-
Posts
241 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by DrMonte
-
-
It seems not all mission parameters were met during decoupling.
In most cases you must use staging to activate the testing part. All testing criteria must be green at that moment (you can check that in the mission log).
I've tried all missions possible. At least the basic ones. Didn't have issues with any of them.
-
I've came to conclusion that LF Asparagus lifter price is comparable with somewhat 70% recoverable SSTO. So saving my own time I ditched SSTO's. (Plane SSTO's is a different topic and they are for small payloads.)
Asparagus is a design. It does not refer to Liquid Fuel. Using SRB's can make you SRB Asparagus. It is very difficult to work with SRB's in upper stages and I doubt if they suit for the heavy lifters.
-
Pictures would definitely help.
-
ROVER FAN
1. Stable rover. Low center of mass. Wide and long wheel base.
2. SAS. Is not your friend while driving. Switch it off / use different keys / switch to docking mode. SAS is helpful when you tip over (I don't fly with rovers, so I wouldn't say in flight).
3. Wheel tweaks. It might be helpful to switch of steering and/or torgue of rear wheels.
4. "CapsLock". Use careful controls in fast driving.
5. SpeedTime. Most interesting thing! Rovers are more stable when time is accelerated. Use x2, x3 often.
-
-
Docking port would not connect to the same ship. There is no way to overcome this.
Nevertheless it is possible to build a ring. This requires some imagination and workarounds.
Something like this:
http://forum.kerbalspaceprogram.com/threads/62130-Tutorial-Circular-station-building
-
I didn't find the use for "RoveMax M1". In all cases "TR-2L" are better.
So:
RoveMax Model S2 - Extremely tiny unmanned rovers.
RoveMax Model XL3 - To slowly move extremely huge structures. Like 50t or more in one piece.
TR-2L Ruggedized Vehicular Wheel - Everywhere else.
-
What I might suspect related to driving:
Forces of SAS rotation might be much higher than forces of the wheels steering. That is why your wheels rotates to the correct side but the rover to the other.
Local solution would be to use tweak-able and invert steering on wheels. Those having inverted steering everywhere.
Otherwise redesign in SHP is required. Simply placed command module points to the sky, those not very helpful for the rover.
-
No really, just send them a hotel and play for awhile. Get real advanced experience on asparagus, staging, efficiency. Install KER mod. Then you are ready to go. -
Much more and no simple Jets for SSTO.
You can start from 4 Turbo Jets.
Shock Cone air intakes might be useful as much more air will be required.
-
Theoretically possible even in stock. Though didn't saw anyone doing this.
Use of Radial intakes as floating pontoons allows speed boats to reach ridiculous 80m/s. How about planes? Note that no other part can touch water during landing. That would be really soft landing.
-
Option 1 - have the satellite follow the exact same orbit around Kerbin as Mun does, except outside of Mun's SoI.
Option 2 - have the satellite orbit Mun such that it's orbital period matches the time it takes for Mun to orbit Kerbin - you'd have to do the Maths on that one, though, and I'm not sure it's possible.
In either case, you won't get it perfect, but it should be close enough to work for a good while.
Yep the first option is most likely and quite easy to do.
-
Try moving your drop tanks 45* in relation to the Goo Canisters directly above two of them. Testing has shown that they are being hit by the drop tanks flying upwards which is what is destroying your ship. Testing also shows sideways tumbling of full tanks at launch while empty ones fly almost straight up when near space. Seems all the radical decouplers are suffering from the upward force bug.
Why not 90º?
-
That's my way of docking too. Only I do not use any mods at all.
There was a time when I didn't mount RCS at all for the ships below 30t. Now I put a bit of propellant for a final slowdown thrust.
One more hit: when the docks lock on magnetic connection but ships do not dock because of wrong angle you keep easy thrust forward and carefully correct the angle. Both ships will rotate and dock.
-
1. Using Firespitter allows to use electrical motors instead of jets. Those allowing to build some kind of "swamp boat". No refueling and lightweight. Just get some sleep at night.
2. MechJeb had some rover mod?
3. It's Magellan not Columbus.
-
launch, then go horizontal, continue to accelerate, pop the chutes, land in the water.
