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Everything posted by KerbMav
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Yes, but the parts will be up there still - plus the docked ships, planes, stuff ... Will give the mod a shot - but I meant, how to control the biggy infront of the orbital stage - without pockmarking the station parts with RCS thrusters and thereby even more parts ... (Should open another thread for this? )
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Did some testruns with Kerbal parachutes and airbags for payloads while getting used to reentry heat and g-forces. Planning on doing this too - but all those extra parts in form of docking ports ... Also the parts must not be to heavy for a lifter (I could design) and have to be mostly symmetrical ... Not to think about assembling them in orbit with correct alingment and all ... And how to move them around with enough precision ... Screenshots, video !! Please.
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Hence the brackets ... I was simply listing the options to slow down (in an ideal situation). But on another matter - from the thread you linked: So the moon used to sling shot around adds to a vessels velocity during approach an equivalent dV (it has to, because it gets faster until it reaches the Pe of the encounter) as he takes away again when departing - only that the vessel adds the vector of the moon to its own and thereby gains speed relative to any other body in the system?
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Solved! How to change the root part of a craft!
KerbMav replied to dronkit's topic in KSP1 Gameplay Questions and Tutorials
Because forum searches (everywhere) are mostly dung - I use google even to search for a forum thread now, the hits are far more relevant - sad but true ... -
So: sling around a moon (if present), aerobrake (if atmosphere is present) and only burn if needed to get captured - cannot establish an orbit cheaper (before circulization) then?
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The culprit being that we have to look for newer processors with high GHz numbers on each core - are there any dual cases out there, taking two motherboards ... ;p
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Remote Tech making hard take offs :(
KerbMav replied to bgrif59's topic in KSP1 Gameplay Questions and Tutorials
Other question: Why are you turning SAS off? Might be it is what kept your rocket from crashing in the first place - try launching without SAS and see if it tilts earlier, would indicate you have a different problem then remote tech. Edit: ARGH! -
Landing your ships on pleanets
KerbMav replied to cutetiny's topic in KSP1 Gameplay Questions and Tutorials
No, because or even better! -
Wow! Youre fast! Only just posted and went back to rephrase my question! Thanks!
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Is it possible to not just activate the debris icons in map view but also show all debris orbits again like with the other objects?
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So, I have this littel problem.
KerbMav replied to MrKicker's topic in KSP1 Gameplay Questions and Tutorials
I had the same problem once, but I only just left Kerbin's SOI so my Kerbol orbit was almost the same as Kerbin's. Over the years vessel and planet showed a close encounter - with what was left in the RCS tanks I closed the distance of this encounter from the other side of the star (practically) and managed to enter the atmosphere (no DeadlyReentry installed yet, do not know what would have happened ...) for a mostly glorious landing. Maybe select your craft, target Kerbin and time accelerate until you get a good encounter? -
After burning (literally) through Duna's atmosphere with a probe, not having enough fuel to make an orbit and flying to high in the atmosphere to slow down enough by aerobreaking, I had an encounter with its moon. The slingshot surprised me with a nice, high orbit around Duna afterwards. Did I actually loose momentum? Was the probe only thrown into an altitude in Duna's SOI at a velocity that corresponded with a valid orbit? Is it calculated correctly? Or is it just a quirk of KSP's two body engine that looks like a realistic result?
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While trying to align my craft for reentry in the upper atmosphere: "I can rotate but not tilt in any direction? What kind of hellish drag ... ?? Oh ... docking mode ... "
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[1.0]Vanguard Technologies | EVA parachutes | still works
KerbMav replied to Kreuzung's topic in KSP1 Mod Releases
OK, I dont know what did it, but when this mod first failed me, I made several changes and now it works - at least what I tested: the auto-equipping of Kerbals and the right-click menu deployment of the chutes - the F-space still fails me, checked settings, F is use, space is jump - I didnt try the parts yet. I rearranged and redownloaded some stuff: EVAParachutes and VanguardTechnologies dll's, \parachute and both part folders under \GameData\VNG renamed Textures to textures (Win7) chose to use the VanguardTechnologies.dll you postet 2 pages above http://forum.kerbalspaceprogram.com/showthread.php/25305-0-20-2-0-21-0-Vanguard-Technologies-EVA-parachutes-Finally-updated-%28Jun-4%29?p=524885&viewfull=1#post524885 -
Weird thing that makes KSP temporarily use *vastly* less RAM
KerbMav replied to Tiron's topic in KSP1 Discussion
.22 ? 0.0% -
Weird thing that makes KSP temporarily use *vastly* less RAM
KerbMav replied to Tiron's topic in KSP1 Discussion
In English Mr Spock! -
Weird thing that makes KSP temporarily use *vastly* less RAM
KerbMav replied to Tiron's topic in KSP1 Discussion
Still, you got me rambling in my brains about a different take on preloading data while possibly evading the limitations of RAM usage by 32bit programs and not falling back to sluggishly slow HDD memory. -
So ... does FAR make launching rockets "unrealistically" easier than intended - or what do you mean by this?
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Should the Kerbol system be rebuild, changing inclinations of orbital and rotational axis of moons and planets and new planets set between existing ones (to keep with the similarity of Kerbol and Sol system, like the predicted "Keptun" and "Katurn" being closer to Kerbol then "Kluto"/Eeloo) pushing outer orbits farer from the star? Would some changes put in more variations, but keeping the Kerbin-Mun system as it is make it easier for new players at the beginning? Or should everything stay as it is, upcoming planets set outside the established orbits?
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Weird thing that makes KSP temporarily use *vastly* less RAM
KerbMav replied to Tiron's topic in KSP1 Discussion
Thoughts of a half-user: KSP loads all data upon start into the RAM to be readily available if anything comes into rendering range. It is limited by its 32bit structure. Windows uses harddrive memory to dump data from RAM; KSP seems to only allow this while the OS is hibernating. Now - on systems with lots of memory - if KSP were designed to request Windows to create a ramdrive reserved for the game to store its during startup preloaded data and if KSP then would fetch its data during play from this ramdrive to load it into RAM - would this equal "profit"? The game would still be able to preload every part and texture, but as it dumps these onto a Windows managed ram drive - that is not limited by the 32bit dilemma, as KSP only sees a (very fast) drive - it would still be able to use the 3,x GB of RAM it can handle. So, it should be possible to install more mods than would fit into the 3,x GB of KSP usable RAM - the only limitation then being, that there must not be more parts and/or retextured high-res planets in rendering range than can be loaded into KSP usable RAM. Am I making any sense? -
Depends on what youre going for - fast scout, taxi between landing site and ground base, expedition craft with lots of personnell, mining rig ... let your imagination go wild! And then catch her and fit the physics into it.
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SSTO cant maintain lift at 20k altitude
KerbMav replied to CmdrRimmer's topic in KSP1 Gameplay Questions and Tutorials
Word is new to me, but the picture looks right. Meaning: Dont attach the wings parallel to the thrustvektor of your engines, but rotate them a bit so the front of the wings is higher. -
Balancing a Jool ship with four landers
KerbMav replied to Alexander_Kerbing's topic in KSP1 Gameplay Questions and Tutorials
Identical Lander = One Lander A stack of descent stages if needed. -
Single Saucer To Orbit ! (99.94% Stock)
KerbMav replied to JaneKermen's topic in KSP1 The Spacecraft Exchange
50 nerd points for you! -
Single Saucer To Orbit ! (99.94% Stock)
KerbMav replied to JaneKermen's topic in KSP1 The Spacecraft Exchange
du di du do daa