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EasyAce

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Everything posted by EasyAce

  1. I guess this suggestion is almost what people has suggested before... but I would appriciate if the Devs could add Clouds pretty soon. Eventualy, weather and weather effects would be awesome, but as that may have serious consequences (I'm thinking about wind making rockets to wable, rain to destroy your FPS and so on) - I would be happy to just see clouds to begin with. To begin with, just add a layer of two with some shady, transparent cotton looking stuff that makes both Kerbin nicer to look at, but also a little extra touch to your landing when you can't see KSC before you break through the clouds on your way down. Also, It may be added to other planets to hide their surface until you actualy send a craft to it, making the landing more exciting when you suddenly realise that you are faaar to close to those cliffs that you didn't know about. This would also make more reasons to use surface scanners from space before landing probes'n'Kerbals. I would like this... and I think it isn't that hard to complete during the next updates... or maybe I'm wrong?
  2. are anyone experience problem/bug with the big shielded docking port? When it opens - it kind of "pops out" of the structure of my ship...
  3. Hi guys, I went through the "What not to suggest"-list and didn't find anything. What I will suggest, please do not misunderstand it like I want you to copy the game... I'd like you to take a look at it and maybe see something you like to implement yourself. The game "Take on Mars" is all about probes and rovers. I tried the game, and I loved the way they scan, dig and examine the ground and rocks. Even so, KSP is so much funnier as a game - I only look for a possibilty to improve one aspect of KSP What I miss in KSP is a deeper Science. My suggestion is that the devs hopefully limit the possibility to zoom close to planet until they have been visited. And all attributes and facts about the planet must be discovered. Ex: Zoom out your view until you can see the whole of the Kerbol System. THAT should be the only thing you see at the start of the career - and of course the possibility to a limited "zoom out" on Kerbin until you ex have visited the Mün. The ground on the Mün is not possible to zoom close until you have landed there... and you do not know the gravity or (on other bodies...) atmosphere until you have analyzed it. The effect is that you do not know how much delta V you need to get safely to the ground, or to get of it until a probe has been there. When you visit ex Duna, you may find evidence of it's history, where the anomalies are, and so on by probing, analyzing and examine the ground. (I'm thinking about the information screen in the solar system map - it can be bigger and more informative by science) Of course, if you manage to land Kerbals on the body before any probes - all secrets may be unlocked by them. In either case - instruments has to be unlocked by research in career mode. What do you think? If you haven't tried the game I refer to - try searching for "Let's play - gamename- " on youtube.
  4. My MK5 rocket cockpit seem to have an error. Right infront of the Kerbals, itnis only possible to see a gray wall. No windows, no instruments. Do anyone else have this?
  5. My Space Program is still about putting a Kerbal on the Mun. Every mission is done the safe way; first establishing communications (RemoteTech), then send probes to test systems, landing, ground etc. Status now is that I have a Relay network fully operational around Kerbin, Mun and Minmus. Time for building and testing Rockets with Kerbs. No Kerbs dead yet. This is the third time I am at this stage of my Space Program. Usualy a new update of KSP is launched and I have to start over. Again, I am making a digression. The question I'd like to ask is if whether or not you are using gravity assist when you send Kerbs to Minmus and Beyond? I've noted that when I use the gravity of the Mun, my orbit around Kerbin changes from eliptical to near circular without using any dV. I am also able to change the probe speed from just reaching the Mun to actualy gain enough speed to leave into Kerbol orbit, without using any fuel. Shouldn't it then be possible to save alot of dV by using the gravity og ex Duna when traveling to Jool or Eeloo? And if so, are you using it, or is it just to much waste of time?
  6. I'm in a process where I am experimenting with RemoteTech. Easy experimenting of course, but it is needed before I go beyond Minmus. What I've done so far is putting 4-5 ComSats in LKO. Then I've sent up 2 ComSats in GeoSync Orbit. One right above KSC. The Sats in LKO all have3-4 communitrons and one of the Stock dish. The ComSats in GeoSync Orbit has one Dish each with Range of 9MM I think. When I've sent probes to the Mun this worked fine as long as the GeoSats was pointing at the Probe. The signal went KSC - GeoSat - Probe, or KSC - LKO Sat - GeoSat - Probe. My next mission is to put up a relay Network around the Mun and Minmus... so the question is; What I need is one, two or three Sats with dishes pointet at Kerbin, and all other Sats just need small antennas... or should I put up all Sats around the Mun to be pointet at Kerbin?
