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Everything posted by Kerolyov
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I believe they were all remote workers, yes. As soon as I heard this and saw the names (who are all remote workers as far as I'm aware) combined with the requirements on being fluent in spanish to apply for the currently advertised jobs at the top of the forum makes me thing Squad are trying to centralise development of the new games/DLC going forward in Mexico.. I don't have any inside info but seems a reasonable conclusion. Whatever the reason it's really sad to see those really talented guys going but with 1.2 they have left KSP as a great and stable game. Thanks for the hard work guys.
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Kerolyov replied to AndyMt's topic in KSP1 Mod Releases
Great work. I really like this mod. Had been intending to have a go at updating this myself but been so short of time to get to grips with unity etc I'm glad someone has stepped up. If you are open to collaboration I'd be happy to help in a few weeks when things get less busy. -
Really sad to hear you ae going Ted. You have been a fantastic servant to KSP and you will be missed. Good luck with your future career whereever that may be.
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[WEB] [1.0.5] KSP Optimal Rocket Calculator v1.20
Kerolyov replied to GaryCourt's topic in KSP1 Tools and Applications
Noticed this tool seems to be missing the Nerva nuclear engine? -
The Ultimate Jool 5 Challenge - 1.0 to 1.3
Kerolyov replied to sdj64's topic in KSP1 Challenges & Mission ideas
@Nefrums can I ask how you plan the many gravity assists (both interplanetary and within Jool system) you did in your amzing 8.6 ton SSTO Jool 5 flight? Did you plan them ahead of time with a tool like KSP TOT and Transfer Window Planner etc etc? For the interplanetary burns how did you find a windows to do the Kerbin-Eve-Jool chain so planets would be in reasonable locations? Trial and error or some tool? Did you have to time warp much waiting for the moons to be in right postion for your efficient gravity assisted moon to moon transfers? -
Thanks for this @GoSlash27 Really useful thread and couldn't find anything similar for 1.1, do these rules of thumb still apply in 1.1?
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Duna was my first manned landing back in 0.19 and it was a disaster! After realising I needed drogue chutes I then repeated the mission with drogue chutes and finally slowed myself down enough to land safely
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Great mod, really helps to improve your launch and design skills. I've been playing this game for 3 years but still learned a lot from this mod. Few suggestions/thoughts 1) Can you write a bit more in the OP about how the best guess system works? Be handy to have it there rather than having to dig through a 14 page thread. In particular can you point out where the mod stores best guesses based on ship name? (EDIT GameData\GravityTurn\Plugins\PluginData\GravityTurn\ thanks to JAFO!) I don't understand how the guess system rates a launch and how it realises if its guess won't get to space or will burn up, ie at what point does it declare a lunch failed? What about if I realise its not getting to orbit and abort will it register not to use those settings? Sometimes it has got stuck on settings that crash into the sea and I can manually try a steeper launch which succeeds but it insists on giving me the same guess that is only destined for a watery grave and it takes some convincing to get it to make a better guess. More info in the OP about the guess system and how to help it to make better guesses would be really handy. Summary of info I'd love to know:- a) At what point does the mod recognise a successful or failed launch? Ie Do I have to let it crash for it to realise it should change the guess? b) Does pressing abort button mean the mod will not make any decisions about how good the aborted guess was? Or will the abort suggest to the mod that it should change the guess? c) Will it learn from my manual settings? ie If I set turn angle etc manually will it record the efficiency of that launch and use that to improve its own guess? d) Which settings does the mod optimise via its guesses and which does it ignore? I've never yet seen it change anything other than "start m/s" and turn angle 2) Can we have a way to wipe the database entry of guesses for a particular ship name, so it resets to the default starting guess? 3) Can we see a history of all the launch settings the mod is storing for a ship name, ie the ones that it is using to inform its guesses?
