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brusura

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Everything posted by brusura

  1. I like to use stock part, but I found those mods very helpfull to add functionality to the game SelectRoot - really a life saver! ProceduralFairings - too cool Engineer - for all in game flying data MechJeb2 - very needed for the aerobraking prediction and rover autopilot NavBallDockingAlignmentIndicator - for easy alignment
  2. Hi you know, when you use a scanning satellite, a kethane miner or if we want to go stock when I lower my periapsis to let my rover land on duna and after raise it again to just aerobrake with an orbital module... and so on ( in this case I take control of the rover to deploy the chute, while the orbital module missing completly the capture because its physics is not calculated ) I dont think my computer as many others could process a whole planet physic, but include some feature to some extend? Something like x3 , there are two main modes, in system and out of system What do you think? Are there any plan to bring something similar in ksp?
  3. Nope go ahead, anyway I prefer to make a new folder and put them in there
  4. Thanks a lot guys I am going to try it
  5. Hi guys I'm trying to figure out how to recursively follow the tree from one part ( ie a docking port placed radially ) to the root to make it the new root. I had some success with easy .craft I proced as follow, change or add the LINK = with the part in attN or surfN ( top or bottom towards wich direction climb the tree ), but when the tree split in two or more it's a pain because you might end in the wrong subtree not leading to the root part I know this might sound a bit crazy , but there are many cases in wich the ingame function to change the root part just does not work as needed Any hints? Or point me to some documentation/mod ? Thanks
  6. This was enough simple for me to understand and so made and excel sheet to calculate this thing , but while testing my result I found some problem with TWR calculated by me and the TWR displayed by kerbal engineering. This is my sheet ( https://www.dropbox.com/s/l1uyr4hjestggp5/suicide%20burns.xlsx ) and surface gravity is taken from the wiki, but for Moho and Minmus look like is wrong, is wiki or kerbal engineering wrong? PS: now if someone would be so kind to make a nice little mod that show just altitude and burn time without switching to my excel sheet my alt+tab would be very happy ( and me of course )
  7. I'm using this great mod from NavyFish now, very minimalist but do what I needed: http://forum.kerbalspaceprogram.com/showthread.php/43901-Plugin-0-21-Docking-Port-Alignment-Indicator-%28Release-1-0%29
  8. a bubble? do you mean the green bubble when attach?
  9. I like it because,it do one single thing in the most simple way, adding more thing will ruin it and make it redundant , IMHO just make the graphics more kerbish
  10. Hi when things get crowdy even with the fantastic filter you guys have added I have some problem find from the map mode the ship I am flying and the target, can you just add some form of highlighting to this two object?
  11. well that is one of the problem, but I prefer to place myself antiparallel at 50m or more when visual estimation is not possibile and then, if necessary, adjust when getting close, you do less manuevers and use less rcs fuel in my experience.
  12. It is what I am doing sometimes when I am lazy and do not want to switch over, but I always end up with a slighty non aligned solar panel for example, the docking camera mod was nice for that little triangle that tell you the angle. Well I guess I'll keep trying until I get perfect, or placing battery pack near docking port.
  13. Thanks but that is not speeding up things, I still have to switch to the other craft and manuevering, and there are situation where I need to dock at an arbitrary angle.
  14. Hi I have been playing without mechjeb for sometimes, it's harder but more fun. Have you guys found a fast way to put your docking port anti parallel to selected port? Right now I just switch to the other craft take control from the docking port there and read heading and elevation, then switch back to my ship and just place myself at opposite heading and elevation. I'd like to speed up this process, any idea on how to do this? No mod, just kerbal engineering
  15. I would do the math myself but I am not that good , it's very much easier, because using the protactor or the talon software is very difficult you can not be much accurate and this kind of landing is very sensitive to little drift, I found, empiric way, that periapsis at 43 km over target for a circular 100km orbit is the magic number to land ( kerbin ). You have some speed left after the areobraking to adjust the landing, so far I managed to get closer as 600m from my target, while with the angles I managed to get as close as 10km
  16. I was exicited when I read it in the notes....but right for me all scene transitions are much slower and sometimes end in a cpu stall , dunno if it's psystem or not, but It's ruining the purpose of psystem
  17. Hi, is there a way to see the orbit altitude in any point of the orbit? Like hovering the mouse on the orbit and instead of placing a node, just read data like, orbit speed, orbit altitude etc... Basically I need it to figure out where the areobrake effect will kill my speed and try to land at spot.
  18. It's just that there is less wobble now with the sas, less wobble less force on the structure
  19. Uhm, dopo la patch per il sas le cose vanno meglio, ma io sto notando che è più lento durante i cambi di scena, quando si clicca su new nel VAB ( ora esce prorpio loading a differenza di prima ), quando passo da in veicolo in orbita ad un altro...cioè tutto l'opposto di quel che hanno detto nelle note, capita solo a me?
  20. Actually I have removed the clustering and used 4 skipper and 1 mainsail and the rolling was gone, anyway I am going to try out the cluster with 4-way symmetry also I am going to do another test without the fins/winglets ( without touching the symmetry ) and see the outcome. Thanks all for the answers
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