Qumefox
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KSP2 Release Notes
Everything posted by Qumefox
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I've streamed before myself, and watched some other people stream, as well as rewatching some of my own videos... IMHO, unless your just doing crazy stuff and slamming builds together, KSP isn't much of a spectator sport. I learned the hard way no one wants to watch me try to match orbits with a capsule i'm trying to rescue in solar orbit for two hours (I'm anti-autopilots) Now I only stream when i'm screwing around and there are plenty of explosions to keep people entertained. Rewatching my own stream later on makes me appreciate youtube and video editing. heh.
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Testing done, results posted in above post.. Can be tweaked to be a bit more efficient, but not a lot.. about 8%.. But that's 8% more weight you can carry on the same fuel load. numbers might vary slightly since I was flying manually, but my orbit procedure is pretty repeatable, and i've done it enough to be decent at putting stuff right at 100k every time.
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Still doesn't explain the 2 top stage aerospikes firing through the tanks below them. heh. anyway. Result of the first tweak added to my above post.
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needs a parachute and asas (for us non-mechjeb users) the staging can be simplified since the first boosters and the first droptanks empty within a second of each other. so you can just hang on to the srb's for another second and dump them both at once. You also have a staging issue where two of the top stage aerospikes are lighting in the first stage, and burning through the tanks below them. after fixing said issues, I got it into a 100km lko with 902m/s remaining on it. now to try some tweaks I think might help and try again. launch 1: 902 m/s remaining - base design launch 2: 928 m/s remaining - fired all four SRB's at launch instead of staggering them. launch 3: 975 m/s remaining - above + replaced all the LV-T30's with aerospikes+engine housings (so they could be attached to the tri-couplers... stupid aerospikes)
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L4D car in KSP - with interior models!
Qumefox replied to TouhouTorpedo's topic in KSP1 Mod Releases
The downside to the delorean is it's a two seater. While you CAN shove someone behind the seats.. it's not recommended. **Happens to be a delorean owner** **Waits for the flux capacitor jokes also** The Caddy has both character AND kerbal capacity. -
If someone told me mechjeb makes life THAT much easier...
Qumefox replied to dimovski's topic in KSP1 Discussion
Most likely he forgot how to do anything himself. -
I'm anti-mechjeb, but i'm definitely adding the Cadillac. It will be used on all future rescue missions.
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lol It's the inflight images of the kerbals that got me. heh
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The reason the real shuttle behaves like that is due to the shuttle engines having almost 11 degrees of gimbal. What it does is once it gets high enough in the atmosphere that drag is drastically reduced (accomplished with the SRB's), it can roll on it's back, and gimbal the engines outward, which keeps the center of thrust in line with the center of mass. This is pretty much the key of how the shuttle gets into orbit with even with off-center thrust (which, the way it's done, isn't off center) and is something that's EXTREMELY hard to do in KSP.. It requires modifying engines to have a greatly increased gimbal range, and flying manually.
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[Teaser] Apollo style Mun Lander: ML-Mk II
Qumefox replied to deskjetser's topic in KSP1 The Spacecraft Exchange
I pretty much run stock. I'm not against mods, however the vast majority i've tried have ended up putting the game far more on 'easy mode' than I like. The challenge is why it's fun for me.. Most of the mods i've tried have been fairly unbalanced and overpowered. -
put the engines on decouplers to isolate them from the fuel stacks. Plumb the outer fuel stacks to the center one, then plumb the center stack to each engine. That way, all engines will be feeding from the same tank, instead of drawing from the stacks they're attached to.
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I agree. posting the .craft file and us actually playing with it is probably the best way for us to tell you just what's wrong with it.
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when using protractor, make sure you have 'adjust' enabled, so your angles are adjusted for your ship's TWR. Also try to design your ship so you won't have to stage in the middle of a transfer orbit burn. What I do on interplanetary transfers (from circular kerbin orbit) using protractor is timewarp until the phase and relative phase angles of your target are (relatively) matched, then start a 100% burn when the orbit ejection angle matches the listed one for your target. Then keep burning until the listed required delta-v change for that target hits 0m/s. If you're looking in map mode, this should result in, at least looking top down, your orbit intersecting that of your target. If you're lucky, your target is already close enough to kerbin's inclination at that intersection to get an intercept. If not, you need to wait until you're halfway to your target to do an inclination adjust burn. Then it's just a matter of pushing your orbit up.. or down, whichever matches your target, until you get an intercept.
