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Everything posted by KerbMav
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Other then purely structural parts and tanks (inc. batteries), what parts are safe to weld together? One crew module, one docking port, one enginge per assembly?
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Minimum number of flights to open tech tree 100%
KerbMav replied to E. F. Kranz's topic in KSP1 Discussion
Actually I am not in a hurry - I already played with full parts for a few months and now like the step by step (uh, baby) playing. Additionally making it more difficult with things like Remote Tech 2 and not going for manned missions right away, it makes for a nice slow approach with a feel of realism. I also did not try to reach and milk every biome on Kerbin, just picking them up as I return my crafts. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
PreciseNode? -
So we should never try to rotate our rockets during, just pitch and yaw them on course? Hampers the ability to safely asparagus stage staging, does it not?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
Actually I do not have to be very aggressive with my turn in this case, as even with minute steering input the rocket will turn "quite happily" several thousand degrees -> start summersaulting. My smaller rockets were able to overcome this sometimes and started climbing again when the AP was high enough even inside the atmosphere.- 14,073 replies
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I have this too - yesterday I tried lowering my thrust to below 2.0 until higher up in the atmosphere and it seemed to help a lot, as in the rocket did not flip. The same rocket in a previous launch tumbled and split in two under full thrust during my gravity turn - but would have been the test landing on Kerbin for the Duna exploration anyway ... hah, Kraken, I still won!
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Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
If you need fast help, press F5 and try this. I am not yet really experienced with it though. Setup your maneuver node, open flight computer, in the window: click NODE, set throttle slider to 100%, enter m/s of the node as "123m/s" and as delay the time to your node as "12m34s", press enter. -
tree root config
KerbMav replied to firefox5926's topic in KSP1 Suggestions & Development Discussion
This is actually a good question. I still did not get around to try the welding mod and see if a circular build would flex and veer on the "gap" of e.g. a welded ring. -
A few questions concerning Science
KerbMav replied to Johno's topic in KSP1 Gameplay Questions and Tutorials
Every experiment has a fixed pool of science points. Every time the data is returned to KSC (by transmitting or by recovering the craft) science points are awarded and subtracted from this pool. It does not matter (in version .22) if you transmit x times or recover x times, when the science points are "empty" in the end, you will have gotten the exact same amount either way. The amount is the same whenever you open the Goo container (in the same location/biome) as long as you do not transmit or return. You can open and close it as many times as you like, the numbers only change if the data is transmitted/recovered to KSC. If you open up 10 Goo containers in a row, they will show you the same ("high") amount of science points. That is because KSC does not know about the results of the experiments yet and so the first container to transmit its data will gain you more then the next and the next after that. The same happens when you recover the craft on Kerbin - just imagine that the scientists open up each container one after the other and every next container will give less data/science. Recovery is only "faster" in that you need fewer recoveries than transmissions to deplete the pool (-> transmission "loss"). But you will have to fly back and land safely for this. So while it might be easier to launch a probe with 10 thermometers to deplete the pools of the upper atmosphere and lower orbit quickly, but hauling 10 material bays to the Mun and land them safely back on Kerbin ... might pose an engineering challenge - and imagine doing this on an exploration mission to Jool and all his moon! -
Put the smallest fins you can find on the top for designs that cannot be altered?
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Capslock for fine control also lower RCS thrust. Press your RCS keys for tiny bits longer and only tap them again to slowly bring the period closer to what you want it to be. Granted, until you get RCS in a career game ... If this still not works or until you get RCS: Get it as close as possible, calculate when you will be half way off, set Kerbal Alarm Clock to that time and make the odd-jobs go slower/faster to correct over time, repeat until you get better technology.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
So, activate all FAR helpers (in atmosphere only?), SAS off (until in space?) and my control surfaces actually do what they are supposed to do? Also: Is it possible that TWR should be kept below 2.0 while graviturning under 30.000m? Seemed to prevent the summersaulting my rockets liked to do lately.- 14,073 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
KerbMav replied to rbray89's topic in KSP1 Mod Releases
Nice array! A pain to get them there though ... Also: Kinda liked the "storm" better two. And I seem to be to dumb to reduce the cloudyness from orbit, at KSC the sky is mostly clear though? -
Strut it to the Fairing base (start strut on the base to not have it stick to your payload after seperation) or anything else below - struts might poke out/into the fairing when doing the latter, but this does not necessarily look ugly. Should be enough to lower wobble.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
KerbMav replied to sirkut's topic in KSP1 Mod Releases
Is it possible to add more parts of the same, starting out at different angles, say 45° steps, so three part entries of the same part I guess? Should we toy with rotateAxis = 0, 0, -1 ? Found this by comparing the opened and closed hinge - if you just give us a short discription of every setting in the part.cfg files that define the initial position, we might help ourselves until you can take a look at the upcoming part tweaking for .23 and if it would help in anyway? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
Huh? I should disable SAS when using the FAR support thingies?- 14,073 replies
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Cannot remember ever posting in this thread - so thought I rummage in my .21 screenshots. <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/EpLjX/embed"></iframe>
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Duna Probe with satellite are in orbit and waiting for a window in 11 days. <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/cXTfd/embed"></iframe>
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Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
Somehow I managed to get two SS-5s on one of my probes though ... Sounds good to me, but havent played with the flight computer that much really yet. -
Tips and tricks you found out yourself
KerbMav replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
The game does not save shortly after loading a savegame. So, if you messed up and get thrown at with errors of crafts not being loaded, just ALT-F4 out and your save is still safe. -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
How the Kerb did I manage to put them on my crafts?? Game would not load two probes with these two deleted. -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
ShortDish1, LongDish1 - into the abyss with thee! -
Stupid question regarding orbital periods
KerbMav replied to photogineer's topic in KSP1 Gameplay Questions and Tutorials
It was meant as an addendum to establishing sync-orbits - but you are right, I have gotten used to the readouts of KER.