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Everything posted by CCKinnison
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Hmm. I use the blue ones to set up an orbit with a body. For instance, when I get an encounter with the Mun (we'll take an easy one) you then need to bend that encounter into an orbit. I usually do that by setting up a maneuver that BOTH burns retrograde, and burns OUT from the Mun (blue). For me, that seems to generate an orbit (highly elliptical, but a Mun orbit) faster and simpler. Then I circularize. If I want to change inclination (equatorial, mapping, specific landing, whatever) I try to do it at the same time as the first "capture" burn, or at least roughly.
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Oh, PLEASE. Me Likey.
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Building a fuelstation.
CCKinnison replied to rowns's topic in KSP1 Gameplay Questions and Tutorials
That's... very odd. If you didn't "end flight" on it, have you tried clicking on any command pods/probe cores and selecting "command from here"? -
Congratulations!
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It does not. Throttles are fully operational with caps lock on.
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No Idea how one of these even works... I'll, um, watch this one.
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2> Fuel lines specifically have firing engines draw from the FARTHEST tank they're connected to first, until they're dry. Look up "Asparagus Staging" on the Wiki or in Scott's videos, that'll make how fuel lines work more apparent. 3> There is a mod for .20.2, "Crew Manifest", that will let you fill or remove crew from any/all crew pods attached. by default, the game FILLS only the first crew-holding part it finds when loading a design. So if you put a Hitchhiker module below a crew pod, that might also slave your issue, unless you want a totally un-kerballed mission. 4> ASAS, as noted, is destructive in trying to do stationkeeping with RCS right now. However, RCS with a large, dispersed structure is a problem all it's own. More thursters is not necessarily better, placememt matters a LOT. For rotation, you want thrusters evenly spaced around the center of mass, as far from it as possible. note that with a BIG structure, it may simply not be able to take the maneuver - you might have to split the station into pieces with docking ports, rotate the core, and re-dock the bits, using tugs. For TRAMLATION with RCS, one set of thrusters arrayed DIRECTLY AROUND the Center of Mass is generally more effective. 5> Yes, you can launch docked ports. It's more parts, and "more flexible" than sending up assembled structure not intended to come apart... and yes, you can strut across docking port.
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Scotius, after the Mk3 made orbit, I'm sure this will. I'm more interested in how much of a PAYLOAD one of these things can carry with them.
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No one else mentioned - rendering the planet is a pain for the CPU right now. try to do things when facing AWAY from the planet, that should help a surprising amount.
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I was referring more to the design. They're beautiful, but good god, where do you find the time?!?!? And yeah, I notice the lack of caffiene too. But it intereferes with my sleep too much these days.
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Question about conserving Delta V.
CCKinnison replied to IllicitMedic's topic in KSP1 Gameplay Questions and Tutorials
Get to your exo-atmosphere point, then move the far side of your orbit to desired point, THEN circularize. That should be the "cheapest". -
I've been getting that bug on interplanetary mapping probes... I switch to them, the screen goes black, and the altitude either scrolls, or shows 666666k. I'm trying to reduce the variables to find out what happened... old mods (Had one that was apparently released about the time Jebediah the First looked up from his snackless hands and thought, "I wonder if those lights are tasty?"), memory leaks (most of the problems come after long mapping runs), etc.
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I'm ... afraid to suggest anything that would reduce the awesome insanity of what you're building. But SERIOUSLY... decaf. just a little.
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It's pretty. A bit strung out and tricky to control probably, but nice. Yes, those thrusters use the typical Liquid Fuel and Oxidizer, but any engine like that had to be directly connected to: A fuel tank/all fuel tanks it will draw from; A fuel line FROM the tanks it will draw from; A part connected to a fuel line FROM the tanks. The last one doesn't make much logical sense, in that a part which has no use for the fuel can distribute it, but I've seen it work in other people's designs. Haven't used it myself. Nelnard Kerman will NOT be going to space today... The entire lifter and his station module, except for the tiny bit he's left in, did a Mini-Kessler Syndrome on him. He did make a successful parachute re-entry, since that was supposed to be one of the Station's escape pods. And maybe not excessively spectacular, but here's an Eve-bound mapping probe under full burn, just after leaving Kerbin's SOI.
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I did the same thing. Not eaten. Until you have 5 posts, all your posts must be approved by a moderator, to ensure you're not a spambot. However, welcome to KSP!
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Welcome! Always glad to have another convert to the way of Snacks, kludgy engineering, and Explosions!
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Not just front and rear engines... If you're using multiple "taxis", make sure you do "control from here" on the one that's facing FORWARD, after everything's docked. I get huge oscillations and destructive rotation when a core is trying to control a ship pointing the other way.
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That's actually kinda impressive, to head straight out of the SOI that quick. Is he on a Solar Escape Orbit? If not, he can be recovered... We have the Technology...
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Slartibartfast? ..or perhaps Klartibartfast...
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What defines "polar?"
CCKinnison replied to SuperWeegee4000's topic in KSP1 Gameplay Questions and Tutorials
A polar orbit is one which passes over the north and south poles during it's passage. Technically, anything CLOSE to the poles will work, but a perfect polar orbit is GREAT for mapping, becasue the planet turns under you while you orbit, and you (in theory) manage to cover the ENTIRE surface (eventually) with no additional fuel usage. In practice, it is POSSIBLE to get a resonant orbit, where you pass over the same bits of terrain each pass. It's horribly unlikely, and happened to someone here (I've seen the maps his orbit generated, and laughed at the unlikelihood of it). If that happens to you, just move your orbit in or out A TEENY BIT, that'll be more than enough to change the orbital period. -
This how I feel about flying. It's fast, sure, but I can't land them AT ALL, and I'm not really good at controlling most of them in the air. Slap an SAS on a rover, though, and I'll take that thing anywhere. Considering looking into a Helo design that I can put a bunch of radial parachutes on to land with.
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Mapping Probe I finished a great run about Kerbin, and did several Burns (NERVA) at Periapsis to stretch for Mun... Only to find it had overburned on the last one, and was Exiting Kerbin's SOI. A small amount of immediate Retrograde dropped it into an EVENTUAL connection with Minmus (some year, they'll be close). Mapping Probe II promptly launched, and headed out for a (relatively) immediate Mun rendevous. Hoping to drop into something approximating a polar orbit, initial plans look good. Meanwhile, Jebediah (of course) was the hero. Station Module I suffered a structural failure in ascent (no clue why, test flight worked fine) and started spinning wildly when one of the last pair of Asparagus tanks came half off the docking clamp. Under manual, Jeb throttled off at 45k feet, ejected the tanks, and headed for orbit on the final NON-station stage... which lost it's engine to the asparagus debris. Unphased, he ejected that stage, regained control on the station's internal engine, and somehow established a circular orbit with a few drops of liquid fuel left! ...and I need to develop the reflex of taking screenshots when things go wrong. I really didn't think that launch would end up working!