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KSP2 Release Notes
Everything posted by rryy
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How do you flatten the orbit?
rryy replied to CSI_d00d's topic in KSP1 Gameplay Questions and Tutorials
You should burn south at your ascending node and north at your descending node to change inclination, but not necessarily at apoapsis or periapsis. To show those nodes relative to the equator, you can set the Mun as target because it is also in an equatorial orbit. -
Maybe there is a language for the "common folk" of Kerbin and the backwards Spanish for the scientists, engineers, and pilots. For the name of the "common" language, I think "Kerb" is a good name, even though it isn't on the list, altough you may have to rename "I".
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Normally when you encounter a planet, you are traveling much faster, so it will take quite a lot of delta-v, but with aerobraking, you can save a lot of delta-v by using the atmosphere to slow you down. It involves having your periapsis low enough so that it enters the atmosphere and slowing down during recently to lower your apoapsis. However, having your periapsis too high, you will still be on a hyperbolic trajectory after aerobraking, but too low, you will soon be lithobraking.
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The KCST approves of this prototype. Our engineers will promptly steal borrow this design and turn it into a nuclear weapon peaceful and totally safe carnival game, once they get back from vacation, of course.
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You can use different units as long as you change the other units to have the equation balanced. In F=ma, normally, F is in Newtons (N), m in kg, and a in m/s/s. If you want F to be in kN (1000*N), you would have to either make m in tonnes (1000*kg) or a km/s/s (1000*m/s/s), but not both. Either way, you are multiplying both parts of the equation by 1000.
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For a few months. I got the full version in May and the demo sometime in March or February. I may have gotten it sooner if I wasn't as nervous to ask my parents to buy it and knew that the game wouldn't be completely unplayable due to lag in the full version.
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I do use the numbers and information provided to me by the Kerbal Engineer, but I don't actually calculate them myself, especially because I seem to always get it wrong when I try to actually calculate something by hand.
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I like to deorbit the orbital stages to reduce debris, but I don't mind some debris in orbit. I would only delete debris if it gets too laggy.
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Most efficient inclination changes
rryy replied to dave4002000's topic in KSP1 Gameplay Questions and Tutorials
You can try to adjust your inclination in solar orbit long before your encounter, but if you mess up the inclination, you will need to waste a lot of delta-v to correct. -
I'm hoping that 0.21 comes out before I come home from vacation, although I doubt it. If not, I may try building an SSTO or thinking of something to do when 0.21 comes.
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One day in late winter last year, I was bored and, being a fan of kurtjmac and have a slight interest in space, decided to watch some of his space videos. I then began watching his Kerbal Space Program videos and I loved the game, so sometime later, I downloaded the demo on my laptop. I could barely play it, but it was an amazing game. Eventually, I mustered up the courage to ask my parents to buy this game and I got it sometime in June 2012. I began watching TheWinterOwl, Scott Manley, and trydyingtolive on YouTube later. I somewhat lost interest in the game after 0.16 came out, but once 0.17 came, I began playing the game again, got a forum account in November, and here I am now.
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How Did You Name Your Space Company/Corporation/Industry?
rryy replied to orangexception's topic in KSP1 Discussion
I came up with the Kerean Committee of Space Technology because I chose my flag to be an edited NK flag, and later I decided to name my space program after theirs, the Korean Committee of Space Technology. I probably even do the same thing as theirs. Based on what we know about the real KCST, I can guess that they either have barely done anything to explore space; or they have done extensive testing and planned several missions, only to have them cancelled because of lack of interest and desire for explosions, just like my KCST. -
1 was the default before 0.18. It shows the planned trajectrory relative to its SOI, and shows it where the planet will be on the encounter. 2 is similar to 1, except that it shows the trajectory where the planet will be on escape instead of encounter. 3 is the default one, which is the worst for telling what your orbit will be.
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Of course this comes when I am stuck on "vacation".
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I used MS Paint.
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If there is, it would be balanced by the overload on the KSP site when everyone floods the site to get the update.
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Try putting a decoupler above the rover, a few cubic struts, a probe core, a fuel tank, and the orange radial engines on the side. Just hover a meter or two above the ground and drop the rover and crash the skycrane into the ground.
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This occurs in stock KSP and it is a bug with control surfaces, known as the infiniglide bug. I would have thought FAR would fix this, but I guess not. Maybe you didn't install it correctly.
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Choose a random celestial body and build a space station or base there.
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What you do is you go in the settings.cfg and look for "KerbinOcean", "LaytheOcean", and "EveOcean." There are three of each for each terrain setting, so look for the ones under your terrain setting (low, medium, or high). Under these, there is something called "maxSubdivision." Change that to 2 or 1 and that should greatly reduce lag on Kerbin.
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Durrrr. I didn't fully read the OP and this post is completely irrelevant.
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I suggest Terraria, especially because it is getting a new, big update Soonâ„¢.
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How to land where you want in Kerbin?
rryy replied to InF3RNo's topic in KSP1 Gameplay Questions and Tutorials
When you are passing over the site, burn retrograde to kill all surface velocity and land.