Jump to content

Khiro

Members
  • Posts

    16
  • Joined

  • Last visited

Everything posted by Khiro

  1. Yes, I am experiencing exactly the same thing at this time.
  2. Are these parts still in beta and being worked on? Definitely interested in small parts, and yours look really nice and shiny!
  3. Surface speed vs orbital speed? If you are in geostationary orbit, your speed relative to the surface would be as close to 0 as possible. In fact, your orbital speed wouldn't be 0 if you were on the ground; it would be whatever speed the planet you're on is rotating.
  4. As I mentioned in the thread that TheHengeProphet linked, I believe the issue is caused by there being a discrepancy between the three-axis orientation of the SAS module, and the SAS in your command pod. Whichever axis they are not aligned in (due, usually, to command pod rotation during construction), the stronger SAS goes to full-force trying to compensate for the erroneous feedback loop of the weaker SAS. Since it's essentially impossible to see the axial orientation of your SAS, it is difficult to re-align it with an unusually-placed command pod, but do give it a try and see if you can find an SAS orientation that doesn't cause your rocket to flip out.
  5. Nice video, good editing! Small nitpick, "Mün" would rhyme with "tune", not with "bun". Other than that though, very cute. I chuckled at Jeb's voice. I can do that voice too. People say it sounds like Slimer from the Ghostbusters cartoon.
  6. Learning how to accomplish such things is definitely part of the fun. I would recommend playing around with the example ships that come with the game. Another thing that I did was to try to develop a Mun lander that held the absolute minimum required to get back from Mun to Kerbin, and then try to design an ascent stage that was the absolute minimum to get that lander to Mun. Knowing where the edges of the design envelope fall will make it easier to then go after your own designs.
  7. Well, I looked this over, and, other than the total number of stages, I don't see anything at all that should jump out as a problem. Would you be okay with posting your craft file, as well as a list of all the mods you're using, so we can try to replicate the problem?
  8. I think I know what's going on with your SAS. It's something that I've been meaning to doing some research on, to report as a bug. I first noticed it when I started using the 3-man capsule in .16 . That capsule has its hatch at some funky angle in the back, so before I'd build my rocket, I'd always spin it around to face front, and then build my rocket as normal. Everything seemed fine until I got into orbit and killed MechJeb. To hold me steady while prepping for transit, I'd flip on the SAS... and my rocket would start flipping like mad. Like, full force. Never figured out why. Then the other day, I made a different rocket, using the black 3-man capsule from I think Sunday Punch. It's called Odin or Thor I think. Its ladder is directly in the back, so again I spun it around, exactly 180 degrees, and built my rocket as normal. Same thing... when I got orbital and turned on SAS, I went into a flat spin... directly planar with my yaw. I racked my brain for what might be going on until I made the connection. Going back to the VBA, I popped the whole rocket off the capsule, turned it around the "way it came", and launched again. The killer roll? Completely gone. The TL;DR version: the SAS determines left, right, etc based on its own orientation, not that of the capsule. The game, however, determines the rocket's orientation (and the nav ball) based on the orientation of the capsule. If the two are not in agreement, wacky things happen. As an experiment and proof of theory, I made a rocket and put two SAS modules on it, one of which had been rotated 180 degrees. When you turn them on, both SASes will completely max out their force reading, but the rocket does nothing: They are fighting against each other because they have differing opinions on what is left and right. If you flipped your capsule upside down, try flipping your SAS unit upside down in the same orientation. Play with it to make sure they agree on up, down, left, right, back, and foward, and I'll bet you'll find that your issue has gone away.
  9. Think of how much fun that challenge will be! It's a sandbox game; the challenge is its own reward. Planning the best satellite configuration for covering a celestial body, how to get the satellites there with minimal time effort and resources... that's the sort of thing that ought to be the most fun IMO.
  10. All the above things seem to be correct. The mass it is trying to slow down X the speed you're going at = the force of your momentum. That is countered by the drag value of the chute, the thickness of the atmosphere, and the shear strength of the parachute part. You can reduce the force of your momentum by aerobraking and retro-thrusting, and burning off fuel reduces your mass as well. On the other side of the equation you can reinforce your chutes with struts, or you can add additional chutes to distribute the force. When I'm developing vehicles, at some point I'll inevitably launch the re-entry portion up about 100K, let it fall back to Kerbin, and see what the chutes do. You get used to the needed values for the command pods pretty quickly, but if you're trying to chute-land a lander vehicle, testing is in order. As far as the atmospheres of other planets, napkin calculations based on their relative densities is probably your best bet.
  11. Posting on the off-chance that Kurt comes and reads this... I had never heard of KSP until I happened to stumble upon one of Kurt's videos. I was hooked on the game before I ever downloaded it. I think it was his enthusiasm for the game that comes through in his voice, regardless of whether he is a KSP "expert" (if there's even such a thing, in a sandbox-type game?) Kurt had a way of making this game seem ridiculously fun, and that's what got me interested in it. He's a great ambassador for KSP! Thanks Kurt!
  12. One thing that I've noticed, and your issue might be this simple, is when I have the ascent computer up, it grabs "focus" of the mouse when you enter values etc. You have to click back on the game screen for your keystrokes to be registered by the game again. If that doesn't do the trick, report back here.
  13. Hello! I love this telescope and I'm trying to use it but have encountered a problem. When I try to load the craft it tells me that I am missing mumech.telescopecam. I have the latest versions of all the files you said to download, so I'm not sure what could be wrong. If you could tell me what parts kit my missing part came from, I'll re-download it. Thanks, and cool model / ship!
×
×
  • Create New...