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Everything posted by NeoMorph
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Nope... the four axis are in the gyro... Basically when you have three gyro wheels and two align up it causes a problem that cannot be fixed without spending hours taking star sightings to work out the true alignment of the spacecraft. If you have four gyro wheels though you can have two gyro wheels accidentally align and you can use the fourth wheel to unstick the gimbal lock. Sounds complicated unless you played with gyros as a kid (made my own from a toy gyro spaceship and some bits and bobs that dad got from his works). I had a seat that was on castors that I used to control the direction by spinning up the gyro and then tried to turn it and intead the seat turned around. Regarding the Noun and Verb... there was Prog too. Program was the program loaded into the memory. Verb was the type of thing that the program will run and noun was the area of memory that will be worked on. It's mind blowing how the system worked but here is a simple example... if you hit Verb 16 noun 36 and then hit enter it will display the time. Bit long winded when you compare it to todays systems but remember that the tech was such that the programs were actually WOVEN into ropes in the main ROM. I kid you not. You can play with a virtuall Apollo Guidance Computer by downloading a program from http://www.ibiblio.org/apollo/ which has something called VirtualAGC. Playing with a real DSKY opens the mind to how amazing it was to get to the moon and back. Oh and if you ever see me put "P00 and Accept" it's a DSKY joke (DSKY stands for "Display and Keyboard"). P00 is program zero which means you have finished with the computer and have put it into idle mode (which isn't really idle because it is still running the spaceship). It's the equivelant to the End of Line joke. Here they are, weaving the Apollo computer memory lol.
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Ummm... I honestly have no clue what you are on about Amster. I wasn't trying to lead you on anything. I was just looking to find why there was a gimbal lock indicator on the DSKY and found out that it wasn't anything to do with the Gimballed Engines like in KSP. I always wondered what the red on the 8-Ball was for...
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Did you know the Gemini spaceship had a FOUR axis version that apparently didn't get into Gimbal Lock like the Apollo did? My guess is the extra gyro would have added too much weight as they were stripping things down in the CSM as it was...
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Yeah... I've been reading up on a lot of stuff for my hardware system research and OMG... at times it sounds like the astronuts (sp on purpose) didn't know what they were doing. How they got to the moon and back is mind boggling... And then the Apollo 11 lunar return almost never happened because during EVA someone busted one of the breaker switched that let them activate the engine.... and Buzz fixed ti by shoving a biro into the hole where the switch used to be and wiggled it and it activated the engine. Definitely a WTF moment.
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I'm wondering when (or if) Squad are going to integrate it into the pilot system. With the ability to recruit Kerbals in 0.21 will be able to use the Kerbalizer to make custom Kerbals for use within the game. Would be pretty cool if they did to be honest.
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Just a bit of space flight knowledge that I came across that is cool to know. If you mention "Gimbal Lock" to an Apollo astronaut did you know they would cringe? This is the Apollo Flight Director Attitude Indicator... or what we lovingly call the "Nav Ball". If the ship rotates so the indicator shows they are facing somewhere in the red section of the ball that means they are in "Gimbal Lock"... nothing to do with engines this time. It just means the spacecraft has gotten its gyros out of whack because it doesn't like being in that attitude. To fix it so that the FDAI points in the right direction again the astronauts had to make several star sightings with the space equivelant of a sextant. Talk about going old school. That's why there is a "Gimbal Lock" indicator on the Apollo dashboard (in the picture of the DSKY below you can see the Gimbal Lock indicator in the second row, second down)... I thought it was a bit weird on a single stack rocket which is why I went looking for this info in the first place.
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For those who are complaining I ask them to watch the credits of an average computer game... Watch ALL of them. Then compare that huge list of names to the members of SQUAD who are working on KSP. Most games credits run for ages... SQUAD it is like "Blinked... did I miss something?". So comparing KSP development to any big name game is going to be meaningless. SQUAD are doing wonders for such a small team. My advice... just ignore the gits who are moaning because they cannot see that the core updates have made the game so much more stable and kinder to mods. I hardly ever crash these days now.
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I sent my Duna Ground AND Orbit stations in one go... bit like the Apollo mission was ground and orbit but mine was a bit bigger. 5 Kerbals landed and 2 two were left in orbit to mind the space station. The ground component was also a mining module too with a converter strapped on. It meant that I had a system that could leapfrog from one point to another on the planet and not run out of fuel. The orbiting space station had a scanner to locate the Kethane supply locations. Each leapfrog allowed for a screwed up landing (either wrong location or no Kethane at that spot) and still gave it a chance to move to another mine or reach orbit to leave for home. One thing I did eventually do was send relief supplies with a mining tug to store fuel in orbit. Was only feasible due to the air that allowed parachutes. I was going to look into an Ike mining op which would reduce the fuel needed to get to orbit but then the fuel would need to be returned to Duna orbit so it would be wasted. I wonder how to work out which would be more efficient. I've also tried a three ship to Duna and got two there OK but number 3 missed.... Lucky it was a robotic ship that missed. The other robot ship and the manned one made it to Duna orbit fine... Different orbits but they did make it heh.
