Jump to content

bracknellexile

Members
  • Posts

    29
  • Joined

  • Last visited

Everything posted by bracknellexile

  1. I had the same issue on KSP 1.10.1, right down to the date being Year 999 Day 499. Everything works ok on 1.11 though once I upgraded Kopernicus BE to the correct build. I have a stack of mods installed too and even just copying my mods folder across from 1.10.1 to the 1.11 install everything worked. Only update needed was Kopernicus.
  2. Awesome news! Is this latest beta just for Stock or does it work with Beyond Home too? Or should we still be using build 1.0.1 for that?
  3. Over Christmas, after a couple of hours watching me build rockets and showing her how the basics worked, I let my niece loose on KSP. This is what happens when you put a five-year-old in charge of your space program... Everything here is unprompted, save for a couple of reminders of which keys did what.
  4. Universe Replacer seems to be working fine for me in 0.23, as is BoulderCo's Texture Compressor.
  5. Chatterer and Universe Replacer work fine. Mission Controller doesn't.
  6. Before I first discovered KSP, I had a partner, social life. Now... now there's just me and the wee green ones. Now I'm not necessarily saying KSP was the cause but....
  7. Mine was a classic get-out-and-push mission. The initial lander made it back off the munar surface but didn't have enough fuel to do anything more than get into an elongated munar orbit. The rescue craft should have been able to pick up Bob no problem but at that point I had virtually no experience with rendezvous manoeuvres and blew most of the rescue craft's fuel trying to get close to Bob's craft. There were, of course, no docking ports on the lander so Bob had to EVA over to the rescue ship. The pittance of fuel left in the rescue craft was enough to break munar orbit but not enough for a Kerbin encounter so we ditched everything bar the command pod and the parachutes and got out and pushed. Eventually the periapsis dropped just enough to skim the atmosphere and after several orbits of aerobraking, finally made it back home intact. That was the day I learned that I would be spending many, many more hours than planned on KSP cos I'm too proud/stubborn/perfectionist (delete as appropriate) to leave any Kerbal behind.
  8. I only just discovered this thread so I'm a little late to the party but I just wanted to chuck in a huge thank-you to all the people working on the textures and to Tingle for the original mod. Your work, all of you, is simply jaw-dropping! Fantastic job!
  9. Nothing stopping you designing, launching and assembling one in your own game if you want to, there are enough mods out there to give you the parts to do it if the stock ones don't meet your needs.. Have to say though, personally I agree with Johnno; doesn't feel very Kerbal to me but each to their own.
  10. Documentation on stone tablets, a working punch-card reader and a 9600 baud modem!
  11. You're not alone in being old but not quite old enough. I was born in time to see Apollo 16 and 17 (or at least my father tells me I saw them, I have no recollection) but I'm just young enough to have missed one of the most pivotal moments in human history
  12. The real-world balloon in the analogy is a curved two-dimensional surface expanding in a three-dimensional space. Yes, the balloon is a three-dimensional thing to us but if you lived in the balloon universe you'd have no concept of 'inside' or 'outside', only the surface of the balloon which is, for you, your universe. It's curved but it's still a two-dimensional space. The real universe is (for the sake of simplicity) a three-dimensional 'surface' expanding in a four-dimensional 'space'.
  13. That's what your creator wants you to think. This entire forum is actually part of a computer game we Kerbals like to call Human Space Program. Making them believe they're actually playing a game based on us Kerbals within the game about humans was just an exercise in AI-design to see if we could create programs that believe they actually exist. That's why the physics isn't quite right, there wasn't much point in making it perfect when the real point of the game is to try to get your humans to Mars and Jupiter. The Kerbal devs tell me there's an Easter egg on Europa but my Voyager probe didn't find it. Maybe I'll send a manned mission, after all it doesn't really matter if a couple of humans die, right? it's only a game....
  14. If probe cores are the remnants of failed Kerbal-machine experiments gone wrong where the part-machine, part-organic mind was the only thing rescued then are lander cans and command pods the mirror images of probes, a tragic case where they saved the body but couldn't salvage the brain? Maybe that cupboard marked snacks is actually a poor cyber-Kerbal's metallic stomach, the navball was once an eye, and the crew hatch...?
  15. On the plus side, whilst Squad know how to deal with Jeb (even if he does crash the servers from time to time), EA wouldn't know what hit them. Just think how much carnage he could unleash if he was given access to EA from the inside. It'd be tempting just to see EA's flagship products Jeb'd - SimCities destroyed by the impact of a dozen SRBs strutted together and a command seat strapped to the top with a grinning Jeb in control; NBA 14 where the hoops are 17km above the arena and every player on court needs MOAR BOOSTERS; everyone in The Sims dying of starvation cos Jeb ate all the snacks! The havoc our favorite Kerbal could wreak from within EA is almost worth it....
  16. The same could be said of Cavendish and Foucault. And I can only vote once...
  17. Tipder Rover and Rollder Rover. Because they will inevitably corner too fast at some point, specially if Jeb is driving....
  18. My crafts are mostly stock, I use a few mod parts (KSPX, the odd bit from B9), but there are two mods that have brought in new parts I probably couldn't live without these days - MapSat and Procedural Fairings (love, LOVE this mod!). So yeah, mostly stock but there's definitely a place for the odd mod part or two that "fit" with my personal aesthetic*. It's one of the things I love about KSP, the fact that there are so many mods out there that you can always play the game the way you want to and no-one's right or wrong in what they do or don't use. * I use a few plugins too (subassembly, engineer, crew manifest) but that's a different matter.