Landing in the water does not give you any benefit.
1. Water is not soft in KSP. That does not affect impact.
2. You loose money as you are further from KSC.
If your landing speed is too high just add more chutes and land safely at KSC.
-
Okay so I have tried to reach the target specs on the way up but it doesn't seem possible. With a single RT-10 solid fuel booster I cannot get enough speed before I get to the correct altitude. With three together I can reach the correct altitude and speed together but then there is no way of turning them off when the parachute fires so even though all the conditions are met it is not recognized as a successful test. I am assuming that is because the boosters are still firing while the parachute is deployed.
Then I switched to using liquid rocket fuel and engines but regardless of how many I use I always reach the correct height before the correct speed and just as I reach the correct speed I exceed the height. How can I accelerate faster without also shortening the time it takes to get to the correct altitude?
1. Use "tweaking" to remove fuel from boosters. Those making them lighter, cheaper and faster.
2. Test must be performed on staging - by pressing "space bar". Did you do that?
-
I am still early on in the game trying to complete some of the parts testing missions. Right now I am trying to test the parachute but I cannot get all the requirements at the same time. It has to be fired off between 4500 and 5900 metres, and between speeds of 250 and 680 m/s. I don't get it. Every time I try my pod has slowed down to under 250 m/s by the time it reaches 5900 metres. The capsule is basically a conical tin can. Surely it should be speeding up as it falls, not slowing down? What am I doing wrong?
4500-5900 metres, and speeds of 250-680 m/s. This looks like putting parachute on Solid RT-10.
Going straight down you'll get full refund for the parts.
Remember that the TEST has nothing to do with real flight! You just got lucky if you were able to combine the contracts.
Seriously for atmospheric parts tests you usually build a 100% reusable plane. Accept ~5 part test contracts, launch, perform all at various heights and speeds, land at KSC Runway.
-
1 means you stand in place.
>2 on Kerbin means you move too fast fighting atmosphere.
Best option is 2 but...
When you burn fuel in tank your rocket gets lighter and your TWR increases. So if your initial TWR was 1.8 the final might be 3.0. That is more obvious with bigger parts than with small ones. For example with KR-1x2 you can start with TWR 1.2 and end up with 6.
Bigger TWR is no big deal on airless bodies. You should keep >=2 there.
-
You might want to look at "Leviathan Engineering" company http://forum.kerbalspaceprogram.com/threads/58749-Leviathan-Engineering
~3kt to LKO is my record up to date. Though that included mods. There are bigger parts in stock now than in 0.21 so reaching 1kt shouldn't be an issue.
-
Make your lander untippable (if such word exist).
With no intention I made one so wide that a Kerbal was not able to stand near it. Landed at the Mun pole (you know how the land is there).
-
I'm not using mods at all and I'm pretty happy about it.
There are two options to decrease startup time:
1. Upgrade your hardware. SSD disk will boost the performance for sure, 4GB of RAM is minimum requirement.
2. Use texture redux mods. They will reduce the startup time and increase performance in casual flight.
The option about fewer mods might be more customizable. You can delete only the parts you never use from the parts folder instead the whole mod. (Backup first)
-
With TWR of ~1.3 you'll fail to launch. I've tried exactly the same approach and didn't make to 50km. Had to send a rescue mission. As others noticed the TWR of lower stages must be near 2.0 (>1.8).
Legs might brake on EVE. Though that wouldn't affect your lifter much. You can try testing this by putting an orange tank on top of your lander and dropping it down at ~7m/s.
-
For awhile that is all you need:
Though some day you might come up with something like this:
Performance Linux (With 64-Bit Unity) vs Windows 7 (Metrics=Part Count and FPS)
in KSP1 Gameplay Questions and Tutorials
Posted
I don't see how Linux edition could show better performance than Windows. Unity is running under some emulation mode in Linux (like wine). See here for details: http://unity3d.com/unity/system-requirements.
Though you might fall into those minor cases where wine works faster than Windows. First check your disk partition configurations (fragmentation lagging), memory usage (Windows takes more ram), background services (Antivirus?), etc.