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Everything posted by Gargamel
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[1.12.x] State Funding Continued - MM added as dependency
Gargamel replied to linuxgurugamer's topic in KSP1 Mod Releases
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Spaceplane won't lift off the ground
Gargamel replied to Pie Guy's topic in KSP1 Gameplay Questions and Tutorials
Move your real wheels to just barely behind the COM. The wheels are supposed to work like a fulcrum when you pull back on the stick, and if they are too far back, the downward force of the control surfaces can't create enough force to lift the nose. If they could, your plane would probably do back flips in flight. -
It's actually something I can't pronounce. But it's sausages and onions in a Pita like shell. You rip off some of the bread, grab some sausage and onions, dip it in sour cream and some spicy sauce, and yum. I got yelled at when I tried to eat it like a sandwich.
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Hey... I had that Tuesday for lunch! It's reaaaaally good.
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Yup... so am I... think I want a grilled cheese.... eh @Superfluous J?
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IIRC from reading back when this first popped up, The transition between fuels is rather quick, with a couple of them burning for a couple weeks, and the last one only lasting a few hours before boom! Not enough time really for observations to be made, papers to be written and peer reviewed. The thing will blow up before we can confirm it's about to blow up.
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mechjeb mun transfer incorrect periapsis
Gargamel replied to antipro's topic in KSP1 Mods Discussions
Moved to Add-on discussion. Even with MJ, when you are executing burns from a long way away, the slightest difference in dV expended can make huge changes in your target orbit. So when you do your burns, expect to make a tiny correction burn later on. It will take a few more dV, but you can get much greater accuracy. But basically, the way I look at it, and it might not be accurate, but it works for me, MJ is subject to rounding errors in the game, so even the most precise burn won't always be perfect. If you needed a 100.25 m/s burn, and you could only do a 100.2 or 100.3, then the burn will be slightly off. Just get closer (I usually wait till SOI change, makes warping easier) and then make a correction burn then for a few m/s of dV. -
I think that's the rub here. Since we're not, assumedly, dealing with some need for a wonky Polynya style orbit, where exact position and timing is required, I don't see why just going slightly above and below our mean altitude wouldn't work here. Yes, the times aren't even, but I don't think it matters. If you just want to get science (which I believe is the OP's intent), then just having some significant portion above and below should suffice. It shouldn't matter that it's 54%/46% or whatever, as long as you have enough time to do all the science you want, and the orbit precesses over the surface. But while this might be the most fuel efficient method, having one orbit that covers all situations and biomes, the amount of Dv required to make a sub 60km circular orbit and then bump it to an over 60km circular orbit should be minuscule. That way you can get all the science you want for one situation in a single orbit or two, and then bump it up, and do it again. Gameplay, this would take far less time than waiting for above/below orbit to precess over the body. This is, of course, assuming science is the goal, which was implied in the OP, but not specifically stated.
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I think it depends on the definition of "about" the same amount of time. I didn't crunch any numbers, and the census guy just woke me up so I'm groggy and grumpy, but instinctively, I think this isn't possible. If you spend the same amount of time on each side of the AN/DN, then you have a circular orbit. Lowering your Pe means that half of the orbit is not only shorter, but the craft will be moving faster. So I don't think it's possible to have Ap/Pe's set to have equal time above/below a mean Altitude. Now if you're looking to gather science, that's a different story. I would think being +/- 1km from your mean altitude should given you plenty of time to do all the experiments you want to do. Throw in some inclination, and you could cover the majority of the body's orbital biomes pretty easily. So if the cutoff is 60km, then a 59x61km orbit should suit your needs fine.
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It's not a problem if the bumping post is on topic and has something to add. Which this post does.... But yeah... Betelgeuse just had some dusty flatulence... I'm pretty disappointed though. I really would have liked to kept looking up hoping to see it go one day, although it won't happen in my lifetime.
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custom corrosive torpedoes color effects
Gargamel replied to Komander Faul's topic in KSP1 Mods Discussions
Moved to Add-on discussion.- 5 replies
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- mod suggestion
- customization
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Moved to Gameplay Questions.
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Got an email from BSA today reminding me it was my Eagle Anniversary. Hmph... completely forgot. 26 years passes quickly.
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The vast majority of those views are spiders, followed closely by mods having to check in on this thread. The forum itself currently has 116 members online, and 556 guests. Again, the vast majority of those guests are spiders. And before you ask, spiders are little bot programs that crawl all over the Web, cataloging web pages for the search engines.
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Airships, cruise ships, and submarine colonies?
Gargamel replied to Fireheart318's topic in Prelaunch KSP2 Discussion
Overlapping threads have been merged. -
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
Gargamel replied to blowfish's topic in KSP1 Mod Releases
So you go backwards?? Cool. But sorry, I can't help you, we'll have to wait for somebody who knows what they are talking about. -
Nothing that fancy, just a 2001-esque shot:
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my models are all black
Gargamel replied to chikititus's topic in KSP1 Technical Support (PC, unmodded installs)
Verify the files. Right click on KSP in your library in Steam, Click Properties, then Local Files I think, Verify File integrity. This should fix any corrupted files you may have. If that doesn't work, make sure you are using all the correct updated video drivers for your card. And if that still isn't fixing the issues, report back and we'll take a deeper look. -
Since in the stock game, Kerbals don't eat or sleep, there's no reason to add anything beyond the functional modules. But that said, I love building grand stations capable of holding hundreds of kerbals.
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That has nothing to do with discord, but with your browser. You can right click any image on the internet and click the "copy image address" option. Note, you do not want to copy the image link in most browers, as this will copy the link to whatever the image is linked to, and not the image itself.
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@TylaJames, your thread has been merged into our Computer Buying thread.
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How many hours have you played KSP for?
Gargamel replied to GuessingEveryDay's topic in KSP1 Discussion
I'm about the same probably. Somewhere between 5k and 10k at least. I have the store version from 2012, so I have no real idea about how long I've played. 4 computers, 3 houses. It's been a while. -
Moved to tutorials.