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Everything posted by adinfinitum
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Realism vs. Unbridled Creativity
adinfinitum replied to rodion_herrera's topic in KSP1 Suggestions & Development Discussion
I would definitely like a little bit less drag, maybe not quite to the point of 1.0.0, but less than it is now. The way I see it, changing the drag could've been the fastest way for Squad to get the parachute issues fixed, as far as the extremely high g-forces we were getting while deploying before. I'm not sure how easy it would be to change how fast the chute opens up vs. how much drag they create, but they would've had to lower the drag on the parachutes to lower the g-forces, and then crafts might not have been able to slow down enough for a safe landing. Another thing is that I'd much rather have them overdue it on the drag with the hotfix to get parachutes working and get rid of "mach 1 by the end of the runway", because now they fine tune the drag down as they have a little more time, instead of having to bump the drag up again later. I think we've all seen how much commotion increasing the drag can cause. -
I'd just like to say how nice the new aerodynamics system is, especially for giving a pretty accurate approximation of atmospheric flight. After I downloaded 1.0.1, I went and built a shoddy, unstable plane with two turbojets attached. I throttled it up as fast as it would go, and once I got to a certain speed I lost control authority. The plane pulled nose up hard, lost a lot of speed, stalled, and then entered into an uncontrolled spin. At that point there wasn't enough airflow over the wings for my control surfaces to have any effect, and of course I crashed shortly thereafter. Now I'm a huge flight sim fan, and for it to be possible to have what looks like a spin after a stall, in KSP, just got me all giddy inside.
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So does this mean we'll get more lift out of wing parts now?
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Patcher doesn't work?
adinfinitum replied to LtHeckard's topic in KSP1 Technical Support (PC, unmodded installs)
Eh, it's just a password I use for unimportant things, and if somebody finds out what it is, well then at least they can have a fun time playing Kerbal Space Program. -
Career - placing maneuver nodes?
adinfinitum replied to Stealth2668's topic in KSP1 Gameplay Questions and Tutorials
I'm pretty sure its gotta be mission control level 2 also, but I'm not 100% sure Edit: Ninja'ed -
Patcher doesn't work?
adinfinitum replied to LtHeckard's topic in KSP1 Technical Support (PC, unmodded installs)
Does anyone know where this rsync.exe is located? I can't seem to find it anywhere in my KSP folder, and there's definitely no bin folder either. -
Patcher doesn't work?
adinfinitum replied to LtHeckard's topic in KSP1 Technical Support (PC, unmodded installs)
I don't know a fix for it, but I'm having the same problem. Here's my patcher.log 05/01/2015 12:48:09 PM [INFO ]: Squad Patcher 2.0.2.217 (6805581-production b master) - Apollo I Edition 05/01/2015 12:48:09 PM [INFO ]: --------------- 05/01/2015 12:48:09 PM [INFO ]: OS: Windows (win) 05/01/2015 12:48:09 PM [DEBUG ]: Handing everything over to Qt. Hold onto your butts. 05/01/2015 12:48:10 PM [DEBUG ]: Crash? 05/01/2015 12:48:10 PM [INFO ]: >>> Preparation 05/01/2015 12:48:10 PM [INFO ]: Detecting if OS-resident rsync is present... 05/01/2015 12:48:10 PM [WARNING ]: rsync is not already installed, so making use of bin\rsync.exe. 05/01/2015 12:48:10 PM [INFO ]: >>> Authentication 05/01/2015 12:48:10 PM [INFO ]: Getting login token... 05/01/2015 12:48:10 PM [DEBUG ]: HTTPFetcher() 05/01/2015 12:48:10 PM [DEBUG ]: Hashing password 05/01/2015 12:48:10 PM [DEBUG ]: getPatcherExecutable/md5sum myexe 05/01/2015 12:48:10 PM [DEBUG ]: Beginning fetch 05/01/2015 12:48:10 PM [DEBUG ]: Note to testers: All the data below is hashed and secure. Please do not file bugs about it. 05/01/2015 12:48:10 PM [DEBUG ]: GetFormData() = username=******************&hash=*********************************&6platform=WindowsPlayer&clientsversion=2.0.2.217&act=get_rsync_token&buildTarget=KSP_win&platID=win&password=%2A2414BEF23900F4928EA96D0998F74DCC709FFB24&experimental=0 05/01/2015 12:48:12 PM [DEBUG ]: Downloading data from https://kerbalspaceprogram.com/kspstore/dp/patcher/index.php to memory... 05/01/2015 12:48:12 PM [DEBUG ]: HTTP 404: Not Found (https://kerbalspaceprogram.com/kspstore/dp/patcher/index.php) 05/01/2015 12:48:12 PM [DEBUG ]: Content-Length: ??? bytes 05/01/2015 12:48:12 PM [DEBUG ]: Received: File not found. 05/01/2015 12:48:12 PM [DEBUG ]: getAuthToken=File not found. 05/01/2015 12:48:12 PM [ERROR ]: Unable to authenticate with the server: Received malformed data from the server: File not found. 05/01/2015 12:48:12 PM [ERROR ]: done[str] signal has 1 argument(s) but 0 provided 05/01/2015 12:48:15 PM [WARNING ]: Process closing. Cleaning up... EDIT: Double checked my password to see if that was the issue, I did have it typed in wrong at first, but even after I fixed it I'm getting the same issue. The "Checking for Updates" also doesn't go away when I use the launcher. -
I'm getting the same error, and if I open up the launcher it get's stuck on checking for updates.
