial credit for the 4 on the end just in case you were rounding up. But next time just leave it, or add "..." (ellipsis / dot-dot-dot) to the end. -
I suspect the "availability details" will contain a special clause for console users. And I have a feeling that clause will contain the words "at a later date".
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I was watching a new KSP player streaming, and he was trying for a Mun landing early in his career game. Like a lot of new players he was smitten with SRB's... because they are cheap. I told him with the parts he had, he could do it with no SRB's and the rocket would be easier to control. I didn't have an early career Mun lander saved in my own game to show him. So I built a new one and tested it from launch pad to Mun landing, and back to Kerbin landing. So I figured I would post it up in case any new players were stuck and needed ideas. There are many variations of rockets capable of getting you to the Mun & back. For this particular build you'll need to first upgrade your launch pad & VAB (Vehicle Assembly Building) to level 2. Also, it's certainly possible to get there & back WITHOUT upgrading the tracking station... and I encourage you to try. Now granted I'm not a new player, so if you try this rocket you may not make it on your first attempt. Keep trying! I promise it will do the job. A quick tip I like to give new players: It is recommended before executing a maneuver node, or doing a major engine burn, that you press Alt+F5. This allows you to make a game save and give it a unique name. To reload press Alt+F9. By using Alt F5 instead of just F5 alone, you can make incremental saves throughout a mission. This is useful for practicing a particular situation... like the descent from orbit and the actual landing.
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This is not intended to be a comprehensive guide on how to play KSP. Rather, it's a collection of notes I've posted in Twitch chat while watching new players stream KSP. There are many great tutorials and guides in this forum. Hopefully someone may benefit from this one. These notes apply to rockets only, not airplanes / spaceplanes. References to hot keys (Z, X, M, Alt+F5, etc.) are obviously for the PC version. If you play the console version, please feel free to post the appropriate controller buttons with the matching game action. Default key bindings for PC version: https://wiki.kerbalspaceprogram.com/wiki/Key_bindings ================================================= STREAMING KSP This game is known for being too loud in streams, set the master game volume to like15-20% Move your webcam to bottom of screen next to the navball, either left or right side... If you have an overlay, make sure it doesn't block the altimeter at top of screen... these two methods work for both the flight scene & Vehicle Assembly Building. KSP viewers like to see all of the game UI. ================================================= ROCKET CONSTRUCTION When building your ship, don't attach liquid fuel tanks directly above or below an SRB (Solid Rocket Booster) because they are incompatible. Liquid fuel tanks require a liquid fuel engine attached underneath them. SRBs are themselves the engine. RCS (Reaction Control System) thrusters & RCS Fuel (Monopropellant) are for docking two ships in space. And in career mode, you can remove the monoprop (RCS fuel) from the capsule/cockpit to save money and weight. Later, as you build more complex rockets, you can use RCS for more control while in space. Using fins to stabilize the rocket is a good idea. And like many things in KSP, this idea is based on real world concepts. When it comes to fins, think of the rocket as a dart or arrow... fins should attach only to the BOTTOM of your rocket. An important part of rocket construction is the staging list. Even experienced KSP players sometimes forget to check their staging before launch. Staging can be rearranged on the launchpad, however it is recommended to make staging changes inside the VAB (Vehicle Assembly Building). Then click Save before going to the launch pad. Most rockets are able to launch without the need for the red launch clamps. If you do use the launch clamps, be sure to set them to the bottom of the staging list. You want them to be released at the same time the rocket ignites at liftoff. Career Mode: When building your rocket, do not put parachutes on the liquid boosters or SRB's of the launch stage. This will save money and weight. Because the game considers any parts that are jettisoned/decoupled during a mission to be debris (junk). You don't get money back for jettisoned/decoupled