-
Posts
4,410 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by KerbMav
-
Just interpret it as a compliment for creativity and intelligent use of sustainable resources?
-
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
KerbMav replied to damny's topic in KSP1 Mod Development
Can we add a function to reveal Kethane deposits with SCANsat as the Kethane scanner does not work in the background? -
Sub-orbital Delta V
KerbMav replied to CaptainKipard's topic in KSP1 Gameplay Questions and Tutorials
With FAR you need about 3500m/s dV to get into orbit. It still remains a question of your ascent profile - even on bodies without an atmosphere. If you want to make sure your last stage falls back to the surface/lower atmosphere, you can also add some sepratrons and let them fire in reverse at staging. -
Well, I lost patience, so after landing my - strangely slow - Mun rover and taking a quick stroll around my Kethane site there, I put the universe into overdrive to get my Duna scouting probe and Duna Expedition One to their destination. The scout arrived at SOI only to suddenly miss the encounter?? Will have to revert to a backuped save file ... I dabbled with the crew taxi again, but I just cannot space plane for the life of a Kerbal ...
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
KerbMav replied to rbray89's topic in KSP1 Mod Releases
You are also using the Active Texture Management mod? It needs "a bit" time at the first launch. Just start the game and make a cup of tea, do some crunches, call your mom (ok, this might even take longer then ATM ...), rest your eyes ... after the first launch it will behave normally on the next. Something about caching all textures - didnt quite get that, but I am a gamer not a coder! -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
KerbMav replied to shaw's topic in KSP1 Mod Releases
Ahm ... right ... why do I only just now notice that my stars are gone too ... ? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
KerbMav replied to rbray89's topic in KSP1 Mod Releases
Yes, just merge. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
KerbMav replied to Majiir's topic in KSP1 Mod Releases
An integration/crossover with ScanSat would be most helpful. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
KerbMav replied to shaw's topic in KSP1 Mod Releases
Well, my galaxy...jpgs seem to work OK. Using basic Texture Manager. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
KerbMav replied to Starwaster's topic in KSP1 Mod Releases
What might have gone wrong if a plane is destroyed by g-forces just after take off and flying quite level? http://imgur.com/a/4o4Rw#0- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Best Way Into Non-Atmospheric Orbit?
KerbMav replied to Right's topic in KSP1 Gameplay Questions and Tutorials
Always, as you do not loose any, you take your orbital velocity with you, so to speak, and it is maintained as always in an orbit. Spent acceleration into building an orbit is a 100% return investment into escape velocity. According to what was mentioned by Streetwind you do not have to plan anything. You just launch and build a low circular orbit, then pick your desired departure time. -
Best Way Into Non-Atmospheric Orbit?
KerbMav replied to Right's topic in KSP1 Gameplay Questions and Tutorials
Take a lesson in Judo/Karate. You "can" (try) and catch - Bud Spencer style - an incoming fist aimed at your nose, but it is more efficient to simply you move your nose out of the way, grab the opponents wrist, continue his forward movement somewhat and pull him to the side. You can also try to pull your hand out of someones grip who is pulling you towards him into a dark alley, but it would be more efficient to follow his pulling and let your elbow/knee meet his nose/stomach. What am I trying to say? You can thrust against the pull of gravity with all the power of your engines, but gravity will always cancel out your acceleration by its own force/acceleration - but if you fly horizontally you are using the same principle that keeps you in orbit to some extent. You cannot go parallel to the surface until you have reached orbital velocity (on your way to escape velocity in this case) or have a sufficiently high apoapsis, but you can accelerate to the side unhindered by gravity more and more. Gravity will pull your movement vector towards the ground - well, like the way your orbit always looks like - but it cannot take away your horizontal speed. So it is more efficient to only invest as much vertical acceletation as is necessary to not fall back down to the ground. -
Depends - mostly roleplaying reasons for me. I am using Kerbal Alarm Clock and always have alarms set up for all planet's transfer windows. This time I had a somewhat race against time to get everything in place - but I will probably jump ahead now to finally see if my design actually works - or if a rescue mission is needed. Before career mode I was more prone to built something and either warp ahead for a good transfer window or just packed enough fuel to make up for any increased dV demands from a less optimal launch.
