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DoToH

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Everything posted by DoToH

  1. Already suggested four days ago: this thread (and probably before then too)
  2. Your save is the persistent.sfs file within your saves/name_of_save folder. If you lost only that file but not the quicksave.sfs you can start a new save(game) with different name and copy your old quicksave.sfs to the new folder. Run the game, load your new save, go to launchpad and hold F9. Make copy of quicksave.sfs before. Hope this helps
  3. As many said before, SAS on was my first answer, but the OP told SAS was off, therefore
  4. Here is my list, mostly pluggins. I like to keep stock style. Kerbal Alarm Clock Kerbal Engineer Redux Blizzy's Toolbar Kethane Pack Kerbal Attachment System Procedural Fairings PartCatalog KSP Alternate Resource Panel RealChute Parachute Systems Action Group Manager Crew Manifest Navball docking alignment indicator Enhanced Navball Kerbal Joint Reinforcement Select Root Porkjet's Habitat Pack And two crappy and not properly textured (just gray-painted) parts I made long ago (for KSP 0.19). Legs and one adaptor to easily attach rover wheels to 2,5m tanks/parts (to drive them when landed horizontally). I never released them, they are ugly and unfinished. I don't use them myself since about 0.21, but they jump from one KSP install to another.
  5. I don't like it. Staging should stay simple and clear, and only with parts relevant to staging itself. Staging is not the best way to manage solar panels, undocking and any other part not relevant to staging. I even think they should remove chutes from staging (I allways deploy them by action group). I would prefer a nice overhaul to action groups, like in some mods about them. You should try them (this or this). I don't know if there are more of them about action groups.
  6. You can go ahead and test about random debris. Make a little satellite, launch and leave the sat in a equatorial, circular, 100 Km orbit. Launch the same sat again, leave it in a equatorial, circular, 100 Km orbit. Repeat until you crash with one of previous sats and count number of launches. Have in mind that we are restricting to the same orbital plane, eccentricity and altitude and imagine the odds of a crash without those restrictions. Now imagine the amount of debris needed in space to make those odds significant.
  7. So the fact that one of the ships is tagged as "space station" doesn't matter when choosing the parent ship when docking. The ship you are controlling is allways the child. Correct?
  8. But has this some influence on which one of the two root parts before docking will be the root part of the ship after docking? (I'm assuming one of them has to be the new root part.. if I'm wrong, please correct me)
  9. EVA reentry and land on Jeb's head/helmet also works (said Jeb because he is mad enough to try).
  10. TWR readings are intial for stage full of fuel and (max) for stage empty of fuel As atmosphere has an effect on ISP (engine efficiency) you should click the "atmospheric stats" button to check if your initial stages (launcher) can get the ship to orbit (you need about 4500 Delta v to orbit Kerbin) TWR is like engine power. Delta v is like rocket range. 1 - More mass -> less TWR and less Delta V 2 - More fuel -> more Delta v, but more mass also (and because of that, adding more and more fuel doesn't give you infinite source of Delta v) 3 - More engine trust -> more TWR (note that adding more engines of the same model for more TWR doesn't change Delta V but for new engine mass increasing total mass) Hope this clarifies KER stats and some concepts Edit to add: Allways have in mind that while firing engines and consuming fuel you are also decreasing mass and thus increasing TWR
  11. F5 and F9 are your best friends. Use F5 before starting your descent. 1 - Check if navball gives "surface" speed readings. If not, click it until it does so. 2 - Kill your horizontal velocity (retrograde marker should be at the center of the blue section of the navball). 3 - Point your ship to retrograde and enable SAS 4 - It's more fuel efficient to do a large braking burn, but small burns are ok if you have fuel to spare. 5 - When slowing down, your retrograde marker can (and surely will) move away from the center point. Dont bother if you are under 15-10m/s and the marker is near the center (less than a few degrees), it means you have a little horizontal velocity (you can kill it with RCS translating), check vertical speed gauge instead to find your rate of descent (the one besides the altimeter). As mentioned by Kasuha and Freefall, horizontal speed is more dangerous to tall landers with high CoM. Having your landing legs far from CoM (at the end of radially attached girders) also helps to prevent tipping over. 6 - Don't forget to extend your landing legs. 7 - Profit! ... Science! P.S. - If thrust limiter doesn't work and you are still getting very high output from your engines with little thrust changes, the engine selection for the mission is not correct. (are you trying to land a light lander with a mainsail?)
  12. Basically, if you have a ship capable of landing on the mun, the same ship should take you to Minmus (little more Dv to reach, but far less Dv to land on). If you can't get to Minmus with the same ship that got you to Mun, maybe your transfer burn is not optimal. I suggest to match your inclination with Minmus orbit at LKO first and then make the transfer burn (if you are not doing it this way already). Plan your burns with nodes and compare transfer node Dv to any Dv map (like this map) to check if you are planning a good or bad transfer (in terms of Dv).