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Anything for Apollo 11 landing anniversary?
NeoMorph replied to Secret Squirrel's topic in KSP1 Discussion
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The easiest way to explain it is if you have a go cart and four people to push. If you have one person steering the cart goes in the right direction. If everyone has a steering wheel for their own wheel then it gets wobbly as heck as the cart can end up steering against itself. Basically limiting the steering to one person steering stops the shake, rattle and roll. I've got one rocket that works perfect with the outer engine gimbals turned off but if I leave them on the boosters fall off and everything goes KABOOOOOOM. Another rocket I have to turn the gimbals off until 20km and then turn them back on to help with the gravity turn. It would be nice to have a programmable flight path to enable/disable things like gimbals. There are too few action groups at the moment.
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If they want to do that, just use Sandbox. Career should be about a fixed difficulty... Easy, Medium, Hard, Jebediah... Adding mods would break the difficulty. Like I said, mods should be limited to Sandbox as that is supposed to be "Anything Goes". This is just my view and if I had the option of using mods or not in Career I would use stock... and I'm a VERY heavy mod user (as others will tell you).
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I'm a MechJeb fan for sure... but for Career mode I think it should be stock only too. That said, I think there should be something like Protractor and Engineer in the VAB to help build and time the launch. After that it's all up to your driving.
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You probably had a clipped part, lismuk, which caused it to generate a phantom force which spun your craft and ripped it apart. I've docked with craft that triggered the phantom force which ripped both ships to bits and flung the parts into interstellar space but I have NEVER seen any go this fast so congrats on a new Kuinness OuttaDisWorld Record.
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Subassembly loader is integral to KSP while Payloader is external. One thing about launching those sats... Just use the [ and ] keys to switch between the vehicles when close together. Makes life a lot easier but watch out if you have clipped any parts. It usually causes the sat to spin like a top when you switch to it. I've had sats spin so fast their solar panels flew off from centripetal force. Frustrating for sure.
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Actually it isn't patronizing at all... it's just his Scots accent that can sound patronizing. Actually it sounds more self critical if anything. He's also trying to put out information in a non-dry humorous way. I love his vids and have gotten a great deal out of them.
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The Rockateer want's his jetpack back. Comes from using a square parachutes... In real life square parachutes are rectangular (true dat!)
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Look at this Amazing Munar Eclipse . it caught my eye :o
NeoMorph replied to icemasterpt's topic in KSP1 Mission Reports
How about this for a silhouette semi-eclipse shot... It's the sun crushed between the Mun and Kerbin. -
New Mun in 0.21 , See pictures! [pic heavy]
NeoMorph replied to Luxmaster-CZ's topic in KSP1 Discussion
Just hit the ATT HOLD and then P66 them dude... (or the MechJeb equivelant of using the Translatron vertical hold and then find a safe landing spot) -
My first journey to Duna was with a huge habitat with 5 Kerbals on the ground and two further at the big station in orbit. So you CAN go big... but you need to practice the individual parts first. If you can't dock and will need to on your mission then you are going to kill Kerbals. Ground Habitat for 5 Kerbals. Orbiting station around Duna. These are also the main engines for the Duna mission. For the return, the lander has filled up with Kethane generated fuel and tops off the main drive section with fuel. The lander is then sent back down to the planet on parachutes while the main engine and station returns to Kerbol. Note: You can actually just see the lander at the bottom of the stack which shows the scale of the main drive.
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Check out my sig links for significant help for new players. The info was collected together by a couple of good Kerbonauts. If you want to pm, go ahed too. I'm on several time a day.
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Somehow I didn't realise how fast this year is going. That was originally posted in MAY... Wow... and now July (NO... I tell the truth, honest boss). Also I don't understand necro etiquette. If you use the search and find an old post that has information that you want to talk about and then you post in it and you are called a necro. If you start a new thread you are called out for not using the search engine. This thread really is a called out necro but other threads I've seen that really are apt after someone has researched the info and posted in the right thread shouldn't be called a necro imho. Also what about people who want info regarding SAS or LKO... Try searching for those two terms heh. The site will send you to Coventry. "I IGNORE YOU!"
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Haven't had much time to play the game let alone finish the comics off. Trying to clear out 20 years of stuff so that the plumbers have a clear run to install a new central heating system. It's surprising how much you collect over the years and it's even harder to get rid of. Once all this is done I will be back to doing the comics and the hardware interface for the Kerbal Simulator Pod.
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What is at 7000 m in Kerbin atmosphere ?
NeoMorph replied to ASnogarD's topic in KSP1 Gameplay Questions and Tutorials
This is essential for some of my rockets. Sometimes I leave them turned on and as they rip themselves to shreds I go "But that rocket is totally flyable... I've used it thousands of times... oh... gimbal lock. drat!"