-
I'm glad contracts are a near-future addition
KerbMav replied to CosmicScientist's topic in KSP1 Discussion
There is always sandbox, everything is subject to change/balancing - so remain calm. And I actually would be happy to find a mod/scenario one day that has a story driven line of missions. -
Question on refueling efficiency using Kethane Mod
KerbMav replied to SpaceChief's topic in KSP1 Discussion
I do not have hard numbers to say which approach would be most fuel efficient all in all. But I have some thoughts to add (repeat?). Using an all in one miner-converter-transport-lander saves you from the need to land on the spot/close to your drilling site/equipment. Converting on the ground takes one less orbital rendesvouz (with the converter orbiting the mined body). Especially useful for mining sites not close the equator! Converting at a station orbiting the mined body makes ground operations easier by reduing the mass you have to move to a mining site and/or need to relocate as a deposit is depleted. Having a converter and Kethane at Kerbin enables you to produce the specific type of fuel you need right here and now. It also makes ground operations easier and saves one orbital rendesvouz. (see above) Converting directly into a ships tanks reduces the tanks/parts needed at the station itself. Having a lander with just enough fuel to carry (in one go or multiple trips) either refined or raw Kethane up into orbit, then un-/re-docking its payload to a transfer vehicle unable of landing but fuel-efficient at orbital operations and flying between moon and planet may be an option, too. Spreading out the tasks of drilling, converting and storage (e.g. ground, moon orbit, LKO) reduces the part count on site. At any point it is also a question of the required TWR to launch from the mined body again. Maybe because this is discussing a mod, not suggesting a change of pace in the development of KSP. It should be moved to the modding section though. -
With my Duna expedition on its way at last, I tried to build a crew taxi spaceplane - the little guy was so happy about itself taking of so smoothly that it always concludes takeoff with a summersault before flying straight again ... steering is wobbly and it veers off easily when touching the controls - it also produces odd g-effects (DRE) a few hundred meters after takeoff, killing the pilot and disassembling itself ... program shelved for the time being. Designed a rover and put it on top of a rocket - without testing it ever as I only now remember - and launched it to Mun. It carries a docking adapter and excess fuel for the Kethane mining station's orbit hopper to grab and land it. Landing - close to something else - again - oh joy ... oh practice ... Brought my MobileMiner back from Minmus, it's on its way now. Somehow it gets even more off balance as the tanks get emptied (it already is unbalanced by missing a converter on one of the three outer tank/drill assemblies), may have to dedicate the outer tanks to ballast duty only. 24k units if Kethane to be put to good use in future missions. Might lose patience and send my KSC staff on vacation for about 65 days to time warp to my expedition arriving at Duna - I finally want to know if my lander will fail!
-
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
My Engineer stops updating in VAB (sometimes) and collapses its window in flight mode for unknown reasons, pending further investigation on my part, just asking if this has happened to anyone else lately with the newest version. It seems to coincide with me installing the HotRockets FX mod, but I havent looked at it in depth yet, though the problem starts when adding a stage and vanishes after that stage is staged ... yeah. What baffles me is that it was the most basic design: payload (a rover), four column stage, four separators, another four column stage, four boosters around the base (that didnt even get their own stage in KER or added to the total dV displayed). -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
Think of it as plugging phone lines, you have to do the routing all by yourself, pack two more dishes to point two neighbouring satellites at each other Or place satellites with omni-directional antennas in sufficient number/altitude that they can always connect to at least there next neighbour, keep their common orbit low enough so that the sides of the triangle/square are not longer than the range of the omni-directional antenna in use. You will not need a synchronous orbit, they will just alternately link to KSC and distribute the signal through the network. If you are playing career, the best available omni-directional antenna (2.5Mm?) at start will let you get away with four satellites at a low orbit so they are not to far away from each other. (Use a bit of Pythagoras here and do not forget to add the radius of Kerbin to the altitude of your orbit) This will cover most of the planet and connect your probe rockets at anytime during their launch and circularisation phase to KSC. In such a configuration the most important thing is an equal orbital period for your satellites staying at the same spot relative to each other. You may want to install VOID or KER which display periods to the fraction of a second and pack RCS in fine tuning mode. Keep in mind that "target active vessel" will do just that. So if you have a ship at say Duna and deploy probes there and used active vessel to control said ship, you will loose connection when switching to the probe, because it is the active vessel but will most likely not have a big dish targeting Kerbin. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
KerbMav replied to shaw's topic in KSP1 Mod Releases
Can someone suggest a good looking texture for the galaxy? Maybe with realistic small stars without visible large neighbouring galaxies or nebulae? Maybe even our own real stars? -
My wife says I am addicted to this game.
KerbMav replied to LarryWallwart's topic in KSP1 Discussion
We had this once back in my WoW time. Via teamspeak from one of our male raid members in the background, female voice: "Well honey, I had my quality time and what about you?" -
I'm glad contracts are a near-future addition
KerbMav replied to CosmicScientist's topic in KSP1 Discussion
Are they really introducing the budget already? The way I read it only contracts were coming for starters and more in the next update(s) after .24? -
Ongoing Flights and Selective Debris Removal
KerbMav replied to Silverchain's topic in KSP1 Gameplay Questions and Tutorials
Which is what I would like to see for Kerbin's surface at least, too.