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Love this tool thank you Arrowstar. I have one question though, on the mission architect in the "select event to insert" and DV Maneuver there is a Circularize option, but it doesn't seem to have an optimize-able varaiables so how do you use this option? In future would it be possible to set up some way of setting the initial state and first burn in mission architect from the selected burn in the porkchop plot? Would also be great to have more options in the porkchop plot, similar those that Alexmun's porkchop plotter has like ability to specify starting orbital altitude and specify larger or smaller departure and arrival windows. ie It is handy to investigate a wider initial search and then focus more closely on individual minima
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- ksptot
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Modding the tech tree is now all in cfg files, before it was just parts that could be modded by modifying the node they were in now we can mod the nodes too in cfg files. I did have a quick play but have no idea on the mods issue, only thing I can think is that if you change the node names and a mod adds a part to a node that no longer exists it could be a problem so that needs testing. TechManger is no longer needed just Module Manager. Only just come across this thread and would love to see an alternative tree for 1.0 and would be happy to help
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Career Mode Progression and Game Design Analysis
Kerolyov replied to Xavven's topic in KSP1 Discussion
Yes delta-V needed for orbit is much less with new aerodynamics. Very good post on tech tree + contract issues. A few that I noticed:- * Survey contracts are quite grindy, particularly on other worlds such as Mun requiring quite a bit of delta-V to perform all the landings, fly at altitude and plane changes. * Be nice to get the 1.25m tanks in order of FLT400, FLT200, FLT100, FLT800 ie swapping the tiny tank FLT100 with the medium FLT400 one. The tiny one really limits early rocket designs with the part limit and doesn't really fit with the early T30 and T45 engines. The philosophy with engines has been start medium and then the small and large are engines are higher tech that unlock later, so not sure why same idea is no longer happening with 1.25 m tanks * I agree on the LV909, needs to be a tier or two earlier, could possibly move it back to suvivability or swap it with the BACC booster in General Rocketry * Could do with the stabilising AVT1 fin a tier earlier to help with stability. * Tricoupler and Rockomax Decoupler + adapter have swapped nodes compared to 0.9 and I can't understand why. The tricoupler is useful for building bigger 1.25m boosters but now unlocks when you already have 2.5m tanks so it is not likely to get used in career, quadcoupler is even worse * Fairings are quite late in the tree and in tech tree nodes otherwise containing only plane parts. They are more useful for a rocket player. I guess there could be arguments to force a rocket player to not just unlock rocket parts only nodes, but I personally prefer to choose my play style by what I unlock. * The current tree and career doesn't seem to reward the plane player as survey contracts often have targets at too high an altitude and the plane parts don't really unlock before you are ready to go to the Mun. -
I often hear of famous people passing away but this loss I felt the most as his writing has been such a big part of my life. So thanks Sir Terry and RIP Some of his best quotes:- http://www.theguardian.com/books/booksblog/2015/mar/12/terry-pratchett-in-quotes-15-of-the-best Particularly appropriate is the last one:- "So much universe, and so little time."
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Hi I've just started using KSP TOT and tried to find a multi-flyby sequence for Kerbin-Eve-Jool but the solution generated I'm warned by a message below the solution that it "may not be feasible - try again" How do I find a feasible solution? Settings I used:- Central Body: Sun Launch Window Open: 0 (Yr 1 Day 1) Launch Window Close: 157680000 (Yr 6 Day1) Initial SMA 800km and I kept the default flight time bounds
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- ksptot
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Hey yep would be a BIG project, was thinking this mod could be the starting point for a bigger collaborative project in the future, maybe I'm just getting carried away here and that wouldn't be the first time..... ahem Whatever be absolutely fantastic to be able to plan transfer windows properly in game, online tools are great but in game tools are in even better. Actually I keep meaning to learn Unity & C# and have a bash at modding myself just been kept so busy with other programming stuff I never managed to get round to it......
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Hey Trigger I love this idea and look forward to this mod being released! Like others have said best to build it in increments. Another thought for waaay in the future is a mod that allows full mission planning so could maybe build something like Ascent Komputron into this mod
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Just noticed Kerbals have one eye smaller than the other!
