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KSP2 Release Notes
Everything posted by KerbMav
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Ah ... hmm ... OK ... But: Do the motors keep the parts firmly in place when not rotating? Then all it would take were quantum struts? Oh, the part count, the part count!
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The war against lag: Anti-lag fairings
KerbMav replied to Psycix's topic in KSP1 Suggestions & Development Discussion
Actually there is, but I think as adults we can handle this or leave the "room" in disgust if we so choose. If the "spring constant" (is that the correct term by the way?) is bound to the joining-force (just made that word up) in the Unity engine, then the wobble could only be suppressed if the crafts get magically more stable. But I dont know about these things, I am just guessing and letting my mind wander here. To give the proposal a fair amount of thought: What happens if a second ship enters physics range? is it fully calculated or ever only the active ship? Is the lag that bad if the parts of the second ship start getting computed? Will have to make a rendesvouz today to see for myself. But: Making Fairings into subspace fields suspending all but the sum of the mass of the parts contained therein - no. No for the reasons already called out here. Structural integrity would be 200% always and no approximated inertia would produce results that could be compared to the damage a craft/payload would take right now. If a powerful engine had only to deal with the combined mass of the payload-parts the mass would still be really high and the connection between lifter and fairinged payload would most likely break - stopping this from happening would kill the prospect of having to design a sound rocket in this game and we could just expand the MS Space Flight Simulator instead. What I could imagine, would be a difficulty setting suspending physics altogether - why not go all the way if big contraptions is the only goal for a player? I for one do want to feel the pain and the relief if something weird is finally in orbit. -
I think I saw this in the rollcage addon - a file adding a resized part to the game without actually adding a part (file).
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Purely roleplaying? - Stable communication without any relays which can fail and would need a repair mission, on ground and station repair crews are readily available and on location - this is basically also the reason for several points below - Combined surveillance and countermeasures in one location being always in range to observe/intercept/shoot down bandits/asteroids - Remote military HQ to coordinate planetbound forces - bugproof point-to-point communication - Space traffic surveillance and guidance - an always "home is not far" feeling for longterm stationed personnal - political prowess "whenever you look up, my dear citizens ... yadayadayada"
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Multiple fuel tanks?
KerbMav replied to razalloveragain's topic in KSP1 Gameplay Questions and Tutorials
Hm - I would say "do not do that" - try to build your own rockets first - even starting out with small ones. Look at the crafts you downloaded - and here too the smaller ones first - and try to understand what was done why in the design. This is not really a game you can download a new shiny car for and start cruising the neighbourhood, it helps tremendously to understand whats going on under the hood. -
The winglets will help you only up to a certain height/dence atmosphere. (Winglets should be attached quite low on the rocket - and remember you will loose them if you seperate the lower stage ... ) In the Control tab in the VAB are several (A)SAS parts - add some (more) to your design. Beware that they are not necessarily structurally sound. I head the big part break (without struts) off of a tank below under thrust. Very high in the atmosphere/in space you can use RCS thrusters - but I didnt need/use them for a long time now, seem to be getting better at building more stable ... or at strutting.
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"That day, for no particular reason, I decided to go for a little run. So I ran to the end of the road. And when I got there, I thought maybe I'd run to the end of town. And when I got there, I thought maybe I'd just run across Greenbow County. And I figured, since I run this far, maybe I'd just run across the great state of Alabama. And that's what I did. I ran clear across Alabama. For no particular reason I just kept on going. I ran clear to the ocean. And when I got there, I figured, since I'd gone this far, I might as well turn around, just keep on going. When I got to another ocean, I figured, since I'd gone this far, I might as well just turn back, keep right on going."
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The rotation parts were driven by motors - dont know how well the "parking position" works though.
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There was a modded part that could be stacked with a docking port to make it rotate - maybe the station could be built to ... fold up ?
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Engi is not fully .21 compatible right now, try Protractor.
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Burn Time & Maneuver Nodes
KerbMav replied to rodion's topic in KSP1 Gameplay Questions and Tutorials
Hah! Thank you! -
Different though - have you tried strutting the quadupler to the ships core?
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I mainly use cosmetic mods, there are simply (as of now of course) not enough lights in the game. I shy away from mod engines, RTGs ... for what Sean said - and because I am not that knowledgable to recognize unkerbalistic stats, which I do not want to have in my game. (One can always delete these parts to save memory and keep the prutty hulls, lights, struts, gears ... ) When I finally start a space station to be my mission hub for a multiple-mission-ship, I am not above using a solar-fuel-making mod to circumvent making x refueling launches, it is just not that much fun to watch the same rocket over and over again. As I am not getting THAT much joy from number crunching I will leave TWR, dV etc. calculations to Kerbal Engineer and maybe MechJeb, which I will both use for the data output, aerobreaking information and maybe automation of burns, but not for plotting a course, landing or docking, accompanied by Alarm Clock, Protractor and funny gizmos like Chatterer.
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It protects from silly misclicks, yes. And as terminate from the observatory is the same as ending the flight in .20 ... If you indeed let the ship burn up in Kerbins atmosphere, it would be THE perfect moment to install Deadly Reentry Mod just for that occasion!
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I dont know if it was during timewarp only, but the lag was strange in a way that everything stopped - yet continued. And when it ended I was already on my way out of the SOI (warpx10000 I think). Has it always been this way? Never noticed - maybe because "Kalarmclock" slowed the warp down for me ... hm ...
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How to Select Target Space Vehicle
KerbMav replied to Apollo13's topic in KSP1 Gameplay Questions and Tutorials
Kerbal Engineer wont help, rendevouz function closes the window as of 0.21 And I was hoping you would give haystack a go so I had one mod less to try for compatibility with .21 ... -
Burn Time & Maneuver Nodes
KerbMav replied to rodion's topic in KSP1 Gameplay Questions and Tutorials
What about the incorrect prediction of burn time? -
I think I never understood/read anything about how KSP's drag calculation works?
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Sooo ... when I rotate the nuclear engines so they dont damage each other when their protective covers are jettisoned (in a single2triple2single arrangement) they will make my rocket spin too?
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Use it on a Eve return vessel to burn up and thin out the atmosphere!!!
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Return from Eve by Spaceplane
KerbMav replied to Crush's topic in KSP1 Gameplay Questions and Tutorials
Is it possible to mod propellers running on electricity to whirl up a bit first? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
Well, does it work for .21 or not? *confused*