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Did a little bit more testing, and it looks like it's an issue with the the 1.25m fairing as well. I made a probe core with a single OX-SAT panel on top, enclosed both inside a fairing, and stuck a whole bunch of lights on to drain the power. As soon as I turned the lights off, the probe core started recharging, even though the panel is inside the fairing.
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So far in my experience the doors don't actually need to be open for the solar panels to charge the battery, I've launched about 10 satellites built similar to yours and never had to open the doors to keep the batteries full.
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Heading and Inclination
adinfinitum replied to funkcanna's topic in KSP1 Gameplay Questions and Tutorials
Okay, now that it's morning and I'm more awake, I did some of the math to help illustrate what happens. When you're sitting on the pad, you're moving about 174m/s directly east. Now you launch into a parking orbit of 75km, where your orbital velocity is 2,287 m/s. Assuming you keep your heading indicator right on 45 degrees heading and ignore your prograde marker, your orbit's inclination will be about 42 degrees. Under the same conditions, heading 90 degrees = inclination of 85.7 degrees, and heading 315 degrees = inclination of 48 degrees. -
Heading and Inclination
adinfinitum replied to funkcanna's topic in KSP1 Gameplay Questions and Tutorials
It's not an entirely obvious answer, it'll require a little bit of trigonometry to figure out precisely. Because Kerbin is rotating, you already have some eastward orbital velocity just sitting on the pad. If Kerbin didn't rotate, then if you took off at a heading of 45 degrees your orbit would have an inclination of 45 degrees. Now, we can break the rotational velocity we get from Kerbins rotation into two parts, one is in the heading we want to go, and the other is perpendicular. Think of the velocity in the way we want to go just as free dV. The perpendicular stuff is either normal or anti-normal to our orbit, so it'll cause a plane rotation, and depending on whether you are heading east or west, rotate your orbit closer or farther from equatorial, respectively. TLDR; if you take of at a heading of 45 degrees, your inclination will be closer to equatorial. If you take off at a heading of 315, your inclination will be closer to polar. Hope that helped somewhat, its late at night and I'm on my phone -
If you stick a couple of OX-SAT panels inside the service bay, then you don't even need solar panels on the outside
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Bug? No mono being used by kerbals
adinfinitum replied to X-SR71's topic in KSP1 Gameplay Questions and Tutorials
As far as I know it's not necessarily a bug, just something that's always been like that. I vaguely recall the devs wanting to make the MMU pack use mono fuel to refuel. Kudos to you for getting back so far by getting out and pushing, thats pretty much how my first Mun landing in thus save went, except with 5 pushes instead of 35 -
Why do parachutes hurt so much?
adinfinitum replied to saskwach's topic in KSP1 Gameplay Questions and Tutorials
I will say that it's definitely possible to deploy chutes without mush-inducing g-forces, but I'm not sure how rare of an occurrence it is. I sent a science mission to Minmus, and the only part that reentered Kerbin's atmosphere was, in order from top to bottom, a mk16 parachute, mk1 command pod, mk1 lander can, rockomax adapter 2, and 2.5m heatshield. I set my periapsis to about 29.5km, and opened the chutes just under 2km and at roughly 250m/s. I only ended up pulling about 8 or so g's, I know for sure it didn't go into the red. -
This isn't really support, the [bug] prefix wasn't showing up in my options. I'm running version 1.0.0, clean install, and now mods. It's a career mode save, and it's been my experience so far that the little OX-SAT solar panels will still work whether the doors on the service bay are open or closed. I think it's fairly self explanatory to repeat, just get a service bay, stick some solar panels in it, and look at the electricity flow on the panels. Now I'm just assuming this is a bug, since closed doors should block light, but I suppose it could also be something that Squad already knew about and just didn't have time to get around to taking care of. It does make for very pretty and sleek satellites though
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Cockpit view only landings, have you done it?
