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Superfluous J

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Everything posted by Superfluous J

  1. I fiddled with this a little but have to say - begrudgingly because 99% of the work on orbits and maneuver nodes for 1.2 were fantastic improvements - the encounter prediction changes make this whole thing a lot harder. The predictions flat out don't work correctly and there's no consistent way to show the only piece of information I'll ever want to know: Where the target will be while I'm closest to its orbit AFTER my maneuver node. I will say though that the An or Dn (Don't remember which and I already ragequit from the game after fighting with maneuver nodes) is actually quite close to the periapsis, so just make sure you leave Kerbin a little before Ap and you should be good. That said,I couldn't get a combination of burns much less than 6000m/s to encounter Moho, though I didn't spend much time on it. If I tweaked to get my periapsis nearer Moho on intercept I bet I could shave off 500 or so, and more if I waited a few orbits instead of planning a 2000 m/s intercept burn in Sun orbit. tl;dr, Moho takes a lot of dV no matter how you slice it
  2. I take these every time they come up, but don't make a station. I just make sure my next interplanetary craft has whatever the contract wants. And the moment I leave Kerbin's SOI I decouple all the extra garbage the contract wanted
  3. Mine looks exactly the same: Editor_fineTweak { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } I see we all did troubleshooting while I slept today though so instead of telling you how I recreated your tests before reading the thread, I'll just read the thread
  4. I've actually never seen/heard this one, but mixing up "galaxy" and "universe" always drives me bonkers. And when they mention that a faraway star system is "millions of miles" away I cringe as well.
  5. I don't know what to say beyond what he did. That first picture says it all. Launch when Kerbin is nearest to Moho's apoapsis around the Sun. You determine this by looking at map mode. Moho's eccentric orbit is pretty easy to gauge just by eye. I'm not sure I agree with that but may do some test transfers tonight. I prefer to launch when Kerbin is at Moho's An or Dn, knowing that one of those (the one nearest the Ap, for a similar reason to why @maccollo suggests going exactly at Ap) is more efficient but not bothering anyway because I'd rather be able to launch sooner, generally. Maybe I'll test that too and see how much more efficient it is.
  6. My image comes from a totally stock game. I didn't try Alt, and the shift key I used was the left one.
  7. The only difference is I tried it in 1.2.2. Well that plus a dozen random differences between our computers that I won't bother asking about. Except maybe are you running on Windows? I know some keys are different for Mac and Linux vs Windows. I'll admit I'm surprised that this works for anyone, anywhere, considering how wanted NoOffsetLimits always was when it hadn't upgraded, and how now Editor Extensions is. Personally, before (it incorporated NOL) when I noticed EE wasn't installed I made a note to install it next time (and then usually forgot for a week or so, each time I loaded the game) and now if I notice it's not installed I'll exit out of the game and install it.
  8. I did, after I said that. And no, holding shift doesn't appreciably increase the distance I can translate something. It adds maybe ... I don't know ... a decimeter to the distance it can go? It looks more like it just shifts* the frame of reference for the part and has nothing to do with offset distance specifically. Here's a picture of a stack of capsules, with a decoupler shifted down the stack as far as it would go after being attached to the top of the top capsule. *See what i did there?
  9. You can also search the bug tracker to see if your bug is there, and then instead of reporting it new just update the current report with your logs and screenshots if they'll add useful data.
  10. Maybe it uses the same material that that stormtrooper's sword/staff/whatever used. the one that deflected Finn's lightsaber even though it was a material object and not made of "lightsaber blade" I personally think it's cool when they do stuff like that and don't explain it, but only in fantasy universes like Star Wars'.
  11. First, you need to be able to land without things going wonky. Every time. Once you've got that, landing rovers is pretty easy. I like to stick them under a dedicated rover lander, and right as you touch down throttle up and hit space, detaching the lander from the rover. The lander flies into space never to be seen again and your rover is sitting pretty on the surface.
  12. I don't think that works. I use Editor Extensions like Val does.
  13. I believe this could all be explained by the Oberth Effect. It's always most efficient to burn your fuel when you are moving the fastest. The moment you stop burning on the way up, any more fuel used to burn upwards will be less efficiently spent than fuel spent at that moment, including any fuel you spend after you landed and start hopping again.
  14. I am NOT going down this road again, so I'll say it once and not respond again in this thread. I will not install a mod that does 500 things, 2 of which I want. I'd rather just not have those 2 things.
  15. No, you can't. You can set up an Ap alarm during launch, but it sets the alarm to the current Ap which is changing. The alarm then goes off way early, frequently while still in atmosphere, and is totally counter to what I want to do which is start the launch and walk away. If you know of another way, please document the click or two that is required to get it done.
  16. I don't want auto alarms for Ap. I want an alarm for Ap when (and only when) GravityTurn is launching me to orbit.
  17. I don't remember if this is true or not, but I always aim for 45 degrees over the line between the two points that cuts through the planet, aiming up to miss terrain. This of course only works for targets less than 90 degrees away
  18. One idea, assuming "Plop a maneuver node at Ap to circularize"* is still not an option: How about KAC integration to add a pause-the-game alarm at Ap, so I can hit launch and go make dinner without fear of coming back to my ship screaming back down through the atmosphere? *I know circularization is possible if you have MechJeb installed but I don't want to install it just for that.
  19. There's inefficiency and there's inefficiency. Burning off prograde or taking an air drag hit is very frequently offset by not having to carry more engines. I've no math to back it up, but it seems that generally the less engine you bring, the better right up to the point where you literally cannot get into orbit.
  20. UIs are the worst part of programming, at least in my opinion. The less time I spend on a UI, the better. A slider is (relatively) easy and safe. You don't have to check to make sure the input is valid, lock the input so it doesn't bleed through into the game (Oh you hit space? That's a staging) handle boundary conditions, or anything like that.
  21. Sure it can't hurt. Maybe I can compare it to my save where it's broken and my other one where it works and get some insight. At the very least, if it's a mod conflict I can compare what mods we're both using and hopefully narrow down the culprit.
  22. Space Center, Esc, Settings, Gameplay section, Advanced Tweakables. Then each part on your ship should get those two buttons.
  23. Leave Mun when your polar orbit is perpendicular to Kerbin. When you can see Kerbin the entire time. Burn so you go prograde to Mun's orbit upon leaving Mun's SOI. You should only have to burn a TINY bit more than what you need to leave Mun's SOI. Make your maneuver node so you just touch Minmus' orbit, and once in Kerbin's SOI make a maneuver node at that apoapsis to speed up or slow down a little (Speeding up is better but slowing down isn't that bad, so long as it's just a little bit) until you get a connection with Minmus. It helps if you set Minmus as a target, and remember Minmus' orbit is tilted so you may need to correct for that. All told, everything after ejection from Mun should cost less than the ejection from Mun did.
  24. This reminds me of a pet peeve specific to video games (and sometimes long running TV shows), but close enough to add here. The bad-guys-du-jour attack your good guy forces in such a way that we always have a way to defeat them, and each time they attack it's a little stronger even though there's no logical reason why they couldn't attack on day 1 with the force they use in the big final battle and totally obliterate the Human race in the prologue. Examples: Mass Effect and XCOM. For TV, the show that comes to mind is Stargate SG1.
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