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Everything posted by DChurchill
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
DChurchill replied to cybutek's topic in KSP1 Mod Releases
It might have been something in the game itself, cause MJ is calculating SRBs now. -
I like this one. I've always played by this rule. I have Ion probes with Lazor cams and ISA Mapsat on them for just this purpose, a la Mars Reconnaissance Orbiter.
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Map every mappable body with ISA MapSat.
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Switch to docking mode, too.
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They really need a handful of Easter eggs on Eve. I really hate doing things "just because."
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Heh. WHAP!!!!!!
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And no one is getting paid for their mods, either. Your point #3 is the biggest reason I can see for a game as open to mods as KSP. Especially mods that are specifically designed to work with mods like FAR.
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What's the consensus for the most efficient orbit altitude for a Mun landing, generally speaking? Lower means faster so more dV to come to a stop, plus more dV expended to insert into Munar orbit, right? Or am I going to pick up that velocity on descent anyway, so the only consideration is dV expended on orbital insertion? Or is there a sweet spot?
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Doodgee Kerman. Just sayin'.
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Which shrouds and protective covers do you use?
DChurchill replied to togfox's topic in KSP1 Discussion
Used it today. A really silly procedural fairings pic: Launching a Kraken egg. -
Mine is identical except for that fact I have 12Mb of RAM. I tried it with more and less reaction wheels. I can't get it to lock on a specific heading without fiddling with control input. This is the ship I was testing with. It should have a ton of directional stability. Even then I can see the RCS fighting to keep it from moving toward the velocity vector. An absolutely fresh Steam install.
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The new (and improved??????) SAS system.
DChurchill replied to Kerbol Prime's topic in KSP1 Discussion
Glad I'm not alone. Spongy is a great word. I just don't want to have to fiddle with it. I'm fine with it if that's how it ends up, because I can use MJ, but for me, it's less than ideal. Now I really need to go to bed. -
I did an absolutely fresh install with no mods and this was my experience. I can see RCS trying to stop the creep, but isn't successful. It also seemed to bounce back and forth in both pitch and yaw for me. It would settle, but back to where I started before trying to correct it. You can't make small little taps to correct it and have it stick.
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The new (and improved??????) SAS system.
DChurchill replied to Kerbol Prime's topic in KSP1 Discussion
After all my sturm-und-drang, I'm come to the conclusion of: meh. I like the fact that it doesn't eat RCS like it's candy, but I hate the fact that it wanders, or at least seems to be hard to fine tune without a ton of fiddling. (On the smaller diameter. I didn't seem to have nearly the problem with the large diameter stuff.) Honestly, I think hand controlling a rocket at launch and for sustained burns is unrealistic and NOT fun but tedious, and that's what the new SAS is going to require. Pass. I'm gonna wait until MechJeb is fixed for .21. It's a godsend for large stations, though. I've stayed up far too long as it is. Night, all. -
The new (and improved??????) SAS system.
DChurchill replied to Kerbol Prime's topic in KSP1 Discussion
Redacted. -
The new (and improved??????) SAS system.
DChurchill replied to Kerbol Prime's topic in KSP1 Discussion
After playing around with this for a couple hours, I think design is certainly a large role. But I'm not sure there's not a bug in here somewhere. At one point this rocket would not leave the pad. I thought it was maybe something I was doing, so I went to .20.2 And tried it. 1.71 TWR. Lifted off no problem. I went back into .21 and it was OK then, too. And this is basically the same rocket that I was trying to control before with no luck at all. Now it is controllable, but the nose slowly wanders in the direction of down (after I start the gravity turn) and I can see RCS trying to push the nose back up. And then it sometimes wanders in the up direction. I dunno what to think now. -
The new (and improved??????) SAS system.
DChurchill replied to Kerbol Prime's topic in KSP1 Discussion
Yes. Try it with a probe and reaction wheel instead of a capsule and large ASAS. I just docked 2 mk1-2 capsules with large ASAS with no problem. -
The new (and improved??????) SAS system.
DChurchill replied to Kerbol Prime's topic in KSP1 Discussion
You're talking about the small sized ones, right? The big one I can make hold a course. The small ones not even close. I have to constantly mash (not tap, MASH) buttons and even then it isn't what I'd call a stable launch. The nose is all over the place. I can see my RCS TRYING to bring the nose up even by itself when SAS is turned on. Nope. Not happening. If this is really the way it's supposed to work, MechJeb can't get fixed for .21 fast enough. I can't believe that this is what was intended. -
The new (and improved??????) SAS system.
DChurchill replied to Kerbol Prime's topic in KSP1 Discussion
Ok I've changed my mind. The large ASAS module works great. Love it. My vote was based on that alone and I didn't even look at the The reaction wheels are total crap not what I was expecting. The inline advanced stabilizer almost ignores my input. With advanced inline stabilizer, wings and RCS installed, I could NOT keep it from following it's own course. Mashing 'S' to try to bring the nose up did next to nothing. To everyone saying the new SAS is great, have you tried the smaller reaction wheels or just the large ASAS? -
The new (and improved??????) SAS system.
DChurchill replied to Kerbol Prime's topic in KSP1 Discussion
I'm going to vote yes, but I'm only about a B+ on it. I like much it better than the old ASAS. I actually thought my RCS wasn't working on my first test launch, but it's just that easy on the hydrogen peroxide. That being said, it has a tendency to wander slightly when you change orientation and then settles down. I guess it's just an "I'm going to have to get used to it" thing. It's certainly an improvement over the RCS going haywire and the gimbals flopping all over the place. To me, flying a rocket by hand is silly and unrealistic, most especially on launch, so I'm going back to MJ when it's updated, but I like it. I'm not experiencing what everyone else says about constantly fiddling with WASD. Granted my test ship is pretty simple, only 71 parts. Launched fine with very little fiddling. It did start to roll like crazy right before the SRBs burned out, but settled down once they were gone. Seemed odd to me. Ended up in a 0 inclination 100K circular orbit with only minor corrections at apoapsis and periapsis. Here's my test ship: -
I'd be fine with "near" if they give us recovery assets. Honestly, I really don't want to have to go fetch Kerbals from wherever with some plane that I had to build for the purpose. And what do you do about water landings? Give us assets that we can place around the globe with radii of guaranteed safe recovery and with a diminishing chance the farther away the Kerbals land. Also, I agree with King Arthur. We don't need a simulation of Cold War diplomacy. That's what mods are for.
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Dear Developers.... (Feedback | Please Read)
DChurchill replied to alaskafish's topic in KSP1 Discussion
And it's not that I want it Now! I'm not a four year-old. It's that I have no expectations of what gets released and what breaks. -
Dear Developers.... (Feedback | Please Read)
DChurchill replied to alaskafish's topic in KSP1 Discussion
No. It's an alpha. Saves are going to break. I'm not comfortable telling Squad when to release the work they've done. -
What do you guys think of the Mun's new surface?
DChurchill replied to bigdad84's topic in KSP1 Discussion
Is the VAB taller?