parts, even if you put chutes on them. ================================================= NAVIGATION It is recommended before executing a maneuver node, or doing a major engine burn, that you press Alt+F5. This allows you to make a game save and give it a descriptive name. To reload press Alt+F9. By using Alt F5 instead of just F5 alone, you can make incremental saves throughout a mission. This is useful for reloading to practice a particular situation. Press M to toggle between map view & ship view. While in map view, click the tab at bottom center of screen to pop up the navball. In the main menu settings, there is an option to have the navball visible in map view by default. Orbital mechanics 101: Wherever you are along an orbit, when you burn Prograde or Retrograde it will affect the OPPOSITE side of the orbit from the spot of the burn. So burning Prograde expands the opposite side, burning Retrograde shrinks the opposite side. Prograde means the direction of travel, Retrograde means opposite the direction of travel. On the navball, Prograde is the green marker WITHOUT the X in the center, Retrograde is the green marker WITH the X in the center. Career Mode: You must upgrade both the Tracking Station & Mission Control facilities to unlock Flight Planning (Maneuver Nodes). The 6 tabs of the Maneuver Node, these markers are also seen on the navball: Green tabs are called PROGRADE (WITHOUT the X in the center) which adds velocity to direction of travel, and RETROGRADE (WITH the X in the center) reduces velocity from direction of travel. Blue tabs are called RADIAL IN (little lines pointing INWARD) which deflects trajectory towards the celestial body who's S.O.I you're in, and RADIAL OUT (little lines pointing OUTWARD) which deflects trajectory away from the celestial body. Pink tabs are called NORMAL (WITHOUT little lines pointing outward) which deflects trajectory North relative to the celestial body, and ANTI NORMAL (WITH little lines pointing outward) which deflects trajectory South relative to the celestial body. When setting a maneuver node, a display appears on the right side of the navball. This shows three pieces of information: total Change In Velocity (Delta-V) in Meters Per Second (m/s), total estimated burn time, and the countdown until start of the burn. The common practice is to start burning when the countdown shows half the estimated burn time. Two examples: if the estimated burn time is 2m 17s, start your burn when the countdown gets to 1m 8s... if the estimated burn time is 42s, start your burn when the countdown gets to 21s. When setting a maneuver node, a dark blue marker appears on the navball. This is an aid so that you can pre-orient your ship for the burn. For example if your maneuver node is 20 minutes in the future, roll/pitch/yaw your ship to that dark blue marker. This will put your ship in the proper orientation when it's time for the burn... regardless of whether the burn is only prograde, or even a combination of prograde/anti normal/radial out. ================================================= The methods & procedures described in the sections below are for beginner KSP players. These techniques will become more refined as you practice and gain experience. ================================================= ORBITING KERBIN IN KSP THE ORBIT IS DEFINED AS BOTH THE APOAPSIS & PERIAPSIS BEING OUTSIDE ATMOSPHERE (FOR KERBIN THIS IS ABOVE 70k ALTITUDE, WHICH IS ALSO WHERE SPACE BEGINS) FOR A SUB ORBITAL FLIGHT OVER KERBIN ONLY THE APOAPSIS NEEDS TO BE ABOVE 70k ALTITUDE A CIRCULAR ORBIT IS WHEN BOTH THE Ap (APO-AP-SIS) & Pe (PERI-AP-SIS) ARE EQUAL 1) Before launching, always press T which activates the Stability Augmentation System (SAS), or click the SAS indicator at top-right of the navball. This helps to keep the rocket from drifting off course, and it's much easier to control. The Kerbal onboard must be a PILOT to use the SAS, not an ENGINEER or SCIENTIST. 2) At around 1-2K altitude start GENTLY tilting to the East... 90 degree compass heading. While sitting on the launch pad, if the orange line on the navball is pointing down, then tilting the rocket to the RIGHT on the navball will be East. The reason we launch to the East is to take advantage of the planet's rotation. If you're using all SRB's for your launch stage, it will be hard to get the rocket to tilt... because SRB's do not have gimbal for thrust vectoring. In which case you can launch straight up until the SRB's burn out, and then start tilting to the East. Try for a constant gentle tilt to the East to 45 deg relative to the horizon. If the rocket flips over, it's because the aerodynamic drag is overpowering the rocket's ability to counteract the drag. This is usually caused by going too fast in the thick lower atmosphere. Use throttle control to keep speed under 300 m/s while below 10k altitude. Keep in mind that SRB's do not have throttle control, once they ignite they burn with constant thrust until burn out. However while in the Vehicle Assembly Building, you can right click on an SRB and limit it's thrust... this will keep the speed down as well as allowing the SRB to burn longer. The key is to NOT tilt too far past the Prograde marker on the navball while in the thick lower atmosphere. 