Kerolyov replied to Kerolyov's topic in KSP1 Discussion
Maybe its odd effect of g-forces on Kerbal heads -
Just noticed Kerbals have one eye smaller than the other!
Kerolyov replied to Kerolyov's topic in KSP1 Discussion
Funny you should say that as I used to be indecisive but now I'm not so sure.... -
So we get an admin building if this was earth this would involve bureaucracy, accountancy, grant proposals, health and safety assessments, committee meetings, lots of paperclips, feasibility studies. From 0.25 no rocket would be allowed to take off until the admin building has generated ten times the rockets weight in paperwork...... Oh wait this is Kerbin so I guess it will just be the place for ordering moar and moar boosters
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Just noticed Kerbals have one eye smaller than the other!
Kerolyov replied to Kerolyov's topic in KSP1 Discussion
Oh yes definitely impossible to unsee it, what staggers me is I played this game 18 months without seeing it and 8 months I've had the Shapeways model and didn't see it there either until now. -
Just noticed Kerbals have one eye smaller than the other!
Kerolyov posted a topic in KSP1 Discussion
Was looking at my Jeb model from Shapeways and then noticed his left eye is bit smaller then the right. So I thought hmmmm maybe its an error in the 3D printing but I'd heard that the Shapeways model is made directly from the game 3d model. So had a look at the Kerbals in game and realised it is true! So what ideas you you guys have as to why Kerbals evolved one eye bigger than the other? -
In need of a rescue mission on the Mun, how to?
Kerolyov replied to bigred's topic in KSP1 Gameplay Questions and Tutorials
The difficulty with rescue missions is that you have to make sure you have plenty of fuel and know how to land close to first ship or if its in orbit to rendevous and dock. You also need an extra lander can or cockpit that is unmanned for your rescued Kerbal to get into. To make the moon rescue easier you want plenty of delta-V (if you haven't learned this concept then its worth doing as you'll get so much more from our designs), you can get advice here:- http://en.wikipedia.org/wiki/Delta-v forum.kerbalspaceprogram.com/threads/47929-How-to-use-Tsiolkovsky-s-rocket-equation-to-find-out-my-total-delta-v In a nutshell delta-V is how much your rockets speed is changed by burning the rocket fuel. The more delta-V you have the more you can do. More delta-V either needs more fuel or more efficient engine. From this delta-V map you can see get to the moon you'll need:- ~4500 delta-V to get into Kerbin orbit ~900 delta-V to get to the Mun ~300 delta-V to get into orbit around Mun ~600 delta-V to land another ~600 to take off ~300 to get get orbit to intercept with Kerbin You don't need to go into orbit at Kerbin so you can save the ~900 delta_v and just re-enter and land by parachute The maps show ideal "perfect pilot" values and particularly for landing you'll need 10-50% more than the chart says. So you might need nearly 1000 dV to land on Mun and 700 to takeoff, unless you really know how to land efficiently. I'd take plenty extra for a rescue mission too. ~4500 Kerbin Orbit ~900 to Mun ~3000 to Orbit Mun, land, rescue and takeoff As you get more experienced at design and piloting then you'll be able to save more fuel/delta-V I'd also recommend taking a look at this guide http://flyonbudget.onegiantleap.info/chapter1.html Hope that helps you. My intention is to get you thinking about how to design a mission yourself, you'll get a lot more from the game that way! Happy flighting PS If you do use mods in future, take a look at Kerbal Engineer it calculates delta-V for you as you build the ship -
Best recommended Orbital Rendezvous tutorial?
Kerolyov replied to illuscion's topic in KSP1 Gameplay Questions and Tutorials
PebbleGarden's tutorials are some of the best out there for me, if you're after rendevous/docking then try his Phoenix series. http://forum.kerbalspaceprogram.com/threads/15652-Orbital-Mechanics-101-A-Kerbal-Space-Program-Tutorial