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KSP2 Release Notes
Everything posted by Nibb31
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I would see #3 as an end-game accomplishment. Once you've mastered interplanetary travel, you have pretty much finished the game. You would no longer be playing KSP, which is a game mainly about mastering orbital manoeuvers and building rockets. As soon as you start playing with FTL drives, building colonies, and contacting alien civilizations, you're in a totally different game.
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It's just a debris, probably a piece of rocket from an earlier flight.
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The ASAS is a control computer. You don't need it when you have a MechJeb. SAS units are still usefull. You should look at them as gyro units that are controlled by an ASAS, a MechJeb or manual fligh controls.
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For Munar/Minmus transfers, I usually make a parking orbit of 160km, because you can warp faster above 150km. If I want to do geosynchronous orbit, I use a parking orbit of 475km, because you have a nice convenient 90° angle to launch to GEO altitude. If I want to practice docking, I usually go to 475 or higher, because you are moving slower than in low orbit and the relative speed between the two ships is easier to manage with RCS. The best moment to start the gravity turn depends a lot on your ship, but it's usually between 15 and 30km. You want to be pretty much horizontal when you reach 70km.
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I don't think KSP needs a storyline or detailed history of why the Kerbals are green, their geographical or political motivations, or why Kerbin has such a dense core... Folks can hae fun speculating, but explaining everything takes a lot of the fun out of the core of the game, IMO.
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This is my lunar taxi. I use it for routine Munar delivery of hab modules, comm stations, rovers or rescue pods to the Mun:
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The point is to get you to wonder what they are. I hope not.
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I'll add that just putting yourself on an escape trajectory won't be enough to get you back to Kerbin. You'll need to do some correction burns and get yourself into Kerbin orbit, which will require a lot of Delta-V or you will just do a fly-by and end up in Kerbol orbit.
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How to launch capsule to Minimus manually
Nibb31 replied to Pawelk198604's topic in KSP1 Gameplay Questions and Tutorials
You can do it exactly as you would aim for the Mun (wait until Minmus is over the horizon to burn). The only difference is that you need to do a mid-course correction burn to an inclination change so that you intersect with Minmus's orbit. To do that, put yourself in Normal or antinormal (point "up" or "down" on the elliptic plane) and burn. You should see your orbit move up or down. -
can this rendering engine handle the growth of the KSP?
Nibb31 replied to tsakali's topic in KSP1 Discussion
KSP is alpha software with a lot of room for optimization before anyone can claim that the graphics engine is not up to the task. Until now, the devs have been concentrating on adding features and getting the game mechanics ironed out. Optimization has not been a priority and usually comes later in the development cycle. -
For the sake of realism, I prohibit myself from using aerospikes on non-atmospheric vehicles. I also suspect that your core stage might not have enough Delta-V to take you from Eve orbit to Kerbin orbit (which should be the same Delta-V as it took you to bring you there). It might be enough to achieve Eve orbit and rendez-vous with a larger return spacecraft.
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[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
Nibb31 replied to DYJ's topic in KSP1 Mod Releases
The crewtank is just a mod part. No plugin dll required. -
Coordinates for all artifacts?
Nibb31 replied to superwonderdog77's topic in KSP1 Gameplay Questions and Tutorials
Seriously, what fun is it to find them by just digging up the coordinates on a forum and pluggin them into the MechJeb landing autopilot? Use the Muon detector or the ISAMap mods to find them. You'll find it so much more satisfying. -
The shuttle was a beautiful and inspiring maching. However, it was a rather poor spacecraft with too many design compromises and fundamental flaws, which made it impractical, dangerous and economically unsustainable.
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Is there a way to 'kick' stages off my rocket?
Nibb31 replied to Tassyr's topic in KSP1 Gameplay Questions and Tutorials
There are small retrorockets in some mod packs. You can put them at a 90° angle so that your radial stages are pushed away. You can also increase dramatically the EjectionForce variable in the CFG files of the decouplers. I tend to set the value to something like 2500. -
Or maybe he was born after Challenger.
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MechJeb can do pinpoint landings automatically, but with practice and a good stable design you can usually come within a few meters manually. Also, there's nothing stopping you from taking off again and doing suborbital hops with RCS to move closer.
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Basically, they used these:
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This is old and hasn't been updated even for RCS in 0.13, let alone for 0.16. The author seems to have moved on to other stuff.
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Where are the Soyuz mod add on gone to for 0.16
Nibb31 replied to Grand Lander's topic in KSP1 Discussion
This is why it annoys me when people take every tiny word from the devs for granted. Developing software is a process where things change a lot. Goals, objectives, requirements, plans... all those things change as you advance in the project. You discover that some things work better than planned and that others don't. Some things that seemed cool in 0.15 might actually make things more complicated or less fun in 0.17 and have to be scrapped or redesigned. Some stuff is added, other stuff is removed. And sometimes, a dev says something at one point in the development cycle that is no longer true or relevant at a later point. You should really take everything they say with a grain of salt. -
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
Nibb31 replied to kacperrutka26's topic in KSP1 Discussion
It's not really a matter of parts. It's a matter of skill. Getting to Minmus is easier than getting to the Mun and can easily be done on stock parts. Planets are for those who have pretty much mastered lunar flight and want a new challenge. If you are having trouble landing on the Mun or Minmus, you should concentrate on improving your skills first. What we do need is docking, but that's a major functionality of the game, not just a matter or parts. Until then, it sill be extremely hard to handle interplanetary travel.