3) Don't tilt past 45 degrees relative to the horizon. Try to stay exactly on the East line of the nav ball (90 degree compass heading) as you tilt over. After getting a stable tilt angle of 45 deg to the East, go to full throttle (press Z). Now press M to toggle map view, then click the tab at bottom center of screen to pop up the navball. In the main menu settings, there is an option to have the navball visible in map view by default. Mouse over that Ap (Apo-ap-sis) marker on the trajectory line. When it shows 70-80k altitude cut throttle (press X) and coast... right click the Ap & Pe markers to pin the display to the screen. Before you get to the Ap marker, continue tilting the ship over to just short of the horizon on the navball (it's the line dividing the blue & brown part of the navball). 4) The goal at this point in the flight is to build horizontal velocity. Around 30 seconds before you get to the Ap marker burn full throttle again. Stay in map view, you will see the trajectory line start to expand. Ideally you want to keep burning exactly on that Ap marker. So if the Ap marker starts creeping ahead of your ship, tilt a bit past the horizon into the brown on the navball. If the Ap marker starts lagging behind your ship, tilt a bit back into the blue on the navball. When the trajectory line completely encircles the planet, you will see the Pe (Peri-ap-sis) marker appear. Lower the throttle to like 2/3 when you see the Pe marker appear. As you continue burning, the Ap & Pe markers will naturally start to swap positions. If you keep your ship burning exactly on the Ap marker, the swap happens very quick (at which point cut throttle). If you can't keep your ship burning exactly on the Ap marker, the swap is slower... and when this happens the Ap marker may creep way ahead of you. If so, then you would cut throttle and wait till you get to the Ap marker again, then burn a little more Prograde to raise the Pe altitude to over 70k. This will prevent your orbit from being too eccentric and keep it more circular. Mouse over the Pe marker, when it shows 70K or above cut throttle (press X). Congratulations, you have achieved a stable orbit! ================================================= MUN ENCOUNTER It is recommended before executing a maneuver node, or doing a major engine burn, that you press Alt+F5. This allows you to make a game save and give it a descriptive name. To reload press Alt+F9. By using Alt F5 instead of just F5 alone, you can make incremental saves throughout a mission. This is useful for practicing a particular situation. 1) Get into an equatorial orbit of Kerbin. This means tilting to the East after launch, and try to stay exactly on the 90 degree (East) line of the navball. Then make your orbit relatively circular... meaning the Ap & Pe are close to the same altitude (like 75-80k). If Ap & Pe are within 10k of each other that's close enough. (mouse over the Ap & Pe markers, or right click them to keep display onscreen) 2) If your orbit of Kerbin is not equatorial, that means it will be inclined relative to Mun's orbit, and it will be harder to get an encounter. You can fix your inclination before burning towards the Mun by first clicking on the Mun and select Set As Target. Now you will see two yellow markers & dotted lines touching your orbit line, these are the Ascending & Descending nodes, they show how many degrees your orbit is apart from the target's orbit. Place a maneuver node on either of those yellow markers. Now GENTLY pull one of the pink triangle tabs, depending on which direction you need to incline your orbit to match the Mun's orbit. If the inclination is less than 1 degree that's close enough. 