  19. As others have said, achieving it from launch by aiming North when you start your gravity turn is probably the easiest way to do it on Kerbin but, as you say, for other bodies (and Kerbin too if you have stuff already in space) you'd have to do the inclination change from orbit and that, I guess, is where you're hitting the problems with the manoeuvre nodes. I think I can explain why the apoapsis and periapsis fluctuate so much and maybe help with those orbital inclination changes. In orbit too, to make inclination changes from an equatorial orbit you aim North and burn. What you're actually doing is burning perpendicular to the plane of your orbit, so you're aiming 90 degrees from your prograde marker which, in a equatorial orbit is pointing roughly east. I may be wrong here but if I understand it right, I think that the reason for your orbital burns not working properly is that the perfect burn for changing inclination should not be in a single fixed direction ("North") and the manoeuvre node doesn't allow for this, it just shows what will happen if you burn in your target direction for a certain burn duration. When you burn prograde or retrograde, you're working in two dimensions, burning in the plane of the orbit so the only change is in that plane - e.g. extending apoapsis. All of your burn is parallel to the plane of your orbit working towards changing apoapsis and there is no component perpendicular to the orbit, working to change your inclination. Once you start burning perpendicular to the plane of the orbit (the purple arrows on the manoeuvre nodes) to do inclination changes, there is, in theory, no component of your burn going towards changing apoapsis and it's all going into changing inclination. In short, the component of your burn that's parallel to your orbital plane changes apoapsis and the component that's perpendicular changes inclination. If you were to burn in some random direction you'd have your burn affect both to varying degrees. The problem comes in that when you burn perpendicular to your orbit to change inclination you're instantly changing the plane of that orbit and thus the angle between the direction you're burning and the plane of your orbit has now changed, it's no longer perpendicular. Imagine you're in an equatorial orbit. To increase the inclination you aim 90 degrees from your prograde marker, which is likely pointing east at 90 degrees if you've launched normally, point north - aiming the navball at 0 degrees on the artificial horizon - and burn. Now imagine your orbit was already inclined at 30 degrees. To further increase the inclination there, you'd burn perpendicular to that orbital plane so you'd point your navball at 330 degrees on the artificial horizon, not at north which is perpendicular to the equator. It's 330 because: 90 (east) - 30 (current inclination) = 60 degrees, then we subtract 90 to get a perpendicular to our current orbit: 60 - 90 = 330. In an extended burn as your inclination changes, the plane to which you have to burn perpendicular is constantly changing so your target direction shouldn't be fixed. What happens to the manoeuvre node when you use the the purple arrows is that you're adding a component to the burn perpendicular to the original orbit, you're effectively telling it to set up a manoeuvre to burn North for x seconds. The instant you start that perpendicular burn, no matter how accurate you are on the target marker, you're not burning perpendicular to your current orbit - you're burning perpendicular to your original one. Your current orbit changed the instant you started the burn. The further from an equatorial orbit you get, the further off perpendicular from your current, constantly changing, orbit your burn is. Now, if not all of your burn is going towards changing inclination (because it's not perpendicular to your current orbit) then some component of it must be doing something else and it is; it's either burning prograde or retrograde which is why the apoapsis and periapsis change too (and why they go crazy when dragging the manoeuvre nodes around). One solution is to do a series of small burns, changing inclination by a few degrees each time and then adding a new manoeuvre node so that each burn is roughly perpendicular to the orbit that resulted from the last one - this shouldn't affect the periapsis and apoapsis too much. The other solution is to get a feel for how the direction of burn changes as the inclination changes and do it manually! Assuming you're in a circular equatorial orbit, your direction of burn should track smoothly from North (0 degrees) to West (270 degrees) along the artificial horizon of the navball as you go through a 90 degree inclination change (assuming you can complete the burn while you're pretty much on the equator - it'll track off the artificial horizon as you move away from the equator). This second solution is a lot trickier though and would take some practice. In theory, if I could adjust my direction to precisely match my inclination (so when my inclination reaches 20 degrees my burn direction is 360-20 = 340 degrees; when it reaches 45 degrees my direction of burn is 315 and so on) then I could execute a perfect inclination change without affecting periapsis or apoapsis. In practise it's damned difficult! I just had a trial run and even with Flight Engineer telling me what my current inclination was I still ended up with a periapsis at 40Km having started from a circular 90Km orbit. Hope that makes some sort of sense
  20. For me it was an article on Rock Paper Shotgun last December interviewing the Squad team. I think 0.18 had just come out. I tried the demo (which I think was still a 0.13 build back then) and bought the game the same day. Never looked back
  21. Measuring Distance to Chemist... Discombobulating Bob... Dragging Aerodynamics...
  22. I finally got around to playing with the ISA MapSat Mod. So many anomalies to investigate! Now, where'd I put that rover....?
  23. "Due to a slight miscalculation of the required fuel for the return to Earth, our astronauts are currently executing a series of spacewalks in an attempt to 'get out and push'."
×
×
  • Create New...