  7. I didn't know about Reaction Wheels before now Looked it up on wikipedia and it seems pretty ordinary. Ok, so I guess my time attaching RCS and RCS Thrusters to small probes, that are not intended for docking, is over. RCS for docking is, as you say, very much needed. Weight saved is TWR and dV gained
  8. Hi guys, Probably this has been mentioned before, but couldn't find it. I've made some probes and ships but never got further than Minmus. Reason is that I like to "do it real" by establishing Communications and safe travels for my Kerbals before launching them on Hazardious missions. Thanks to RemoteTech, several other Mods and the update frequancy of the game, I never have found the time to travel further before I need to start over. (Patches) Anyway, that was a digression, what I've noticed is that I do not need RCS at all... my probes and ships is able to turn in space even without RCS thrusters. (Maybe I haven't built big enough...) Why??? Is it a glitch? Is it one of my Mods that makes is possibe? I whish it wasn't possible. I sort of makes the game somewhat unrealistic for me. I do understand it is possible in the atmosphere... and by using gimbal engines... but what annoys me is that I am able to turn outside the atmosphere and with no engine active. Do someone have any comments about this?
  9. The compatibility pack suddenly stoped working! Anyone knows how to fix it? I've downloaded and installed it two times more just to be sure. My GameData Folder has both "RemoteTech" and "RemoteTech_MM_ProbeCompatibility" just as instructed. Any clues guys?
  10. Ain't there, that's the problem. The parts are working. The dish is turning towards targets and anything, but as I don't have that button...
  11. Hmmm, I still can't "start MapSat" ingame. Shouldn't there be any GUI button og hotkey/shortkey?
  12. I can't find where to download this... on the frist page I find the 3.3.1 version. Where do I find the new one?
  13. Hi guys, short question, just to lower my curiosity. Do you think it is most common to don't care about the Kerbals and careless test designs with Kerbals inside, or to actualy use probes first to minimize causalties? I just wonder, as I tend you use probes way more than manned (kerbaled??) rockets. I hate to "loose" my kerbals on idiotic construction errors, so I only send Kerbals when I have a design that works. So far I haven't lost any Kerbals... but at the same time I haven't gone further than the Mun either.
  14. Hey, don't missunderstand me I never wrote that the gravity dissapeared. I responded to ComradeGoat who wrote that an astronaut had almost the same weight in space as he/she has on ground. Which is wrong. To have weight you need to have a force pulling you towards something that pushes in the opposite direction. An astronaut is in free fall and has no weight - only mass and speed. He is affected by gravity at any time. Any way, I agree that TWR lower than 1.8, with an avereage of 2.0 is better than starting of with 2.2++. Physics and KSP is fun!
  15. I learned this in physicsclass 10 years ago Weight = Mass x gravity. Since a person in orbit has a centripetal force that equals the earth gravity - it means he has no force that moves him towards the ground = no gravity. Weight = Mass x 0 = 0. A person in space with no force pulling on him has no weight. If he had no speed relatively to the ground, i.e. no centripetal force, and was standing on a fixed plateau - the earth gravity would pull him against it and he would have weight. What the gravity would be... - is math
  16. Ok, I guess my goal of having >2.0 TWR is a little steep, but I feel like getting of the ground and as fast as possible into low gravity is fuel efficient. 2.0 lookes great as your rocket immediatly propell from the ground.
  17. Uhm... and to answer your question. First of all make sure you have more than 2.0 TWR at liftoff. After that your TWR should stay at about 2.0 until you get to space (40km or higher). Then TWR isn't important until you once again need boosters and rockets to fight gravity. In space you should focus on ISP and ÃŽâ€v.
  18. I've been experimenting with the ascent stage - comparing TWR and ÃŽâ€v. Since there is less gravity the higher you get, TWR is less important the higher you get. I haven't played that much, but I usualy try to have TWR of 2.0 - 2.2 or higher at liftoff. To get to orbit you need a total of about 4500ÃŽâ€v. To reach 13 km, where the atmosphere/drag and gravity realy looses its grip and the turning phase often starts, you usualy burn about 2000ÃŽâ€v. My plan, since I want to save the Kerbals on ground ... is to not have the first stage to decouple before 2000ÃŽâ€v has been burned. This way I am sure that the first stage will land away from the Space Center
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