3) For a fuel efficient Mun encounter: place a maneuver node anywhere along your blue orbit line, gently pull on the prograde tab until the tip of the trajectory loop (the dotted line) is just short of, or just past the Mun's orbit line. Then click in the center of the node and drag it around the blue orbit line until you see the encounter. Another way to make sure your maneuver node is in the correct spot along your Kerbin orbit: Before making the maneuver node at all, zoom out the camera in map view so you can see the entire Mun orbit line. Now move the camera so you are looking straight DOWN on Kerbin. In this view the Mun should be orbiting Kerbin in counter clockwise direction, if it's going clockwise you're looking up instead of down on Kerbin. Now rotate the camera so that Mun is anywhere between the 2 & 3 o'clock position. Now place your maneuver node at the 6 o'clock position on your blue orbit line. Now gently pull on the prograde tab until the tip of the trajectory loop (the dotted line) is just short of, or just past the Mun's orbit line at the 12 o'clock position. After setting your maneuver node, you can click on the Mun and select Focus View (while in map view) to better see the predicted trajectory, and you can tweak the maneuver node while in Focus View if needed. To switch focus back to your ship press Backspace or Tilde. Alternate method for getting Mun encounter: After you have circular & equatorial orbit of Kerbin, go to ship view. When you see the Mun start rising above the horizon of Kerbin, burn full throttle on the prograde marker of navball. Then switch to map view to watch your trajectory. As mentioned above, stop burning when the tip of the trajectory loop is just short of, or just past the Mun's orbit line (or when you see the encounter). This method works because it's identical to the proper phase angle needed for the transfer burn to the Mun... which is also identical to the clock position mentioned above. ================================================= ORBITAL RENDEZVOUS It is recommended before executing a maneuver node, or doing a major engine burn, that you press Alt+F5. This allows you to make a game save and give it a descriptive name. To reload press Alt+F9. By using Alt F5 instead of just F5 alone, you can make incremental saves throughout a mission. This is useful for reloading to practice a particular situation. You want your orbit to be on the same inclination as the target's orbit. Click on the ship you want to rendezvous with and select Set As Target. Now you will see two yellow markers & dotted lines touching your orbit line, these are the Ascending & Descending nodes, they show how many degrees your orbit is apart from the target's orbit. Place a maneuver node on either of those yellow markers. Now GENTLY pull one of the pink triangle tabs, depending on which direction you need to incline your orbit to match the target's orbit. If the inclination is 1 degree or less that's close enough. Get your Ap & Pe close to matching the target's Ap & Pe. If the target is ahead of you, shrink only one side of your orbit a bit (but not both) to make your orbit smaller... that way you will catch up to the target. If the target is behind you, expand only one side of your orbit a bit (but not both) to make your orbit larger... that way the target will catch up to you. A technique to use when dealing with orbits near the atmosphere (70k altitude), you can just make your orbit higher, regardless if the target is ahead of you. This will take longer to get a close approach, but it will ensure that your orbit doesn't accidently dip inside the atmosphere. The target will keep moving farther away from you, but eventually it will catch back up to you. Ideally you want to get the two orange markers, or the two purple markers to be touching each other... this is the best case scenario for having the closest approach distance to target. To get the markers to touch, you will have to place a maneuver node somewhere along your orbit, then experiment by gently using the Prograde or Retrograde tabs. Observe the markers to see how they are affected by your maneuver node inputs. You can also click-drag the maneuver node along your orbit line. You can use either the orange or purple markers, you don't have to get both pairs of markers to touch. In map view, before you actually get to the close approach markers (the two purple or the two orange), change to ship view. Make sure you are NOT in time warp. In ship view, you should be able to see the target's vessel label highlighted in yellow. If not, do an Alt+F5 and give the save a descriptive name. You will have to quit the game and back out to the Main Menu... like when you first start the game. Go to SETTINGS, the very first one listed is Show Vessel Labels, make sure that's enabled. Then reload the save you just made. After reloading that save, if you still can't find the target in ship view, orient your ship to the pink circle marker on the navball. Now your ship will be pointed directly at the target. The