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Posts posted by Brun
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Just landed my second craft on Eve, the first non-Kerbin-system body I reached (the first was just a simple 1 m legged lander):
In addition to being a bigger lander, it carried a surprise:
I landed about 50 km north of one of Eve's lakes, to which the rover is currently en route. I also designed an excellent interplanetary stage for this craft, with ~7200 m/s delta-v, which should be enough to get me almost anywhere in the inner Kerbol system.
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I always run with KSPX, in addition to MechJeb. It's a solid parts pack that uses an aesthetic that is basically indistinguishable from the stock parts (the original author was hired by Squad to make parts for them). Other good parts packs are B9 Aerospace and KW Rocketry - I have them both installed but I try to run mostly stock (for rockets at least, I'm a little more open-minded for aircraft), so I only end up using things like adapters and minor structural elements from the non-KSPX sets.
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Forgive me if this is offtopic, but why does it matter what direction your orbit is? I get why you want to launch prograde/counterclockwise from Kerbin (to take advantage of Kerbin's rotation), but once you're up there what disadvantage is there to being in a retrograde orbit? I can maybe see it making it hard to land on non-atmospheric planets, since you'll need more delta-v to compensate for the higher relative velocity of the surface...
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Unfortunately I'm not sure I get what you mean there... I wanna be in on the joke.
I think he means the old-school MechJeb sphere pod on the second row, middle column of your parts grid.
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When you realize you just spent an hour building a lander/rover but forgot to load your pre-built launching vehicle first.
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The space elevator is different. It is tethered to the ground, therefore it has no velocity relative to the ground. It is literally stationary.
To make it easier to imagine. If you jump at the top of the space elevator. You would fall back to earth. where as if you are in a spacecraft orbiting geo-s and jump out, you would not fall back to earth.
Quite right, meaning that you couldn't dock a ship in orbit with a space elevator - it'd go whizzing by at an extremely high (orbital) speed. The advantage of having a space elevator is that you could carry rocket parts up there and launch from completely outside the atmosphere, which would save you a ton of delta-v (the end result would be smaller, less-expensive rockets).
EDIT: Now that I think about it, your second sentence is only true if the space elevator goes to a relatively low (on the scale of orbits) altitude. Taking one step off of a space elevator that reaches GSO (or slightly beyond) would put you into GSO. The same goes for anything above GSO (that is, you wouldn't fall back to Earth from a space elevator once you got above geosynchronous altitudes). In fact, a long enough space elevator would place you at escape velocity when you jumped from it.
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One of the tracks (that plays during orbit) is part of the Lazy Newb Pack's soundsense soundtrack for Dwarf Fortress. It's definitely not unique (in the sense that it wasn't purpose-composed for KSP), but it all feels pretty appropriate for the game.
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Yet, Mechjeb manages a glass smooth continuous gravity turn regardless of the vehicle it's placed on.
This is really only true for extremely rigid (i.e. lots of struts, or a stout build) rockets. Long rockets that aren't strutted to death tend to develop a low-frequency "wobble" or "whirl" vibration mode that is excited by the way MechJeb handles its course corrections - specifically, it appears that flexing of the rocket can cause the nose and the engines to be pointing in different directions.
Also, MechJeb accomplishes its smooth turns (on suitably built rockets) by spamming ASAS on and off. On most of my launches the ASAS light is constantly flickering on and off - it's rarely on continuously until I reach orbit and tell Smart A.S.S. to hold an orientation.
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Try putting you RCS thrusters near or at the center of mass of your craft.
Alternatively, if you have a long or wide craft, you can use two sets of thrusters (equally spaced, one set on each end) to provide yourself with more responsive attitude control, which can make docking a lot easier.
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First off, just installed this mod and I'm loving the new parts. That said, I'm not seeing the rescaled Landing gear (plus a few other parts like the tailplanes), which were a huge reason why I picked this mod up in the first place. Am I missing something? I looked at your part.cfg and I see them there but they don't show up in the SPH.
[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
in KSP1 Mod Releases
Posted
Yeah I'd also like to know what truss pack that is.