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If someone told me mechjeb makes life THAT much easier...
Qumefox replied to dimovski's topic in KSP1 Discussion
Ah yeah, your right. I didn't notice the line the first time. -
If you land on the wayward orbit side of mun, then lift off straight up in the opposite direction of mun's orbit, and have a speed of 543m/s when you leave mun's SOI, (which you give you an orbital speed close to 0 when you're back in kerbins SOI) you'll just fall directly towards kerbin without any additional fuel usage. Not sure if this is more or less efficient than returning via orbits and orbital adjustments though.
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Nope. These particular ones reference the monoliths from the Arthur C. Clarke novel/movie 2001: A space odyssey.
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If someone told me mechjeb makes life THAT much easier...
Qumefox replied to dimovski's topic in KSP1 Discussion
Mechjeb's information readouts are invaluable. It's the autopilot I'm in disagreement with personally. I personally use protractor, and kerbal engineer redux.. Both of which gives the same info set as mechjeb, but don't have an autopilot. I've had little trouble at least orbiting pretty much everything in the solar system except moho, which was just a flyby, manually. Also, why are you running KSP twice at the same time, Omega? -
Your right, it's not just a space simulator. It's an aerospace simulator (since we have planes too..) Beyond that.. That's all it is, and really all it should be. IMHO if the devs stray too far off core basis of the game, it will do a lot more harm than good to the game and the community. If you want to shoot/blow up OTHER things (than your own ship).. there are no shortage of other games that do this much better than KSP. If you want to build/manage cities, factories, etc; There are other games that do this better than KSP could ever manage if it was implemented at all. If modders want to create alternate 'game modes' so to speak, that's all fine and good. But I think the devs deviating themselves much away from the core principles of the game (aerospace construction, travel, and exploration) and it getting forced on everyone, is a really bad idea. I'm not against more eye candy like cities being in the game (still rather have clouds first though) but I don't think much time should be wasted on the devs's part by making them anything other than just eyecandy. At least not in the vanilla game.
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Funniest thing about this pic to me, is that I built almost a carbon copy of this particular plane last night. except mine had a horizontal stabiliser on the tail.
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This will get 30t in a 100km KLO reliably.. but 30t is pretty much the limit for this build without having to use fuel in the final stage. http://kerbalspaceprogram.com/forum/showthread.php/23955-0-17-Quickie-Mk-I-%28Generic-medium-lift-capacity-launcher-orbiter%29 More SRB's might push the load limit up to meet your need.. Most of my orbiters/landers have ended up either being <30t or >50t.
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Have you tried doing a fresh install to c:/games/ksp_win with no mods and trying to do a few launches and builds to see if the problem persists? I run a mostly vanilla install (except for protractor and kerbal engineer redux) and i've never had the game crash on launch or going to tracking.. If it's mod related, that might be why some see it and some don't. For me the main annoyance is it'll just randomly lock solid and no particular place.. most of the time it happens in flight, but once or twice it's been in the VAB or SPH.
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lol I just posted this in the 'flipping rockets' thread in how-to section like half an hour ago. alt+wasd also adjusts your trim in planes (never tried in rockets but is probably the same) alt+ left click in the editor, either VAB or SPH duplicates the part you click on, (and any parts connected that are lower on the 'tree') Everything but the physical warp keys are in the wiki.. the physical warp just came with this patch so the wiki hasn't caught up yet. Another 'tip' that isn't documented is, if your in space, and want to kill your ships rotation instantly, you can switch to 5x non-physical time warp then right back to 1x.
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Yes you can.. alt-, and .
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My point was more that the less final stage mass you have, the easier time you'll have getting it to where you want it.. Until docking gets implemented and we can assemble larger craft in space, the minimalistic approach usually works the best right now.