pink "Y" marker on the navball means your ship is pointed opposite the target. The key for getting a rendezvous is a 2 step process that you will likely have to repeat a few times during your approach to the target. Remember to stay in SHIP VIEW for this 2 step process... Step 1: Make sure your navball is in TARGET mode: (click on top of navball where it says ORBIT or SURFACE). Then kill your relative velocity to target down to zero by burning on the RETROGRADE marker on navball, NOT the pink Y marker... (if your velocity is less than 1 m/s that's close enough). Step 2: Orient your ship to the pink circle on navball (Target marker). Then burn GENTLY towards the target, you don't want to go very fast... because you don't want to go screaming past the target. Keep an eye on the target's vessel label, you'll see the distance decreasing. To speed up the approach, use 1 or 2 clicks of time warp. When you're inside 1000 meters distance from target, use the 1% rule: For example if you're 817 meters from target, do not thrust towards it more than 8 m/s. Instead use 1 or 2 clicks of time warp to speed up the approach. As you get closer, you will likely drift either left, right, above, below the target. At this point, repeat steps 1 & 2. A "pro technique" you can use: as you approach the target keep an eye on the navball... if the retrograde marker is fairly close the Pink Y marker , you can orient the ship to the opposite side of the retro marker from the Pink Y, then burn GENTLY to "push" the retro marker directly on top of the Pink Y marker. Keep in mind that for a rescue contract mission, you will not actually dock to the target. You only need to get close, like 100-200 meters, then kill relative velocity a final time. Then press the bracket keys [ ] to switch to the target. Get the stranded Kerbal out of his ship (EVA), then use jetpack to get to the rescue ship. See EVA section below. ================================================= REENTRY TO KSC Landing near KSC (Kerbal Space Center) takes practice. The following procedures are just a guide, you will likely need to fine tune some of the parameters. First, put a Kerbal in a pod with no other parts, go to launch pad and do EVA, walk/run the Kerbal over by the water tower. Right click the Kerbal and plant a flag, this will serve as a permanent marker for KSC which you can see from orbit. Then recover the pod. General procedures for reentry & landing near KSC: 1) Be in circular & equatorial orbit around 75-80k altitude before making the deorbit burn. If returning from the Mun or some other body you can use aero braking (appx 48-55k Pe altitude) to lower your Ap which saves fuel. Be sure to keep the ship aligned to the Retro marker on the navball as you pass through the atmosphere. 2) Go to map view and move camera so you're looking down on the planet, you want KSC at the 6 o'clock position, and the ship to be at around the 9 o'clock position when you start the deorbit burn. 3) Stay in map view while burning, mouse over or right click the Periapsis (Pe) altitude marker on the trajectory line. You'll see the altitude dropping. Burn until the Pe marker disappears into the planet surface. Keep burning and watch the point where the trajectory touches the surface, you'll see that point moving West towards KSC. 4) Stop burning BEFORE that point reaches KSC. You want it to be touching the surface out in the ocean to the East of KSC... but not too far East. You will have to practice and fine tune exactly how far it should be. Depending on your particular ship/space plane, you'll likely end up short of KSC to the West, or overshooting KSC and landing in the ocean. 5) Be sure to keep the ship aligned to the Retro marker on the navball as you fall through the atmosphere. ================================================= EVA (EXTRAVEHICULAR ACTIVITY), ALSO KNOWN AS "SPACE WALK" It is recommended before executing an EVA, that you press Alt+F5. This allows you to make a game save and give it a descriptive name. To reload press Alt+F9. By using Alt F5 instead of just F5 alone, you can make incremental saves throughout a mission. This is useful for practicing a particular situation. You must first upgrade Astronaut Complex to perform an EVA when not on Kerbin's surface. While traveling in space (NOT while traveling in atmosphere), mouse over the image of the Kerbal. Click on EVA so he will get out of the ship. Press Space Bar to let go of the ship. Press R to activate the jetpack. Use SHORT BURSTS with the jetpack. It is NOT recommended to make long constant burns with the jetpack. Maneuver jetpack near a science experiment and right click the experiment. Select