  13. Waiting for Moho insertion burn whith Bill. Meanwhile, a Jool mission is being assembled at LKO.
  14. I hate Ike... every time I go to Duna, that thing gets in the way.
  15. Best one: 2 - Everybody forgot once to put parachutes in the re-entry capsule. Learn from mistakes. 3 - Aerobraking is very useful but be careful, ambitious aerobraking leads to lithobraking. 4 - Check for a ladder in your lander. Your Kerbals can reach the capsule with EVA packs or jumping on Mun or Minmus, but my second mission to Duna was a rescue mission to get Jeb, who couldn't get to the hatch after a nice Duna walk. Mistakes give you experience and nice rescue mission opportunities . 5 - Docking is easier in high circular orbits. Don't try to dock in a 20km Mun orbit if you don't master docking in a 120km Kerbin orbit. 6 - Don't listen to anybody telling you to use/not use Mechjeb. Test by yourself and uninstall if you don't like it. There is no "correct" way to play KSP. Do it your way. You can reach every moon or planet without mechjeb. Have fun is the only rule here. Remember: KSP is a game, you are supposed to enjoy it. 7 - There are a lot of cool mods/plugins. Try them. You will love some of them. Mod the game to fit your tastes or play stock if you want. Apply point 6 to any mod/plugin. Like rebel spies in "Return of the Jedi", many Kerbals died to bring us this information (the whole thread, I mean). Use it wisely.
  16. Sure method to find orbit direction: 1: If the object is a planet or moon -> direction is counter-clockwise 2: If not, go to map, target object. Check object time to its AP and PE -> direction is from the point the object is to the AP if the time to AP is lower and vice-versa. My first trip to Jool system ended orbiting clockwise. Lots of fuel wasted to get a capture at Laythe. Never happened again. Here goes a explanatory pic:
  17. Poor Jeb... not enough having him waiting for more than a year inside his pod to get to "that green ball over there" (Jool) and now you guys want him to wait outside!!!
  18. Why not adding the ability to place struts while in EVA? (KAS style). Seems to me much more simple. No more multi-port needed.
  19. If you are tired of rocket building, maybe its time for you to try another game. I have over 1000 hours played on KSP and still find new things to do, many things. Actually, I don't have the time to try them all. This is the reason I like sandbox games... just use your imagination. And if I feel that the game lacks any feature I would like and the devs are aiming their efforts in any other direction, just suggest it, and then go to the forum mods section and often find a mod that suits my needs (Modders: youre great!!!).
  20. Back to the OP, and linked to the discussion about if resources or any other feature must be added, here goes my humble opinion: Before I purchased KSP when 0.18 was released, I read these forums and the Planned Features Wiki page. I knew the game was in alpha state before purchasing. Multiplayer was in the "What not to suggest" list and "Not happening" list back then. Better aerodynamics, re-entry heat and (not sure of this one) resource system were planned features. Devnotes about 0.24 confirmed that multiplayer is in first stage of development as we also can read in the wiki page: "Squad is committed to add multiplayer to the finished game after the success of the user created mod KMP, or Kerbal MultiPlayer." Resource system development is parked/abandoned, but they gave a reason. If Squad thinks they have to find a better or nicer solution than something like Kethane mod before working on it, I support the decision (even if I dont like it). They did a great work until now, the game is awesome. Im sure if they find a way to make it nice, we'll have it in vanilla. On the other hand, aerodynamics, re-entry heat and some other nice features seem forgotten. No word about them, even when we have nice mods for many of them. What im trying to say is: I prefer resource system or aerodynamics better than multiplayer or some kind of autopilot (I dont use mechjeb), but it doesnt mean I dont want multiplayer or autopilot to be developed. I'm sure I will like many of the upcoming features. If not, I only need the option to disable them or just not use them, like many mods I tried and uninstalled. As alpha testers, we are supposed to give feedback, suggestions and constructive critic about a game under development. I dont see the point of repeating hundreds of times "KSP is in alpha state, features are being added" or complaining about lack of features. Some players want to give their opinion just because is in alpha state. They ask for features they consider "core" to be developed before, for balancing changes,... Some other players are mainly satisfied and dont want to change anything. Different playstyle, different opinion. There isn't a right or wrong side. As long as we keep constructive is good feedback for the devs.
  21. That is not true. You can go to Duna or any other given body at any time. It is just more time or fuel consuming and maybe not a hoffman transfer, but is affordable in many cases. Check the great launch planner (by alexmoon) for a graphical solution to non-hoffman transfers between bodies. Since I read his post here i never had to wait for so long to send my missions. It gives all the data required for the transfer burn an calculates time of travel and D/V. Link to forum thread HERE I used this calculator to launch missions to Eve, Moho, Duna, Jool and never missed one single transfer ... and you can select the transfer that suits more your needs (in DV or time) Answer to this question is: For optimal hoffman transfer, one launch window, but for non-optimal transfers you can burn at any time if you can afford the increase of DV needed.
  22. Landed on the mun. Noticed I forgot to put a ladder on the lander. Returned to Kerbin without exiting the pod because I thought kerbals couldnt get to the pod without a ladder. While my deorbit burn to Kerbin reentry realized I could have used EVA pack to get to the hatch. Next mission to Mun used same lander. When I got to the mun, still no ladder (at this point I laughed about my stupidity). This time used EVA pack, but Bob died from the wounds caused by the collision with a fuel tank while trying to get to the hatch (you know... his last words were something like: "puff")
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