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kurja

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Everything posted by kurja

  1. Short answer: no. Game "lags" when you have large ships made of lots of parts because the physics engine is struggling to make all the needed calculations in one thread & with a single cpu core, there's not much really that you could do about it. But it's not dependent of your ram.
  2. I don't think that's the case, it kinda looks like they're against the hull but there are 3 of them, one hidden behind the center stack in that first pic, try it yourself and that's how they look like when properly attached...
  3. except with missions where player lands on more than one body, say, Ike and Duna
  4. Hmm but isn't it a barometer according to in-game text? Which is a pressure measuring device, which should work in vacuum - naturally resulting with a near zero reading. It seems a bit counter-intuitive to me that when a player reaches a new and unexplored world, the instrument can not be used to determine if it has an atmosphere.
  5. see these: http://ksp.olex.biz/ or try the Protractor mod, and see this
  6. There's no definite, specific moment afaik, TWR is just less important after you've cleared (most of) the atmosphere. While still in the atmosphere you'll want some more of that TWR so you can get out of it quicker... Ofc during the initial ascent (before the gravity turn) you must maintain >1 TWR to keep accelerating so you can get out of the gravity well at all, after your gravity turn and having reached an apoapsis above the atmosphere it's possible to circularize with a lower TWR. I'm pretty sure that's all there is to it.
  7. If there's no atmosphere, you start as soon as you clear the ground. As for taking off from worlds with atmosphere... I can't give any numbers, just go up untill past the "thickest" part of the atmosphere like you would on kerbin, then start turning
  8. Those "old" thermometers, pressure, gravity and acceleration measuring instruments - exactly how am I supposed to use them? Most of the time I just get a message saying that it can't be used right now. When can I use them?
  9. http://forum.kerbalspaceprogram.com/threads/33381-0-20-2-Zenith-rocket-family-(modernised-for-0-20-x-with-perfect-subassembly) Look at the two largest lifters (you'll need to lift your transfer stage + 70 ton lander + return). Can you do something similar with the parts that you have? If not, add docking ports and lift the lander, transfer and return stages separately, dock them together and refuel if needed.
  10. I noticed that a goo container weighs almost exactly as much as two RTGs, and as we actually need electricity now there's real use for those too. A goo container weighs .15 and and an RTG weighs .08 so you'll have just 0.01 left to balance - add two of the smaller sensors (0.005 each) and you're done =D
  11. Hi, I'm having trouble using this. I've previously used the calculator at ksp.olex.biz, which says that to get from Kerbin to Duna I should have phase angle of 75. But when I tried protractor, theta approaches zero when phase angle is 44. What am I doing wrong? screenshot: edit-------------------------------------------------- aahah hah haa, I had origin and destination mixed up in the calculator =)
  12. Not true, science is never "lost", you'll end up with the same total amount if you transmit a bunch of times or make multiple recoveries or any combination thereof. Transmitting X times to get all science points is rather tedious though... I've done a few return trips to other bodies so far, what I've done is transmit a couple times and then return, and yes, this will net more points than just returning without transmitting. You could also just transmit and get the same amount without returning but you need to transmit *many* times which is really tedious and not fun at all imo.
  13. if your docking ports are on the right way and you get no magic magnetism at all, it could be a known bug, see this post for a fix http://forum.kerbalspaceprogram.com/showthread.php/46616-Docking-changed-in-latest-version?p=601065&viewfull=1#post601065
  14. But, if you're using them to tow something, then you'll have more delta V with two tugs than with just one. As said delta V is the same if it's just the tugs.
  15. I don't understand how this would be possible, please elaborate? By my understanding the delta V does not change. Consider three identical engines drawing from a common fuel source, you get the same thrust and efficiency from each of them, delta V should be the same regardless of how many of them are used at any time.
  16. I had no idea that MJ had such "learning capability", thanks!
  17. I guess my expectations were too high, then. I just don't see a lot of difference in ending up ten or fifty kilometers away with mj or doing it by my own guesstimation, if I'm 200 or 20 kilometers away I'll need to adjust my orbit anyway to get closer so it makes no difference. I've had mechjeb launch to rendezvous and ended up over seventy kilometers to target so it's not exactly precise either. Well okay I'll need to wait with timewarp on a few more orbits to catch up the longer distance but that has no implication, no more fuel is used.
  18. I tried to use mechjeb's launch to rendezvous and ascent autopilot to send new parts for a ship I'm putting together in 75x75 orbit, but the launches end up ten to fifty kilometers off target; what am I doing wrong? Or does it work any better for anyone else?
  19. Uh oh, looks like my built-in Ad-Skipping System didn't work right, I got it downloaded now, thanks. Then a second question, are you sure you got those two urls right, both seem to be "apollo11b" and the one labelled Stock Version needs mods to load?
  20. Filedropper site wants registration and credit card numbers to download your .craft files, would you happen to have them hosted anywhere else?
  21. "shockwave flash has crashed" ...nice
  22. SAS and large ASAS do provide reaction wheel torque, just like the Reaction wheel module, right?
  23. It is however rather unclear what the "SAS" module does now, how is it different from the reaction wheel module? And then the only large diameter module is called "ASAS". Is there an official page/forum post/anything somewhere that would explain these things?
  24. Ah right. I saw that line but couldn't get over that engines would draw from tanks they're not connected to, because... well, that just shouldn't happen. That's... confusing is a much too mild word. Yea, I got it working like I wanted to but could use just a bit more efficiency, working on that now... edit - I'll repost this in the bug forum anyway, silly fuel logic is a known issue but engines getting fuel from tanks they should have no access to whatsoever is a bug. edit 2 - aaand I just realised that radial decouplers are fuel crossfeed capable, unlike stack decouplers. Did not know that before...
  25. Oops, the center stage was meant to ignite at launch but apparently I cocked up the staging in that save, sorry about that About the highlighted part. I don't understand, that really doesn't seem to be the case. Make a rocket like this, and you'll see that each engine uses fuel from it's own tank:
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