-
Posts
508 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by rryy
-
What I mean is, do you ever work on some goal or design some craft and then "cancel" all work on it and move on to something else? Or, do you design and test craft but the launch gets postponed indefinitely? Some real world examples are NASA's Constellation program and the Soviet Buran. I have several cancelled long-term projects, such as a Mun base when it was about half-way complete, a Minmus station, and maybe soon a Duna base. I feel I should make more realistic goals, but I always go overboard and make some goal that cannot be reached before I get bored of it.
-
The video won't play because it's private.
-
Yes, but not in spaceplane form. I tried to make it look aerodynamic, too, but without all that dead weight, it would probably have much more delta-v. I once tried to build a spaceplane SSTO, and it actually got into orbit once, but because of its nose-heaviness, I couldn't take it into orbit again.
-
In real life, this would be true, but in KSP this isn't simulated. You can place an SAS anywhere on the craft and the effect will remain the same.
-
No, I don't think SAS cares about its position on the craft. This could change with the change to SAS in 0.21, but right now, it should work the same anywhere on the craft.
-
Snap-to .. aligning parts
rryy replied to Spock_Kerbin's topic in KSP1 Gameplay Questions and Tutorials
Yes, docking ports can allow you to have multiple connections for each part. In the VAB, it will still only have the one attachment point, but once you launch, the magnetism should engage and hold the parts together. -
Snap-to .. aligning parts
rryy replied to Spock_Kerbin's topic in KSP1 Gameplay Questions and Tutorials
Girder segments will snap to alignment if you get the camera angle correct. Because of how building in the VAB works, parts cannot connect to multiple parts at once (unless you use docking ports), so the "tiled floor" will not stay together well without adding struts. -
How to make bases that don't lag.
rryy replied to ronny's topic in KSP1 Gameplay Questions and Tutorials
I came up with a similar idea where you can have one base section built. Once that gets filled up, you can move 2.3 km away outside of the physics range of that craft and build another section. Then, you can put some small "pylons" connecting the two base sections using KAS, using a rover or something to move them into place. -
Pressing Alt+F12 and clicking "Show Flight Debug Stats" will show the latitude and longitude in the top right. However, it seems the longitude it gives is different than the one you see in map view when landed.
-
In your orbit, place a maneuver node right behind you. Then, place another maneuver node behind that, and another behind that one, and so on. Each time you do this, you "see" the next closest encounter in the next orbit. If you see it get very close, but not quite an encounter, you can try to use a little RCS to adjust the orbit slightly so you get the eventual encounter.
-
Three questions for you!
rryy replied to thescientist's topic in KSP1 Gameplay Questions and Tutorials
Make sure your RCS thrusters are balanced with the center of mass. You (or ASAS) can burn a lot of RCS by constantly correcting for the torque caused by imbalanced thrusters. Reentry heating has not been implemented yet, so yes, it is able to survive that reentry. -
Smelters are fun. 4 km underwater! Also, passing through the ocean floor: Reaching the surface:
-
I mostly use it for testing things. The infinite fuel is useful for testing large landers on Kerbin without having to build a large rocket. Hack gravity is good for testing spacecraft on the launchpad, and the No Part Clipping is good for making something look good.
-
What happened to Subassembly loader and it's patch?
rryy replied to Whirligig Girl's topic in KSP1 Mods Discussions
I just looked, and I also cannot find, either, because apparently, it was taken down due to copyright issues. At least I got it before it was taken down. Edit: Found the mod and the patch using the power of Google. However, I am afraid if I give the links for them, they will be removed by the mods, so if you really want it, you have to find it yourself. -
Polaris Sirius Alpha/Beta/Proxima Centauri Betelgeuse Barnard's Star Our Sun
-
Try building the rover in the SPH and then build a rocket for it in the VAB. Then, use Subassembly loader to put the rocket on the rover and launch it from the runway. If the rover has an odd shape and a rocket cannot be attached to the bottom directly, place a radial decoupler below the rover's CoM and then place a radial attachment node on that.
-
Quite the necro, but it doesn't mater as much in this section, so, 2/10 because I'm not sure what it is/
-
6/10 I see you around.
-
Help with travel to Duna
rryy replied to thorodin84's topic in KSP1 Gameplay Questions and Tutorials
Don't burn retrograde to lower your periapsis. Burn RAD- (or south in this case) to lower it and it should take much less delta-v than burning retrograde. Of course, it is best to do the correction burns while still in solar orbit as Awaras said. -
Losing controll in a well balanced plane.
rryy replied to Turbojohn's topic in KSP1 Gameplay Questions and Tutorials
Is there any loops in the fuel flow? Looping fuel flow can cause the fuel to be drained asymmetrically. In flight, alt+right click on the four radial tanks to check if they drain at the same rate. -
I bet KSP would still run just as poorly on that supercomputer.
-
I got the demo in May last year and bought the game last June when 0.15 came out. I joined the forums in November, but my account got wiped in the Great Forum Purge.
-
If you want the engine to fire before you decouple it, you can set it to two action groups and set them off in quick succession.