DeMatt
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Everything posted by DeMatt
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How can I improve upon this SSTO design?
DeMatt replied to Destroyer713's topic in KSP1 Gameplay Questions and Tutorials
My gut reaction (being as I'm nowhere near a KSP-capable computer) is that you're under-winged and under-engined for the amount of cargo. The shortage of wing surface means you'll have to hold a higher Angle of Attack to maintain trajectory, which translates into more drag. The shortage of engine means less thrust to overcome that drag. I'd look into adding two more Rapiers - should be simple enough, given the existing configuration. Doubling your wing surface would be a good start, as well. It might be worth considering the Mk3 spaceplane parts - then you only need the Mk3 cockpit and Mk3 passenger cabin for your 20 kerbonauts. -
As I understand it: The M700 Survey Scanner only gives you a rough idea of the ore at a spot. It gives a percentage based on the maximum ore for the planet - so 5% ore on a 5%-maximum planet would show up at any filter level, while 5% on a 15%-maximum would show up at 30% filter or below. The Surface Scanning Module is necessary to sample the ground, and when it does, it reveals the exact ore concentration for the entire biome. You can only read this information with the Surface Module or... The M4435 Narrow-Band Scanner does no scanning of its own. It merely provides a convenient way to review the results from the Survey and Surface scanners.
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Why is this mission not being marked as complete?
DeMatt replied to Proe24's topic in KSP1 Gameplay Questions and Tutorials
As FancyMouse said, MechJeb is apparently computing "argument of periapsis" differently from how the game is. Which is why your #2 screenshot, from just above the Mun, quite clearly shows that your orbit does not match the purple "target" orbit. Just eyeball it. Make your orbit circular at the target apoapsis height, then burn at the target apoapsis to adjust the periapsis down. I think there's a 7% margin of error on the "marginal deviation", so it doesn't have to be super-precise. -
Rendezvous contract won't complete
DeMatt replied to KennyOMG's topic in KSP1 Gameplay Questions and Tutorials
There's only two other things I can think of to suggest... 1) check the detailed contract view in Mission Control and see if it says anything else; 2) try activating timewarp and see if it merely takes some flight time to detect the rendezvous. Beyond that, yeah, edit the save file. ...I assume KennyOMG means "I switch vessels, but the contract is unaffected". -
Rendezvous contract won't complete
DeMatt replied to KennyOMG's topic in KSP1 Gameplay Questions and Tutorials
Try opening the Contracts tab and looking at the checklist for your rendezvous contract. Are there any other checkmarks not marked? -
To answer this question, it's because you can (and have) mouse over the GUI map to get the resources for points nearby. In this case, it's reporting the results for a point at the top edge of the map. You'll note that the "Map Center"'s coordinate is indeed the same as the digital readouts, once you do the west-to-east conversion.
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That's a very stylish design you've got for that Dres ship. But I think you need to start thinking in terms of a multipart mission, instead of an all-in-one: Kerbin SSTO (or even just a big conventional rocket): Takes kerbonauts from KSC to low Kerbin orbit. Does not travel to Eeloo. Interplanetary carrier: Takes kerbonauts from LKO to low Eeloo orbit, carrying satellites and landers as necessary. Eeloo personnel lander: Takes kerbonauts from low Eeloo orbit to surface. May also ferry fuel from the miner, if you trust your piloting. Eeloo miner: ISRU facilities. I'd also think about switching over to LV-N engines and using the Mk3 Liquid Fuel fuselages. Poodles are efficient, but LV-N's are better - and on a voyage of this magnitude efficiency counts. You can try for gravity assists, but because they require you to transfer to other planets before you head for Kerbin, they will extend your travel time by a lot.
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Craft loading error? Parts missing?
