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zhollett

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    Rocketry Enthusiast
  1. I guess its "tech support". I have been involved with KSP since 0.18 and the 3d mouse has been an "on-again/off-again" feature. I was hoping this would be enabled again if someone brought it up. I have noticed this each time there has been a release and hope its something that could be included in core but .. Anyway, please enable 3dmouse support again Tks!
  2. Some releases the 3d mouse will be working, other releases it won't work. v1.7.3 the 3dconnexion spacemouse does not appear to work. Is it possible to get 3d mouse support back in again? Thanks!
  3. Thank YOU! I just tried this mod for the first time today, and I felt compelled to thank the author.
  4. I have been playing since 2012 and each release plays out like this: Download Start new career file Advance career to where landing on the Mun begins Install KER/KAC Play until the next release/update I understand how some people are able to guess about how well a particular rocket will perform just by looking at it. (I have been playing for so long, I have memorized the m/s requirements for the kerbin/mun/minmus transfers) For the early stages of the game KER/KAC are not required at all for me. Once I begin exploring further, they are required not because I can't do it, but because it just makes it so much more convenient to do the larger missions. Accepting 4 "Place a satellite in orbit of X" missions and building a ship to get them all to orbit in 1 shot... its just so much more fun not to have to laboriously calculate each stage. I have the excel spreadsheets to prove it. If I had to, I would create my own mod but since KER/KAC exist, I don't have to. I would absolutely love to be able to have access to those numbers once they become important enough for me to get the mods.
  5. On-Topic: Every release, I begin a new career. Which means I (mostly) tidy up lose sends in old saves. Bring the guys'n'gals home if possible, waste a bunch of money shooting a giant ball of garbage into the Sun, that sort of thing. Because I begin anew, I get to practice the beginning stages again. Really the beginning of the game is the most intense as I try to pack as much science and money into each launch. I try to get to the 90's science as quickly as possible, that's where it really opens up for me.
  6. My experience... Rarely have crashes, and I run mods. I have an old x4 955 black. (so you can infer my specs) I have had crashes with this game, but no more than mainstream games. My Minecraft game crashes, as does my Lego Starwars on Wii, as does my xbox occasionally... I don't know what you're expecting or experiencing. I do not experience the same thing as you.
  7. I think this is were the core of the discussion lies. One of the first things I do upon a new release is look for an updated version of KER. If there were no mod for that, I would make an excel spreadsheet which did that calculation for me, because I just simply want to know how many deltaVees I have left compared to where I want to go. FlowerChild, you are making those calculations in your head and you love doing that. I don't make those calculations in my head, because I don't love doing that. New players are not being deprived of an experience of guess work, explosions and fuel concerns because there will be and are still issues for new players, regardless of how much information you give them. Its another data-point useful to everyone. I can't honestly see why you would mod out a "DeltaV:# m/s". Why do you want the game to tell you how much your total rocket weighs? I mean, you know the weight of the individual parts, so you can just add those up in your head too... right? Then you can use the ISP, Max fuel drain, Thrust, Mass calculation all without computer aid. <-- that statement was purposefully ridiculous, merely used to show a more extreme example of the same thing.
  8. That's pretty much my exact same system, and my exact same results, but I was 2 seconds slower loading.
  9. How expensive? I have my rescue craft called "Cheap Rescue". Original... I know! 8,847 ship cost -2,400 recovered after rescue --------------------------------- ~ cost to rescue 6,600 The rescue contracts pay somewhere around 60,000 ish? Maybe that should be a challenge, cheapest rescue craft
  10. I gotta say I agree with Murph here. I actually use them quite a lot.
  11. Those are all great suggestions, thank you for your input. I guess what I wanted was something that was a little less "guess-y" Again, sincerest thanks. Btw, launched and had a 34km separation, best ive had yet. thanks
  12. Question from this excellent post from the When to Launch thread (so I don't renew a necro'd thread from 2013) I checked voneiden's profile and that person has not been active since december 2014, so I hope someone here will be able to answer my question. voneiden says this: "Measure the time (t) in seconds it takes to reach apoapsis from launch." "Also estimate the angle between apoapsis and KSC (α)." "For greater accuracy: mark down the elapsed time (tα) when measuring α." The (ta) is referenced as the time you looked at the angle between you and KSC. What I'm trying to figure out is in the examples, the "angle between apoapsis and KSC" the time it is measured seems to be some arbitrary time. In the first example the angle to apoapsis was measured at 7 mins even though reaching apoapsis was 10 mins (the made up example) In the second example, the angle to apoapsis was measured at ~3 mins but reaching apoapsis was ~8 mins (the real example) So, all that said, here is my question: When should you measure your angle to apoapsis? (or more importantly, is there another better way to know when to launch for rendezvous) Note: I want to be more efficient with my time and launch without having to do many orbits to rendezvous with orbiting crafts. I will also be sending this as a PM to voneiden
  13. I'm a career player mostly. I found something out with the update to 1.0. Be Aggressive with your contracts. Upgrade both the Mission Control and VAB as soon as you can, then stack missions. Recent FUN mission stack: 1. Take a tourist to the Mun (land) 2. Rescue Kerbal from Mun Orbit 3. Take/Transmit Science from Mun 4. Test LV-909 orbiting Kerbin Taking 3 capsules and 2 kerbals to the Mun and coming back with 3 kerbals, that's just great!
  14. Thanks Capt. Hunt I'm old hat at this game so that info isn't new to me, but I greatly appreciate having your answer and the level of detail you went into, that is surely a great service and deserves to be in this Q&A Section. My specific problem was there was some sort of bug with the "R" key not turning on RCS, and since I had not done a rescue mission in a while, I was flustered that something may had changed in 1.0 and I didnt know about it. I re-loaded the game and switched to Janlinne, pressed "R" and her RCS turned on, rescued moments later. Again, thanks for the information.
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