adinfinitum replied to Renaissance0321's topic in KSP1 Discussion
I always land all my landers in IVA mode. Having the radar altimeter and vertical speed indicator is just so useful to me, once you get used to them you don't even need lights to land in the dark. Even when it's a parachute landing, I like watching from the Kerbal's point of view. If you liked landing in IVA, try making a ship that allows you to dock from IVA mode. Once you get in the range of the magnetic force between the ports, you realize that docking two ships in KSP is a much more violent procedure than in real life -
Oberth effect Vs Gravity assists
adinfinitum replied to FREEFALL1984's topic in KSP1 Gameplay Questions and Tutorials
Momentum is still conserved in a slingshot, the spacecraft gains some and the planet loses some. Because planets are many orders of magnitude larger than a spacecraft, the effect on the planet is negligible. In KSP, because the planets are on rails, there is absolutely no effect on the planets. A gravity slingshot can only be achieved from other bodies orbiting the central body, which is why we can't slingshot around the sun. Say you enter the SOI of the Mun radially from Kerbin at 400 m/s. Your trajectory then has you exiting the SOI of the Mun on a tangent to its prograde motion. Your velocity is now 400 m/s plus the speed that Mun is traveling. This is equivalent to performing a 400 m/s burn in an orbit that is the same as the Munar orbit, except that you got that 400 m/s for "free". -
Oberth effect Vs Gravity assists
adinfinitum replied to FREEFALL1984's topic in KSP1 Gameplay Questions and Tutorials
That's a pretty good summary of it. If you wanted to, there is the possibility that you could chain a slingshot from the Mun to Minmus, and that may be more efficient than just burning out of the system. You'd have to either be really lucky or really good at calculating patched conics to get it to work though. Like Red Iron Crown and others have said, if you start from Minmus or Mun orbit and lower your periapsis back to Kerbin, you can save fuel when you've got to do a large burn. -
Oberth effect Vs Gravity assists
adinfinitum replied to FREEFALL1984's topic in KSP1 Gameplay Questions and Tutorials
If I read your earlier post correctly, and you are in orbit around Minmus, then lower your periapsis so that it is near Kerbin to perform your burn at a higher velocity than from an LKO orbit, then it isn't a slingshot. A powered slingshot would be using the Mun for a slingshot and then burning as you pass by, that way after you escape Kerbin your apoapsis is actually high enough to get to the planet you want to travek to. -
Navball surface mode vs orbit mode
adinfinitum replied to kiwiak's topic in KSP1 Gameplay Questions and Tutorials
It just changes the frame of reference that your velocity is determined from. Surface mode shows you your velocity relative to the surface of the body you are orbiting, while orbit mode calculates it relative to the center of the body you are orbiting. Because all the planets and moons rotate, you have a non-zero orbital velocity when you are stationary on the surface. On the surface of Kerbin, you are moving about 175 m/s relative to the center. If you switch the mode from surface to orbit while on the launch pad, it'll show you that velocity. Because that eastward motion shows up in orbit mode but not in surface mode, the markers showing your heading will change slightly when switching between the modes. Target mode does something similar, it just sets your target as the reference point for calculating velocity. And if you forget to switch from orbit to surface when landing, you're gonna have a bad time. -
Oberth effect Vs Gravity assists
adinfinitum replied to FREEFALL1984's topic in KSP1 Gameplay Questions and Tutorials
Just to help avoid possible confusion to people that are reading the thread, diving from Minmus to Kerbin takes advantage of the Oberth effect, and is not a gravity slingshot. -
Just a side note, version numbers don't quite work like that. Generally, 0.x.x is any version before a completed build of a program, 1.x.x is the first finished product, 2.x.x would be the next major overhaul, etc. The second number is usually a development build, and it doesn't have to go to 100. It could go from 0.56.0 to 1.0.0, or it could go all the way to 0.374.0 before being released as 1.0.0, it's really just how many major updates they've had. And the last number is just bug fixes and minor tweaks within that build, which is why it usually doesn't go higher than x.x.3 or x.x.4. At the rate they're releasing updates, hopefully they don't have 77 more to go until it's finished, I'd say that'd put the full game at about 3 years away . Personally I'm hoping that after they get multiplayer in they'll through a little bit of love to resources, being able to work together with other players to create large colonies and mining bases sounds like fun to me. I'm also curious what happened to Nova, I know he was considered a developer on leave for a long time before he wasn't a developer anymore, and I think they said it was because he just didn't have the time for full development. I've heard he's doing some of the solar system mods, but I haven't really seen anything of him on the general forums in a long time.
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Science Recovery Vs Science Transmission
adinfinitum replied to FREEFALL1984's topic in KSP1 Gameplay Questions and Tutorials
That's pretty much exactly what I was wondering about. So far almost all of my missions have been return missions, so I wasn't sure on that point. I always figured that the difference between science transmitted and science received for return was because a module couldn't have all the tools to properly analyze the data, while a lab on Kerbin can completely analyze it. It'd make sense, realistically, and I think from a gameplay perspective too, if we were able to return later and collect the experiment for return to Kerbin so that it can be analyzed for the leftover science that wasn't transmitted. But, since it looks like that's not the case, I guess I'll stick to sending return missions for science. Thank you for the helpful answer, it definitely saved me a lot of possible frustration in the future!