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FenrirWolf

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Everything posted by FenrirWolf

  1. If for some reason I were forced to use one mod and one mod only, it would probably be Enhanced Navball. Or Visual Enhancements. In fact I'd probably choose the latter and try to sneak in the navball one somehow since it really should be stock anyway XD
  2. The funny thing is that, IIRC, a number of them do already work remotely from other spots in the world.
  3. I do have to admit that the Mun can feel unnerving sometimes. But to whoever said Minmus feels like the most inviting of the celestial bodies I totally agree. I feel tempted to set up my first extraplanetary base over there.
  4. I can see this working well. One thing I noticed on my recent (and first) mission to Dres is that since Dres' orbit is so slow compared to Kerbin, the planet will have gone a fair distance around its orbit by the time you transfer down to it, and perhaps will have made more than one lap around the Sun if you take a sufficiently slow route. This makes it so that, given the same departure time from Dres, small variations in your phase angle and speed of departure can make the difference between reaching Kerbin's orbit right on target, or finding that it's on the wrong end of the Sun by the time you get there. I haven't tried going to Moho in a long time but I'll bet the same principle applies. Wait until Kerbin is in phase with the AN or DN then mess with your node until you generate an encounter. It should be doable without an overly large expenditure of delta-v compared to waiting for the textbook phase angle.
  5. Eh, we don't get a real 365-day year on our planet either. Some slippage is only natural but there ought to be some way to account for the spare change as it accumulates.
  6. Because they are designed for 6-7 and not 7-1.
  7. Interplanetary travel actually got a lot easier in this update. Generating an encounter is about the same as before, but refining the encounter path is much more intuitive now that you can easily focus the camera on the target body. When you do so, it now changes the conics view to 0 so you see your future path in the sphere of influence. That makes it a lot easier to further tune your encounter node and set up a burn, or just adjust the encounter directly with RCS translation. It used to be really hard to tell if you were coming in on a prograde or retrograde encounter and now it's easy-peasy.
  8. Even then, the moon is probably bumping into a few stray particles from the atmosphere anyway. Though not enough to cause its orbit to decay of course, especially since unrelated interactions are causing it to move away from us rather than towards us.
  9. My understanding is that as long as the configs are somewhere in the GameData folder (or any subfolder therein), they will be applied. For organization's sake you could make a folder called Tweaks or MMConfigs or something and put them in there if you like.
  10. Oh okay, I see what it's doing now. You already have heat shields from Deadly Reentry, so instead of downloading a new set you just make a module manager config like the one Starwaster posted. open up a text file, paste that stuff in, rename it to WhateverYouWantToNameIt.cfg, then put it in the GameData folder or the subfolder of your choice.
  11. I dunno much more than you in that regard, just that it would prolly be better to try smaller increments to get the results you want vs going all the way to RSS-rated settings.
  12. And if one is too little and one is too much, try the middle?
  13. It's not a question of having RSS. It's a question of turning up the heat and wondering why things are hot. You're apparently using settings rated for RSS, consequently you need the shields rated as such.
  14. I dunno man, as great as my first orbit and first Mun landings were, my most satisfying experiences came later. My first Apollo-style Duna mission, followed by bringing an SSTO spaceplane to landing on Laythe and back again without refueling, those are some of my favorite accomplishments in any game ever.
  15. No shame in not playing the game for a while. It'll always be around when you decide to take to the stars again.
  16. Reminds me of my first successful interplanetary ship built back when I was first starting to get the hang of this game That thing was horribly inefficient and resulted in my crew being stranded on Duna with no way to return home, but it's still one of my favorite ships I've ever made
  17. I don't recall it being announced in the patch notes, but I also stumbled across it when clicking around with other things. At first I thought some mod I installed added that function, but eventually I realized it was a part of the update.
  18. Pretty much this. Only on my most recent save I decided to skip going to Duna and went to Dres for the first time instead XD
  19. Kerbal Space Program League of Legends Pokemon HeartGold (Soon to be playing Pokemon X) Super Smash Bros Melee Super Smash Bros Brawl (Project M)
  20. I just check the add-ons forum and download stuff when I see there are updates. Not the most elegant solution but there aren't a lot of alternatives at the moment
  21. IIRC, the Unity folks are pretty close to getting it stable for Windows. The unexpected and rather substantial performance improvements resulting from the engine upgrade in KSP .23.5 are making me optimistic that things are gonna be getting better in that regard.
  22. I'd try starting your turn earlier and pitching over slower. Doing a 45-degree turn at 10km is rather abrupt.
  23. Planet and Moon orbits are on rails, which is to say they are predetermined and unalterable (outside of using hyperedit or whatnot)
  24. The biggest problem would be that depending on your chosen orbit, you would only be set up for transfers to outer planets or inner planets. Though I guess that's less of an issue of you don't plan to go to Eve or Moho
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