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Anquietas314

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Everything posted by Anquietas314

  1. I'm not sure if this is the problem or not, but even in stock air intakes care about your angle of attack - if it's too steep, you don't get intake air at all. If you have action groups I would recommend disabling autoswitch on the RAPIERs though, particularly if you have more than one of them. It's a tiny bit too sensitive, and if you have an asymmetric flameout having one engine switch to rocket mode and not the other one can be very bad. That's just how physics (and to some extent normal) timewarp works. Basically the simulation timesteps are increased, which means each chunk of intake air (and everything else) you collect is bigger.
  2. Raising apoapsis to ~Minmus's orbit only takes about 1-1.2km/s, at which point the cost of the plane change is negligible. After that you can just aerobrake to establish the desired orbit. The direct plane change figure seems reasonable though
  3. I'll just add that KER and iirc MJ provide a readout of time to (equatorial) AN/DN as well. I've never used VOID but I suppose it might too. Looks like it doesn't
  4. It's just the one upgrade you need - the second one only gives you unlimited kerbal capacity
  5. My only concern with this is that it would become incredibly frustrating to meet the requirements for some of the trickier orbits (in particular, Kolniya orbits and similarly elliptical ones where burning at apoapsis is very sensitive to small errors). Also, the survey ones already cause people enough grief with trying to hit the marks precisely (see the fairly high number of "how can I reach these" questions in the gameplay questions forum). A simple fix for the issue with Minmus (and other small bodies) is have the size of the target zone be based on the size of the planet/moon. It might be worth making the ones on airless bodies a little easier overall though since changing your orbital plane around Mun can be quite expensive in terms of deltaV Yeah I agree that's a bit of an annoying issue, but it only seems to happen for nearly-circular orbits or towards apoapsis on the elliptical ones; periapsis on said orbits can be very picky. I think realistically a better solution than the difficulty settings would be to have both percentage-based and fixed bounds on the orbit, and have the game use whichever is more appropriate for that particular factor of the orbit. I do agree with the main point of the OP that contracts should be harder, not more grindy on harder difficulties, but I think it would be difficult to do that in practice without just making things stupidly specific and so on.
  6. Just to add: you should actually launch a little bit before KSC passes under the orbit to account for planet rotation during the first ~10km of your ascent; after that it doesn't really matter since you can quickly overcome the 200m/s or so from that.
  7. Put lights on the sides of your docking ports They're massless parts, so unless you're constrained by part count (unlikely given how late docking ports are unlocked) there's really no penalty for using them. Except perhaps having a few butt-ugly things sticking out beside the docking port. EDIT: Oh, and of course there might be some aerodynamics issues if you're using FAR/NEAR. Docking in general just takes practice. I do however strongly recommend using the Chase camera mode - it makes it a lot easier to align the docking ports and match velocities precisely in my experience.
  8. What exactly do you mean by "this"? That the wheels don't return to center when you release controls, or that the wheels are always like that no matter what? Does it drive in a straight line if you just hold your "forwards" key for example? Also, have you tried disabling SAS and releasing controls?
  9. Well, more precisely it's that if you have a lot of dust particles in "random" orbits, then over time they'll bump into each other and gradually average out into a nice, clean plane orbiting in the same direction. Accretion takes slightly longer than that, which is why planets end up in roughly the same plane when they form. Also, planet formation is awesome (and complicated when you get to the details) .
  10. It's not strictly speaking random; you name a kerbal the same thing, it will have the same class. The names are somewhat random though. As for Jeb, Bill and Bob, those guys are probably hard-coded because they're the guys you start with.... and because they're Jeb, Bill and Bob
  11. Yeah, that means that I was the last person you gave rep to. One way to fix that: find some random mod maker who makes a mod you like
  12. If you post a screenshot we might be able to help you more.
  13. It's meant to be that way; in the real world it's even darker. Other than mods, your only option really is to put lights on your ship (Trivia: it used to be much lighter but that was changed in an update a good while ago)
  14. In that case, I would suggest you do other contracts until you do have spaceplanes. The survey ones really aren't worth the effort if you can't do them reliably first time
  15. That's because it's not stored anywhere. It's generated based on the kerbal's name every single time.
  16. After a fair bit of digging, I found mine buried in the GameData folder: KSP/GameData/Squad/PartList/SubassemblyCategories.cfg There doesn't seem to be anything tying it to a particular save file though. CUSTOM_SUBASSEMBLY_SUBCATEGORY{ SUBCATEGORY { categoryName = Launchers icon = R&D_node_icon_heavierrocketry SUBASSEMBLIES { subassembly = Low mass launcher subassembly = Medium mass launcher subassembly = Medium-Heavy Launcher subassembly = Heavy mass Launcher } } }Yes, I really do give my launcher subassemblies those horribly generic names I think custom part categories will be stored in the same place, possibly in a different file; I haven't had a need for them yet, personally.
  17. I think you may have been better creating a new thread, especially given this one only had two posts before yours. Nice idea though
  18. I think it would really depend on how you entered Jool's atmosphere, what angle you were at, your rocket/ship/... design and so on.
  19. Not on EVA, no. If you use a spaceplane or rover or similar you can add the waypoint to the navball, which will tell you which direction it is. In most cases that leads you straight to it
  20. That's probably about 5-10 km actually - Kerbin's a pretty big lump of rock remember. You're best to use spaceplanes or rocket-launched rovers for those. You can also install the In-Flight Waypoints mod which will give you visual markers.
  21. It seems to be completely random. I think the company might have a small effect on the payout from the missions, but I'm not sure.
  22. You should also note that those location names are randomly generated. That is, they're completely meaningless
  23. Heh. You know Squad added a feature to let you join parts only by nodes in 0.25 right? Hold MOD(Alt on windows) while you're placing the part. It prevents these kinds of things
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