-
Posts
715 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by kurja
-
Electric charge and Antennas
kurja replied to giacdegiac's topic in KSP1 Gameplay Questions and Tutorials
Nope, these errors come along even when there are thousands of units of electricity available. -
Electric charge and Antennas
kurja replied to giacdegiac's topic in KSP1 Gameplay Questions and Tutorials
Good solution, thanks. I've been exploiting time warp to get around this - in non-physics warp, transmission speed stays normal but batteries charge at the warp-factored speed, so your panels will charge the batteries quick enough to avoid those out of power errors. That's still useful however, when you have say 200 units of power but want to transmit something that takes 300. -
Aerobraking lifts Ap? Bug?!?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
When substance of your response consists of "I don't know" is it really worth your while to make that post? Sorry about being a jerk. -
They always sink in if the craft is very heavy, especially in high gravity. Adding more legs to support the weight helps, to an extent. You could also put on some trusses and then put the legs on those, to get them lower so your engines won't touch the ground even when the legs sink in. Some have also built their own stronger legs with structural parts. That's about it, as far as I can tell.
-
Aerobraking lifts Ap? Bug?!?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
Yes, I know that I get more aerobraking at lower altitudes. It has also been brought up in this thread a couple times now. That is not the point of this thread. -
Aerobraking lifts Ap? Bug?!?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
Hm no, there are no wings or fins or anything. -
Aerobraking lifts Ap? Bug?!?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
Gravity assist from orbiting a single body, hm that's a new one... Who wrote ksp physics, someone from the flat earth society? -
Aerobraking lifts Ap? Bug?!?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
tomatos, tomatoes... It's a ~30 part probe ship, abt 3 tons -
Aerobraking lifts Ap? Bug?!?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
You'll have to elaborate if you want me to understand. -
Aerobraking lifts Ap? Bug?!?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
Why, what's the problem with semi major? Hm by hitting the atmosphere both Ap and Pe rise, I'm not supposed to gain energy with friction, am I? -
Aerobraking lifts Ap? Bug?!?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
I did spend more than a few seconds in the atmosphere, and the Ap was rising steadily, not flickering about in a random rounding error fashion. I know I don't get very much breaking at that altitude, I thought better to do it little by little than too deep... -
So I went to Eve and aerobraked to get captured, then raised my Pe a bit higher so I could do another aerobraking pass without ending up on Eve and maybe go to Gilly... But, when I touch the atmosphere my Ap is rising??? What's going on, has anyone else seen this happen?!? And moments later....
-
Clamp-o-tron ports won't clamp
kurja replied to paulthebob's topic in KSP1 Gameplay Questions and Tutorials
definitely what Vanamonde said.... your docking ports are bolted on the wrong way 'round -
Sure, going opposite to the body's orbit would make a difference. But that's a 180 degree difference, Eeloo's inclination is 6 degrees - how much would this add to capture burn dv requirement, as opposed to what needs to be spent to match inclinations in solar orbit? If someone more mathematically inclined is reading, would you care to offer some numbers on this =)
-
I see what you mean, but in ksp the rest of the universe ceases to exist once you enter a body's soi - it's just the planet and you coming towards it. Does the velocity from inclination difference carry through over there, I do not know.
-
But burning during an encounter to get an orbit costs the same regardless of your inclination, at least I can't see why the required change of velocity would be any different? That's what I had in mind.
-
Those plane changes cost a lot of dv - wouldn't the most cost-effective method be to launch from kerbin to an intercept at a point where kerbin's plane intersects eeloo's? But how would one set up such a maneuver...? When I first tried to go to eeloo I looked up the phase angle at ksp.olex.biz, but that didn't seem to work at all. So I just left kerbin prograde, matched planes and fiddled with some nodes 'till I got an intercept.
-
did you also install re-scaled solar system?
-
That's just ...crazy. I can barely imagine the lag. An incredible feat none the less!
-
I don't exactly see why it would be harder to land lower. Parachutes offer more drag the lower you go so it should be easier, or are you including ascent from sea level in your difficulty rating?
-
Single stage interplanetary return? That would be just nasty, because... lag. Projects like that could be a lot of fun to try but flying crafts made of more than 3 hundred-ish parts just isn't very enjoyable with all that 2fps action Been reading up about mods a bit, and remotetech seems rather interesting...
-
Many thanks to everyone who posted here, I really can't remember having sent kerbals to Tylo and Laythe (probes, for sure) so I think I'll (re)visit those first, then, if I dare, plunge in the world of space flight around Earth-sized Kerbin =) Btw who said Eve was easy to land on? This was my first entry to that world with a manned craft, and I tried maybe 4 times before I managed to land without breaking off any mission-critical parts of the ship! On the last go, just one parachute got torn off on deployment but I was able to cut one off the opposite side to keep balance, and used engines to compensate for the lost drag, ultimately destroying a couple landing legs but nothing else =D Well okay I missed the mountain I wanted to land on, ending up at an elevation of about 2km. Ascent on the other hand - well it just worked on the first go, with fuel left over.
-
barrenwaste - building smaller and smaller is what I do anyway, isn't that like the first commandment of rocket building Speed records aren't really for me in this game... Tassyr - Laythe? Hm, I think I've never landed a kerbal there. But is that really supposed to be more difficult than returning from Eve? Can anyone acquainted with mods comment on the mods I mentioned?
-
As the title says, I've managed a successful manned, 'capsuled' ascent from Eve. But - but, now what? I'm not really interested in say building huge stations or such just for sake of doing it, so I'm looking at new challenges. I haven't really used mods before apart from kerbal engineer, so what would you recommend? I'm thinking of "real solar system mod", but what goes well with that - a mod that adds a better aerodynamic model, is that the "FAR" mod? Deadly re-entry mod? Should I get new non-stock parts to go with those, and what else..? Please advice! =D