Take/Collect Data (if the experiment was previously performed), if the experiment has not yet been performed, the Take Data option does not appear. When you get back inside the ship, the science data will be auto stored in the ship. This will allow the experiment to be performed again in a different biome. When you perform an experiment, a window pops up. The text in this window will show what biome you're in. Certain experiments must be reset by a Scientist before they can be used again. When you Take Data from an experiment, a dialog box will indicate if a Scientist is required to reset the experiment. While on EVA, right click the Kerbal and select EVA Report to get more science points, then get back inside the ship. While landed on any planet or moon you can EVA to plant a flag, and for more science points the Kerbal can collect a surface sample. (You must first upgrade R & D Facility to allow collection of surface samples) =================================================
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1.1 Loads in small window
Pi_ replied to Pi_'s topic in KSP1 Technical Support (PC, unmodded installs)
That worked like a charm, thank you very much Van! -
When KSP v1.1.0 loads, it comes up on my desktop inside a small window (see images below). I'm just coming back to KSP, the last version I played was 0.25. I remember the past versions also doing this, but I was always able to change it to play full screen mode in Settings > Graphics. I went back and loaded my past versions and they still display in full screen mode just fine. My OS is Win 7 Home Premium x64 (fully updated). GPU is old but drivers are up to date, and not having problems with any other games (old versions of KSP work fine). I'm launching game with the KSP_x64 exe, the small window issue also occurs with the 32bit exe as well as starting the game from the launcher exe. When the game loads in the small window all the menu options are clickable. When I go to Settings > Graphics I can click the Full Screen option, however when I click Apply nothing happens. Also nothing happens when I click Accept before Apply. As you can see, since everything is in that small window I can't access all the menu options. I know it's kind of a weird issue. I did not see another topic mentioning this same problem, which makes me think it's specific to my computer. But why do the older versions of KSP still work fine for me? Anyway, I know there are people way smarter than me here, so hopefully some of you may have an idea of what's happening. Thank you for taking the time to read this.
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Forgive my off topic, but I've been away recently. I see this thread title referring to v1.0.4 posted on June 30th. And on forum homepage Harvester announced v1.0.3 on June 22. So did Squad really put out a new update in just one week?
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^ that, all day long. Sepratrons... mods... meh
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I remember playing the demo for only a few days before I bought it, and I just checked my account which says I bought it August 2012. When I get home from work I'll check to see the oldest version I have saved, but I want to say it's 0.16. I do remember it was before the planets were added.
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We call it a clear indication that multiple universes exist; and that in some other universe Squad continued with the 'K' theme when it named the kurrency.
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This is my first time attempting to share a craft, so I'm really just wondering if I did it correctly. If someone could try downloading and flying it, then give a quick report how it went, I would appreciate it. Sandbox stock parts from KSP v.25 https://www.dropbox.com/s/qs410leyffjov84/Apollo%20Replica.craft?dl=0
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Forgive the "necro" post, but I noticed the ISS link in your sig from a post in another thread today. I wanted to show my replica from v.22, all stock parts, complete with 51 degree orbit inclination. Due to part-count lag I left out some objects. http://imgur.com/a/8rxCT
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Do you feel KSP is ready for 1.0?
Pi_ replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
It may have been mentioned already, but to me this reeks of some sort of contractual type agreement. Like a clause that specifies version "1.0" be released by a certain date in order for continued funding... maybe not necessarily relating to funding, but revolving around a date & the "1.0" tag.