DeMatt replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
That message shows up when the part's data files go missing from KSP's GameData folder. You'll want to reinstall KSP, either by having Steam verify the local game cache, or by reinstalling from your store download. I don't recall if Squad did any reshuffling between 1.0 and 1.0.4 (or, for that matter, between 0.90 and 1.0), but if they did and the part definition got moved, thus confusing your old ship designs, then I think you'll need to reconstruct them. Think of it as an opportunity to improve on the originals. -
The Criteria for a Space Plane
DeMatt replied to Castille7's topic in KSP1 Gameplay Questions and Tutorials
In the Real World, there is no clear and precise end to Earth's atmosphere, so the definition for "space" is what everybody agrees on - generally the Kármán line. In KSP, there is a clear and precise end to Kerbin's atmoshere, namely 70 kilometres altitude, where the physics engine stops applying atmospheric effects. So, as far as I'm concerned, in order for it to be a "space" plane, it needs to reach space, and thus needs to be able to achieve an apoapsis of at least 70 km. Note that that's not "orbit", which would make the craft much more useful in a working space program, and is probably what people think of when they first think "space plane". -
Question on Transfer Windows
DeMatt replied to Tazin's topic in KSP1 Gameplay Questions and Tutorials
The first two options determine when you make an inclination change to match your target orbit - either immediately in Ballistic, or partway there in Mid-Course. "Optimal" merely chooses the less dV-intensive of the two.Since Duna is in the same plane as Kerbin, you do not need to make any inclination change, and thus the two options are equal. -
While you're in the hangar, you can right-click on the Service Bay and open it. Don't forget to close it again afterwards, or you'll have it hanging open on the launch pad.You can also right-click many other parts to adjust their stats - fuel in fuel tanks, engine thrust, etc.
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Missint Part.cfg for Nose Cone Adapter
DeMatt replied to mike9606's topic in KSP1 Technical Support (PC, unmodded installs)
...that IS from stock 1.0.4. The NCS Adapter got moved to the fuel tank category, had fuel added to it, and got its appearance revised, back when 1.0 was released.If you're just looking for a 1.25m-to-0.625m adapter, there's the FL-A10 or FL-A5, both under the Structural tab. -
Maneuver nodes are planning tools for getting you from one orbit to another. They're not useful for launch or landing planning. You can play through the training scenario "To The Mun, Part 1" to get practical experience on using maneuver nodes without worrying about launch. Firstly, if you're playing a Career game, you need to upgrade both Mission Control and the Tracking Station to level 2. Then, go to the map screen by pressing M. You can see your rocket's current orbit drawn out in blue. Click on the orbit and a menu will pop up. Choose "Add Maneuver", and a circle with six handles sprouting from it will appear. There, you've defined WHEN you want a maneuver to occur. You now click-and-drag on the handles to designate delta-V adjustments. The six symbols on the handles are the same as the symbols on your navball, and indicate acceleration in a given direction. I assume you know what the terms "prograde" and "retrograde" mean, so I won't go into further detail. Drag the handles out, taking note of how this changes the predicted orbit (the dotted orange line), until you've got it set how you want. There, you've defined HOW MUCH of a maneuver you're planning. Now all that remains is to follow the plan. Aim your rocket at the dark blue symbol on the navball (if it's not visible, there's an arrow that will point in its direction), wait for the time of the node, and fire the engines until the delta-V bar reaches zero. Done correctly, your rocket's new orbit will match the planned orbit; click on the green (or red) button beside the delta-V bar to delete the node now that you've finished with it.
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Missint Part.cfg for Nose Cone Adapter
DeMatt replied to mike9606's topic in KSP1 Technical Support (PC, unmodded installs)
noseConeAdapter.cfg: PART { name = noseConeAdapter module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_stack_top = 0.0, 1.125, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom01 = 0.0, -0.75, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0, 0, -0.313, 0.0, 0.0, 1.0 TechRequired = advAerodynamics entryCost = 6500 cost = 320 category = Propulsion subcategory = 0 title = NCS Adapter manufacturer = C7 Aerospace Division description = The base of C7 Aerospace's Nose Cone system (NCS) attachRules = 1,1,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 1 crashTolerance = 20 maxTemp = 2400 thermalMassModifier = 6.0 emissiveConstant = 0.95 fuelCrossFeed = True bulkheadProfiles = size0, size1 MODEL { model = Squad/Parts/Aero/cones/NCS } RESOURCE { name = LiquidFuel amount = 80 maxAmount = 80 } MODULE { name = ModuleAnimateHeat ThermalAnim = Cone_Heat } } -
Mining Contracts, Does extract mean "return"
DeMatt replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
If it doesn't say you have to take it somewhere, then you just have to dig it up. But you will have to dig up a new set of ore for each new contract. -
Are the thermometers giving true numbers?
