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Everything posted by KerbMav
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That is one of the cutest rovers!
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Hm - rescalesize does not change all parameters of a part then?
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Left-handed keyboard input mappings
KerbMav replied to Ratahpla's topic in KSP1 Gameplay Questions and Tutorials
If there are no lefthanded-keyboards out there, then maybe get a seperate numerical keypad (notebook accessoiry (sp???)) or some fancy stuff out of the gaming department, a dashboard or something similar. -
Balancing a Jool ship with four landers
KerbMav replied to Alexander_Kerbing's topic in KSP1 Gameplay Questions and Tutorials
Completely redesign your ship for the landers to dock in a middle of two stacks of fuel tanks, engines and other components. Join the stacks with struts, crew modules or anything else you want to bring along and dock you landers - in the line of COM and COT - to these "bridges" between the two "drive sections". Will require a hell of a launcher or quite some docking in Kerbin orbit. To save mass and parts you could reuse one crew and equipment module and dock it to the different land- and ascent-modules designed for the different bodies you are visiting. Suggested mods: Fuel Balancer, Crew Manifest, UbioZur Welding Edith tells me, that I always wanted to built such a vessel myself, but I seem to procrastinate to much - and have to many things in mind that I also want to build ... -
Would be nice to have a two man cockpit and a passenger module in all different sizes. And: Recently I saw an old youtube video of a really cool space shuttle built in an older version of KSP. Didnt stumble on that craft in the forums though?
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What are probes/satellites for?
KerbMav replied to Richter's topic in KSP1 Gameplay Questions and Tutorials
scnr http://xkcd.com/695/ -
Sanity Check - Duna Lander
KerbMav replied to Danger2007's topic in KSP1 Gameplay Questions and Tutorials
Not trying to tell you what to do, just throwing around my thoughts. -
Speed keeps increasing?
KerbMav replied to spaceisnothing's topic in KSP1 Gameplay Questions and Tutorials
To start out silly: Is your orbit still stable? But: Your orbital will change if you are not on a -perfect- circle - it will always be somewhat elliptic. Also no two orbits will be the same - at least not if the orbiting crafts are getting closer to each other. Although my spaceplane drifted quite a lot yesterday while my kerbonaut EVAed to get the fuel line from the station ... -
odd docking behavior
KerbMav replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
There is another thread that reads familiar? http://forum.kerbalspaceprogram.com/showthread.php/38268-How-to-avoid-weird-relative-target-velocity-speed-glitch-when-entering-visual-range -
Blame it on Hollywood ...
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Sanity Check - Duna Lander
KerbMav replied to Danger2007's topic in KSP1 Gameplay Questions and Tutorials
Both parts will arrive at mostly the same time - when the capsule enters the atmosphere while you are still busy burning your orbit ... bye bye ... -
Using tri- and quad-adapters both ways
KerbMav replied to Kosmic Debris's topic in KSP1 Gameplay Questions and Tutorials
something - n-adaptor - engines - decouplers - docks - docks - n-adaptor - something else The problem with taking off and setting aside anything is, it will leave you with a component that only has the connector node it was attached with before you took it off (yellow ball) - so you cant take it off and flip it, because it will not have a node on that end. Solution: Prepare the craft with the engines, decouplers, docking ports downwards and only ONE port upwards. Rotate the n-adapter the way you want it to be attached. Connect it with only one of its n ports under the craft to this one upwards docking port. Add the missing upwards docking ports to the n-adapter, then take it off and rotate the ports under their counter parts, attach. -
Dont push it. Take your time. Be gentle.
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Sanity Check - Duna Lander
KerbMav replied to Danger2007's topic in KSP1 Gameplay Questions and Tutorials
Ah, OK! How about a small de-orbiting-module between your transfer stage and the capsule? Leave it in Duna orbit to save weight/fuel and reduce drag (always priming my thoughts on a future aerodynamics upgrade - and using FAR) and take it with you when landing back at Kerbin. You might want to built this module so it pulls the capsule - dont know if it would spin around when it is pushing the relative high weight of the capsule. Although it is amazing how easy you can deorbit with RCS - think this again comes down to a question of weight, part count and stuff. -
Sanity Check - Duna Lander
KerbMav replied to Danger2007's topic in KSP1 Gameplay Questions and Tutorials
What are you using the Rockomax 24-77 at the top for? If it is for docking, Id rely on RCS only, maybe put some more radial monoprop tanks below. Orbital maneuvers can be done with the liquid engings alone (should you follow the advice to exchange the SRBs for liquids) - without the mass of the poodle the fuel will get you there I think. And if the capsule is also used for the return to Kerbin, remove all that weight from the top - although that is really only needed if you are playing with reentry effects, but it would feel better for me. -
Maybe sent them more hardware, three lander cranes - if they do not have docking ports, you can use KAS.
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I want to try to edit an existing .cfg from another stock adapting mod, just to see if I can really do it. If I wanted to add the GPS funtionality to every probe and pod - which module would I have to add to a .cfg file for use with modulemanager.dll? Would I have to expect negative impact on performance if there is more then one GPS-pod/-probe on a craft?
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Do the scene load times keep you away from 0.21.1?
KerbMav replied to Benie's topic in KSP1 Discussion
Yes, would be nice to directly choose where to go from flight mode, not only space center - at least as a preliminary fix if Squad needs more time to sort it out. And funny to hear that some people are having lower loading times now! -
That true? Never heard that before - or didnt listen/read attentively enough. How would I calculate the time needed at full thrust to negate a certain velocity to zero? Does velocity equal dV?
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EVA Precision Controls via CAPSLOCK
KerbMav replied to Apollo13's topic in KSP1 Suggestions & Development Discussion
I agree, the thrusters can be to powerful in some cases. -
Well, where is it then?
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Do the scene load times keep you away from 0.21.1?
KerbMav replied to Benie's topic in KSP1 Discussion
"Please insert CD no. 2, than press Enter to continue." Ah well ... I am a bit young then? :D:D -
My first pride moment ... let me rephrase that ... actually yesterday: Built a big orbital tug with a few gizmos to help building my 21.1 space station. That thing weighs quite a lot, has a roboarm on one side which I had to balance out for and is everything but aerodynamic (using FAR). I built a lifter, first stage about 20 large boosters only, no liquids at lift off. Initial test launch failed - guess due to different drag of the arm and its counterweight. Added ProcFairings and let the center engine run at 40% for its gimbaling during first stage, set to full with its two big liquid boosters after first staging. Second attempt worked with little manual correcting for attitude and rotation during the accent, boosters and fairings deployed in suborbital flight, established AP of my preliminary station core of 1000km at PE of 100km exactly as my lifter stage ran out of fuel - dropping it into the atmosphere would have been icing on the cake, but it was my first really good accent in weeks for such a big payload and lifter! Proud is always a first for me - literally ... because after my first good circular orbit, docking or anything ... somehow I kinda mess it up thereafter - maybe my designs get to ambitious/whacky afterwards?
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Do the scene load times keep you away from 0.21.1?
KerbMav replied to Benie's topic in KSP1 Discussion
Actually the longish pause while reverting gives me enough time to bang my head on something ... "Must*not*for*get*§(%$*parts*every*time!" I cannot count the times I sat on the launch pad or was already about to dock when I realised the RCS thrusters were missing ... "I will put them on last, so I can align them with the center of mass, because I am clever and so smart!" *BANG*BANG*BANG* So, they are inconvenient, but I am certain it will not stay that way.