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KSP2 Release Notes
Everything posted by LethalDose
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There's no problem putting the probe launches in stages. Just use the stage locking feature if you're worried about accidentally triggering a staging event. Press Alt + L to disable the spacebar from staging. Press it again to re-enable staging. Technically, the default is "mod key" + L. "alt" is usually the mod key in windows, but if you're on a Mac or Linux, it may be different.
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What else needs to go on the mountain of content for 1.0?
LethalDose replied to BrainiacBlue's topic in KSP1 Discussion
KER-style readouts for orbital parameters, TWR, remaining burn time, etc. -
No, it's actually it's slightly less than once a month (Munth?). In an equatorial orbit around Kerbin will be in syzygy with the Mun and Kerbin once an orbit, but to include the Sun in the linear configuration only happens during Sun-Mun-Kerbin syzygy, which happens slightly less than once a mo/unth.
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Squadcast Summary (24/01/2015) - The Valentina Edition
LethalDose replied to BudgetHedgehog 's topic in KSP1 Discussion
Max tweeted earlier that "V" stood for an important name. That's almost certainly "Valentina", which is presumably the name of the orange-suited Kerbelle, who, in turn, is presumably who is named for Valentina Tereshkova, the first woman in space. So, I'm guessing you'd lose that bet. Edit: Confirmed in earlier in this thread. -
Do you feel KSP is ready for 1.0?
LethalDose replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
Personally, I seriously doubt the next release version will be KSP v1.0. The announcement has way more features and changes than any previous release. Based on Squad's track record, I have zero faith that they will deliver all this in one release. I expect we'll see an intermediate release before 1.0. -
Contract specifics
LethalDose replied to TinfoilChef's topic in KSP1 Gameplay Questions and Tutorials
[sARCASM]Lots of players think they want this, but numbers simply aren't fun[/sARCASM] I completely agree with you that the stock game should provide you with this orbital information. It's idiotic that it's omitted, but the devs seriously have some bizarre aversion to providing this kind of useful information. -
Yeah, basically, you should be fine. I haven't played with those contracts much. I would keep the orbit as low as possible, though (~70 km). You'll have faster orbits, and hopefully get into orbit over those locations more quickly. Yep, the gravimeter works just fine on the surface when stationary. Overall, some of the contracts are a little screwy. Sounds like you found one of them.
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Don't you love how the devs complain about speculation, then intentionally do things to create it...
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They announced in the devnotes they were announcing something new by the end of the week. It's probably that. I'm hoping for a more informative readout, but with Squad, it's who knows.
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RCS constantly translates forward
LethalDose replied to mjl1966's topic in KSP1 Technical Support (PC, modded installs)
The OP explicitly mentioned MJ, and so did Dodgey's description. -
The intercept nodes for asteroids, uhm... what is the word... oh right. Suck. They suck. You only get an intercept node if you're going in roughly the same direction as your target (as best as I can tell from the problems I've had in the exact same situation), and the absence of intercept markers don't necessarily indicate the absence of a close encounter. Sometimes you gotta eyeball the intercept. Edit: I just got the picture link to work. That orbit "looks odd" because the asteroid had a very slow encounter from a high inclination. But that's a good one! Yeah, you want to launch into a co-planar polar(ish) orbit going the opposite direction as the asteroid, and the burn so your outward path is as on top of the asteroid as possible. aim for just above escape velocity. You probably won't get intercept nodes, but remember, that's a filthy, filthy LIE! When you get close, burn retro to your target, and intercept as you normally would for a rendezvous. You just gotta watch your distance instead of counting on the marker.
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This is only correct when you're dropping your PE below Kerbin's orbit (e.g. transferring to Moho or Eve). In the Kerbol inertial frame, you're only moving slowest when you escape Kerbin's SoI heading "down" into the system. If you're transferring to a higher orbit (Duna, Jool, etc) you're at or near your orbital PE around Kerbol when you're leaving Kerbin's SoI, hence your orbital speed in the Kerbol frame of reference is greatest.
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FAR was one of the first mods I ever installed. Never looked back. Stock aero is dumb. I guess it's hard, but it's hard in a way that makes sense, instead of easy in a way that doesn't (stock aero).
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has anyone calculated the "easy" Moho transfer?
LethalDose replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
Well, from the OP: And clarified: So... I don't know what else you could mean by "Where you can match planes during the transfer burn" other than just that... But whatever. Have fun banging your head against the wall with this approach. I'm out. -
Are you running out of the electrical charge? I see a small solar panel and maybe two tiny batteries. If you're getting oriented away from the sun during docking, you could easily be losing change causing the vessel to become unresponsive. Also, watch your language in the forum (e.g. your thread title). Any kind of foul language isn't tolerated and the mods tend to be pretty heavy-handed.
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has anyone calculated the "easy" Moho transfer?
LethalDose replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
a) I believe they come straight from the code. I've never once found one inaccurate value there. Your OP stated you wanted the plane change done on the initial burn. If you're changing your mind about that now, whatever. (1) Unlikely if you're still planning on aligning your Kerbin orbital AN with the Kerbin-Moho AN, especially if you correct for the required burn time. For this transfer, this doesn't matter. You just start slowing down when you arrive at that point regardless of whether Moho is there or not. -
has anyone calculated the "easy" Moho transfer?
LethalDose replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
Have you not been to the wiki? The planetary entries have every orbital parameter you could want. There's a link at the top of literally every forum page... The emphasized part is factually incorrect. You can spend < 200 m/s of dV to launch into the correct orbital inclination off the pad, or you can spend nearly 1000 m/s (possibly more) to adjust your orbital inclination during your escape burn. I won't tell you if that's smart or not. -
The Great Part Rebalancing!
LethalDose replied to BagelRabbit's topic in KSP1 Suggestions & Development Discussion
I think your premise if flawed. There's a big difference between "... went into the fields" and "... went into a retaining wall", the latter being much more comparable to the "impact" during a landing. That being said, I don't have much trouble believing a cockpit could be reinforced to withstand a sudden deceleration of ~ 150 mph. The G-force associated with that kind of deceleration and the subsequent interaction between the kerbal and his restraints, however, would be a different issue. I think DRE handles g-force survival, though, so in my games, I feel like this is covered well enough. -
Volume slider for stock fuel tanks
LethalDose replied to lolstock's topic in KSP1 Suggestions & Development Discussion
When the devs first described "tweakables" about a year and a half ago, it was made to sound like it was exactly what you have described. I believe the words were: "Tweakables will let you change how much of each type of fuel a tank holds." Anyway, much to the chagrin of a sizable portion of the community, we got what we got... I understand this is a suggestion for the stock game, but based on SQUAD's initial response, they aren't changing this. A mod called "Procedural tanks" allows you to create tanks of specified size for what you're looking for. Unfortunately, it's about as close as you're going to get. I would love to see tanks implemented the way you've described. It would actually reduce the number of parts in the game, but, alas, don't expect it to happen. -
has anyone calculated the "easy" Moho transfer?
LethalDose replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
To the OP, I'd say this is the best answer: empiricism. If you decide to try to find what inclination works best for your ejection, share with us. -
Well, KER does provide the option to display true anomaly You can just use the argument of the periapsis as an offset to calculate the vessel's position vector in terms of the celestial constant instead of its PE. Obviously, doing this on the fly, in your head, every second would be a headache, but you don't need to. You only need to figure out the value where you need to burn and watch for when you're getting close. And yes it'd be great if KER did this arithmetic for us, but I'm personally very satisfied with that we even have a mod that can give us the information to begin with. Remember, the dev's couldn't be bothered to include this information in stock because "numbers aren't fun."