DeMatt replied to Skylid's topic in KSP1 Gameplay Questions and Tutorials
Four points: The thermometer measures in degrees Kelvin, so a reading of 456 = 183 degrees Celsius or 361 degrees Fahrenheit; The thermometer measures its own temperature, which is not necessarily the same as that of its surroundings; The "surroundings" include the body of the aircraft, thus including heat production both from air friction and from engines; SR-71 Blackbirds, for example, had canopy temperatures approaching 300 degrees Celsius when landing after a mission. So such "high" temperatures are not entirely out of the realms of sanity. -
What happens if you have 2 KSP's open?
DeMatt replied to 2001kraft's topic in KSP1 Gameplay Questions and Tutorials
Would you rather have it that KSP instances be separate, or would you rather have it that your web browser starts using your word processor's memory to store graphics information - overwriting your geography report with Amazon ad code? -
Best way to get close to the sun?
DeMatt replied to Trekintosh's topic in KSP1 Gameplay Questions and Tutorials
That's very nice, but I'm confident that Trekintosh solved his problem a long time ago - given that the most recent post in this thread, barring your own, was almost two years ago. And of course, you can edit your own posts by clicking the "Edit Post" button to the lower-right of the post in question. -
Space Planes and Thrusts have they changed?
DeMatt replied to rollo1002's topic in KSP1 Gameplay Questions and Tutorials
I'm not certain, but I do agree that there's been tweaks to the jet engines. Nevertheless, I was quite capable of getting the design from that video into orbit, if not precisely on that flight path. A couple pointers: Make sure you're using the Whiplash turbojets and not the Wheesleys. My quickie copy made it with a 10 degree ascent instead of the 30 degrees he made. Fine-tuning might've let me pull up harder, but the slower ascent was fine for a quick test. Watch your balance - that bit where he disables fuel flow in the front-most tank is not something you can ignore. -
Rising temperature on a very slow ascent?
DeMatt replied to Magniff's topic in KSP1 Gameplay Questions and Tutorials
I think that the heat is indeed from the engine. Rocket engines, particularly large ones like Skippers, are after all not known for their cool operating temperatures. A quick test-firing of a Skipper + Rockomax X200-16, strapped to the launch pad, showed that a thermometer about where you've got the Z-1k battery went from ambient at 289 degrees, to 320 or so at burnout, to a peak of about 390 before starting to cool once more. -
Coordinates of objectives
DeMatt replied to Masaker's topic in KSP1 Gameplay Questions and Tutorials
Can't it "land at" or "fly to" a target? I don't know if Waypoint Manager actually displays the lat/long of the waypoints, but that's the mod I think is most likely to have what you're looking for. -
In this picture, the maneuver node that you are looking at is the node that took you out of Kerbin orbit, something like four hours ago.When you finish a maneuver, you want to click on the button to the right of the metres/second indicator (in that screenshot it's a red X). This deletes the old maneuver, so you can plot a new one.
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Parts not connecting (1.0.4)
DeMatt replied to Deaghaidh's topic in KSP1 Technical Support (PC, unmodded installs)
It shouldn't be. Either node on a fuel tank should work perfectly well when adding it to a rocket, and Alt-clicking a part into place is only necessary if KSP keeps trying to attach it via surface attachment instead of the nodes.So I, for one, would like to see a screenshot of the rocket you're trying to build.