Kimberly
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Everything posted by Kimberly
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Batteries not charging Probes?
Kimberly replied to Superfluous J's topic in KSP1 Gameplay Questions and Tutorials
The probe contains its own battery. This is what you see being drained. If the probe's own battery is empty, it can still function just fine using batteries on other parts of the ship. Don't think of the probe's own charge as the electricity it needs to function; think of it like any other battery. -
I'm all for an increased cost for bad landings, but I would say that any return should be better than none.
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Docking a rover to a lander [Kethane]
Kimberly replied to Glockshna's topic in KSP1 Gameplay Questions and Tutorials
To add to what others have said, there's also a few modders working on landing legs with adjustable suspension. This is useful for when you're uneven ground, but will hopefully also make it possible to lower landers a bit so they can match rovers. -
There is a chart floating around on the forums that will tell you where to put your periapsis when you're at a particular distance from the target to ensure that you'll end up in the right place. Mechjeb's maneuver nodes will also adjust for drag. I wouldn't advise calculating it yourself every time. Killing all your velocity works for atmospheric bodies too, though. It takes a lot of delta-V, but it's quite possible to simply cancel out all your horizontal velocity and start falling straight down.
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Recovery is supposed to save money. The idea of the recovery mechanic is to recycle ships based on their distance to KSC, so you have an incentive to build reusable craft.
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Well eventually, we'll be able to do science and maybe build up some infrastructure, so we can advance kerbal civilization.
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AmpsterMan has it right. If you want to get into a polar orbit, just launch north (or south). Keep your heading trained on the northward orange line on the Navball, and you will tend to have a polar orbit. You can make minor corrections in orbit if necessary.
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A Reusable Laythe Fuel Tanker
Kimberly replied to Sauron's topic in KSP1 Gameplay Questions and Tutorials
What's scary about that? That sounds awesome! -
Option to merge different modules
Kimberly replied to Nexotus's topic in KSP1 Gameplay Questions and Tutorials
You can't do this in the stock game yet, though I think it's planned for eventual inclusion. There is a mod that allows you to do this, though, it's called Subassembly Manager. Edit: D'oh! -
What do you guys think of the Mun's new surface?
Kimberly replied to bigdad84's topic in KSP1 Discussion
Looking at the comparison, I'd say the craters on the Mun actually need to be more clustered, and in some cases a bit larger. That, and the craters from the maria should be removed. -
how to reenter the atmosphere with a plane?
Kimberly replied to lammatt's topic in KSP1 Gameplay Questions and Tutorials
This is normal. Your plane is designed for lift, and when you're hurtling through the atmosphere at supersonic speeds, lift is just what you'll get. What you want to do is make your plane as aerodynamic as possible--it means you slow down at a reduced pace, but your plane will stay more or less stable. I think the best way to to do this is to keep the nose pointing prograde. (Even if you want to glide, consider opening your air intakes for increased drag.) -
Well, on the topic of subatomic particles: A proton is sitting in a bar, heavily drunk. "Bartender, give me another!" he says. "Are you sure about that?" the concerned bartender asks. "I'm positive."
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RemoteTech Question, what am i doing wrong??
Kimberly replied to ebaydan777's topic in KSP1 Mods Discussions
I don't see why Kethane would conflict, but go ahead and report it as a bug in the RemoteTech thread. -
RemoteTech Question, what am i doing wrong??
Kimberly replied to ebaydan777's topic in KSP1 Mods Discussions
For the connection calculations, all planets are considered perfectly spherical and slightly smaller than they actually are. This prevents mountains and such from blocking the signal on the planet's surface, but means you'll occasionally see the signal going through the planet. Is this happening when you're like, at the opposite side of the planet from KSC, though? In that case I'd definitely report it as a bug. -
Does is possible to launch object into space using only SRB
Kimberly replied to Pawelk198604's topic in Science & Spaceflight
Sorry, I have to go into pedantry mode here. You just linked to an article on Wikipedia. Wikipedia is a particularly well-known example of a wiki, a website that can be edited by the general public. You made it look like you were linking to a wiki devoted entirely to SRB launch vehicles. -
Well, ideally, you'd make a whole new module--a workshop of some sort. You can never have enough modules. It doesn't seem right for every station with a docking module to be considered a spacedock. I guess spacedocks and the Karmony aesthetics don't really match, though, considering a spacedock would be big and metallic. If you're going to be integrating it into an existing module, the utilities module is perhaps the most sensible choice.
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I agree with taniwha, they are a bit overpowered as storage space right now. The density of pure iron is about 7.874 tons per cubic meter. I suggest halving the storage capacity; two warehouse modules to build a 200 ton spacecraft is still pretty darn space-efficient! Also, it may be worth making the warehouse modules act like spacedock identifiers.
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Ah, but that brings up a philosophical question: is there a meaningful difference between something existing in another universe, and not existing?
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It'll work for any body, and as far as I know there are no compatibility problems. You will have to refrain from using the Mapsat "POS" button to see your position, though, or else there's not much point to the GPS network.
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Your list seems to be missing Figaro GPS--it's a fairly simple plug-in that gives you a GPS receiver. The receiver will tell you your current location and you can type in any coordinates and be told which way you need to head plus how far away you are. But for it to work, at least four GPS satellites must be visible to the craft, just like in real life. So unlike Mapsat, which gives you your position "for free", you need a network of GPS satellites before you can make use of the positioning ability.
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You might want to look at an add-on in the add-on development forum. Somebody's working on a part that you can put on a station, and once you activate it, you need to fill it up with a large quantity of fuel. After you've "proved" you can make fuel deliveries, you can use the part to order new fuel at any time. The fuel delivery has a time delay depending on the distance from Kerbin, and you can fill up as much as the station has capacity. The mod's still rough around the edges, but it essentially means you can use kethane without the boring routine missions: set up a mining operation and use it to fill up the station, and the station will now provide fuel continuously, abstracting away routine refueling missions.
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Sounds great! I especially appreciate the parts warehouse module--no more big orange fuel tanks with spare parts in them! Edit: will there be a flat-ended version of the Kupola? Right now, the Kupola looks strange when attached to adapters, it won't attach to end rings at all, and it looks really weird if you connect it with Clampotron docking nodes.
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If you start the strut on your launch vehicle, and then attach it to your payload, it won't leave a mark on the payload--it may do so upon initial decoupling, but after a reload all the strut marks will be gone.