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klappertjes

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Everything posted by klappertjes

  1. I don't think something like this has been suggested yet? My suggestion is to be able to place a marker on a planet/moon surface (much like the landing markers MechJeb uses). Except for each manouver node, it will show that same marker in the appropriate colour (equal to the manouver node's colour) of where the marker will be at that node (since the planet rotates of course). Maybe the same is done for an "impact" (your orbit intersects the surface), which is treated as a manouver node for the sake of the marker. What I'm NOT suggesting is that the planet surface itself shows where everything is in the future. Like, if you hover over a manouver node or something, the planet will seem to rotate to show how it will ook then. That would tend to become very confusing and ugly. Having this would make it easier to figure out where you will actually land (assuming no atmosphere, but hey what would be the challenge otherwise ) while still keeping a fairly easy-to-read display. Possibly it also has applications for putting stuff in geosyncronous orbit, but since I've never tried I wouldn't really know.
  2. Every docking port is also assymetrical in its texture. The unprotected clampotrons have a black rectangle on them that's slightly off to one side (presumably exactly for the purpose of allignment). It's hard to see when you're either very far or very close but it helps me sometimes when my target is too symmetrical to tell clearly which side is which.. Once I've established which way I want to be up, I do it by eye. A setting for the magnet to drag them into the correct allignment too would be nice, as in: the black rectangless move over each other.
  3. One tip I have from experience is that the faster you're going relative to the other craft (i.e. velocity when you have "target" selected) the harder it is to adjust what direction you're going. So what I do is this once I hit proximity like you do: 1. Come to a very near standstill using your main engines but make sure you're still moving 'forward' (all relative of course). 0.1-0.3 m/s is preferable 2. Turn so you face the other ship (you point yourself into the pink round marker on the navball) 3. Now look at where the prograde marker is (or if you can't see it, use visual to establish what direction you're "shifting" relative to the other spaceship) 4. Use linear mode to move the prograde marker over the pink one, where Shift = up, Ctrl = down, A = left and D = right. DON'T use W and S unless you're really close and need minute changes in velocity 5. Now throttle up with your main engines to a "responsible" speed (this is experience, you'll figure it out). You'll move directly towards the ship 6. Repeat 1 through 5 as needed until you're very close (you-can-visually-see-your-target-docking-port close) and come to a standstill. Remember to allow time to turn retrograde. 7. Now basically redo 1 through 5 again, but use W and S instead of the engines. 8. Make sure your allignment is about right. The magnets will do the rest 9. Feel good about yourself EDIT: So basically what Person said, only longer
  4. Or you just build a spaceship with that part, thus defeating the entire purpose of the "return to Kerbin" rule. Sounds like it'd break the game pretty badly. Possible solution is that you need to be in Kerbin orbit for the lab to work maybe?
  5. The way I interpret it, KSP encourages you to terminate unused "debris" rather than throw them in a graveyard orbit, because they'll be clogging up memory otherwise. Not realistic, but it's the realities of a computer program. Having more control from the tracking station is I think a suggested (and planned?) feature already.
  6. Some kids just like to see the world burn XD But no, just me when I play KSP. I even try not to talk about it too much to my girlfriend while playing (we skype) because she gets pissy
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