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KSP2 Release Notes
Everything posted by Taki117
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Question about drag occlusion.
Taki117 replied to katateochi's topic in KSP1 Gameplay Questions and Tutorials
This is a bug. The stock bug fix modules address and fix this (and many more) issues. Note the current version is 1.0.2 so be sure you have that version. (Bottom right corner of your screen when you first load the game) -
Achiving Orbit: Continue burn or wait till ap ?
Taki117 replied to ManuxKerb's topic in KSP1 Gameplay Questions and Tutorials
Check this video for more information. -
Don't forget your gravity turn! At about 50m/s pitch east about 5 degrees then follow prograde, a good rule of thumb is 45 degrees by 10km. From there it's all about gaining horizontal velocity. Check this video for more information.
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Achiving Orbit: Continue burn or wait till ap ?
Taki117 replied to ManuxKerb's topic in KSP1 Gameplay Questions and Tutorials
How are you doing your gravity turn? Flying your rocket improperly can have a huge effect on your initial sub-orbit. Ideally you want to pitch over slightly and let gravity and aerodynamics tilt your rocket toward St he horizon so that you are basically horizontal at about 36km. This should result in a nice gentle slope that goes at least halfway around the planet and requires no more than 1km/s of dV. If you are not performing a gravity turn your parabolic arc will be much steeper and will require more dV to circularize. -
Yep. You will need a tier 2 astronaught complex for Eva reports, and its going to be tedious because you will have to keep going back to the capsule to drop off your reports so you can take another, but each sample is like 7 sci and each report is 3. Totally worth it.
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Each building of the KSC is also its own biome, take a jog and collect Eva reports and surface samples for each for a nicechunk of science.
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1.0.2 - Fuel Efficient Launches
Taki117 replied to Hamburglar's topic in KSP1 Gameplay Questions and Tutorials
Throttle and speed management were important when terminal velocity was a set value (due to how drag was calculated). With the new aerodynamics terminal velocity is still a function of drag, but because drag has been recalculated and now depends on rocket shape terminal velocity has gone up significantly. (From what I understand playing with pre 1.0 FAR) So much so as to not matter unless your rocket is extremely over powered. This means that as long as you are not getting reentry flames on ascent you should be fine (as terminal velocity gets up to orbital velocity rather quickly with a well designed rocket). -
This actually looks really good, I like that it's small and out of the way.
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I don't personally like the design of the parts. Would they work? Certainly, but I don't know how many people would use them.
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Cannot Warp While Under Acceleration
Taki117 replied to stildawn's topic in KSP1 Gameplay Questions and Tutorials
This could be to prevent warping past the planet (And missing your aerobrake) because approach velocities to Jool are usually very high. -
A difficult if not impossible contract
Taki117 replied to Anquietas314's topic in KSP1 Gameplay Questions and Tutorials
Why not use a Spaceplane? Set up an orbital fuel tank at Eve, descend to Eve and mine your ore (Refine as needed for surface refuel) get to orbit, refuel in orbit, then off to Gilly. -
Camera alignment for docking
Taki117 replied to gogozerg's topic in KSP1 Gameplay Questions and Tutorials
Old Chase Camera is now Fixed Camera Mode. -
Mun Lander with new aero stuff.
Taki117 replied to Skorpychan's topic in KSP1 Gameplay Questions and Tutorials
My first question is do you have a dV readout of some sort? I suggest Kerbal Engineer so that you ensure you have enough dV to get there and back. Also each engine has it's specific niche. The Skipper is a good light lift/second stage engine. The Poodle is a good in space engine. -
[DEVTHREAD] Deep Space Exploration Vessels
Taki117 replied to Angelo Kerman's topic in KSP1 Mod Development
Ah, ok. Thank you. -
[DEVTHREAD] Deep Space Exploration Vessels
Taki117 replied to Angelo Kerman's topic in KSP1 Mod Development
I was more curious about mechanically, using WAsteheat and if the KSPI reactors would work for necessary power production. -
[DEVTHREAD] Deep Space Exploration Vessels
Taki117 replied to Angelo Kerman's topic in KSP1 Mod Development
Is this compatible with KSPI? -
KSP Interstellar Extended Continued Development Thread
Taki117 replied to FreeThinker's topic in KSP1 Mod Development
Mind if I ask why? Seems you've got everything needed on this mod. -
KSP Interstellar Extended Continued Development Thread
Taki117 replied to FreeThinker's topic in KSP1 Mod Development
Is step 2 in the installation instructions still required? -
As an engineer I'm kind of surprised you don't like the engineering challenge of designing a rocket/spaceplane that flies like a rocket/spaceplane should.
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I believe this is a bug, for now just use IJKLHN.
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I have not had this type of contract, but a good idea is to just launch two separate ships, or more accurately launch the same ship twice. You could also take a look at the notes in the contract (After you have accepted the conract) that might provide more insight.
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MK16 Chute overheating in 1.0.2
Taki117 replied to Kaiz0r's topic in KSP1 Gameplay Questions and Tutorials
If you're chutes are deploying too early increase the air pressure deployment (I usually increase it to full) so that, even if they are staged, they won't deploy until about 3km. -
Patcher doesn't work?
Taki117 replied to LtHeckard's topic in KSP1 Technical Support (PC, unmodded installs)
Yes, and no. Your saves can be transferred over to the new directory and you can continue to play. You will have to update manually though. -
Having just upgraded to KSP 1.0.2 I attempted to open the Launcher to Download the Patcher. Instead of downloading Patcher.exe (as is normal) it instead downloads Patcher.zip. Thinking nothing of this (figuring that it is a new way the patcher works) I attempt to open it, only to be met with the following. I have already disable my Anti-virus and redownloaded both KSP 1.0.2 from the Store, and Re-run the launcher (With anti-virus disabled) to no effect.
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Career - Going to the mun without fuel lines.
Taki117 replied to Stealth2668's topic in KSP1 Gameplay Questions and Tutorials
Enjoy! The information may be a little dated, but the design should still work. One flt-800 is the same as 2 flt-400s