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Everything posted by Pecan
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Thanks for telling us what the problem was. As far as I know this is the first time anyone's had trouble with the anti-aliasing but if Squad gave you that advice they must be on to it :-) Remember - getting to space is easy. Getting to orbit so you stay in space is the first major hurdle. Have fun and good luck.
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The Conundrum of Rendezvous Manuevering
Pecan replied to MaxwellsDemon's topic in KSP1 Gameplay Questions and Tutorials
Personally, I can't be bothered to set up the initial rendezvous, which may be several-to-many orbits ahead, so I let MJ do it. Either way once you're (more or less) stationary relative to your target <10km or so there is only one tool you should be looking at, right up until the final few tens of metres: Navball, Navball, Navball. (So good they named it, er, three times) Where is the target? It's on the navball. Which way am I going relative to the target? It's on the navball. Which way do I need to burn to get to the target? It's on the navball (sort of - pull prograde, push retrograde*) How fast am I going relative to the target? It's on the navball. [*Pull prograde, push retrograde: The prograde marker on the navball - which way you are moving - is 'attracted' to the direction in which you burn. If your current prograde is left of the target on the navball then you want to burn to the right of the target, 'pulling' prograde until it is ON the target - now you're going the right way. The retrograde marker is, conversely, 'repelled' from the direction in which you burn. If your current retrograde is left of the target on the navball then you want to burn even further to the left, 'pushing' retrograde until it is ON the target - hey, guess what!] The only thing that isn't shown on the navball is your separation distance; for that you do need to look at the rest of the screen. [PS: I am taking your question as 'helping yourself' and am therefore taking my turn. Wally will be next]. ETA: @Kermanzooming below gives you pictures, and @GoSlash27 further below has dug out an old (ignore the launch bit!) video which is absolutely perfect (docking - it's a pain and a half to learn but is a beautiful 'space ballet' when you get the hang of it). -
Welcome, and don't worry - it's safe here as long as you don't mind a lifelong addiction to KSP.
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Hope this will do until a Mac specialist comes along ... KSP is not a PC-based game, it's written with Unity which should mean it runs equally well on Macs and Linux. Same for mods (not that you're using any yet, probably). The specs for your Mac certainly look sufficient too so, I'm afraid that I'm stumped as I have no Mac experience. At least - welcome to KSP and the forums. You have been heard an answers will come ...
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The best people to ask will be the ones that use it ,,,
- 2 replies
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- kct
- kerbal construction time
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(and 1 more)
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Erm, tip; the forums don't have as steep a learning curve as KSP. Welcome
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Now I'm back I do - well, instead of rather than beneath.
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kerbal space program dossent allow windows recording
Pecan replied to igor290506's topic in KSP1 Discussion
What's "windows recording"? Is it one of those 'features' that Win 10 is full of, which are worse than any other option but (almost) impossible to uninstall? OBS and ShadowPlay working fine - although Win 10 AU is busy trying to kill my machine as I type. -
Nothing - I see your signature ("My craft on KerbalX") fine.
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Welcome to the forums. Presumably you'll preferred uncrewed vehicles then?
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Rotational Moment Induced Upon Radial Detachment
Pecan replied to SilverWolf's topic in KSP1 Gameplay Questions and Tutorials
What is this mod I wot not of, that shows CoM in-flight? (Bet I'm going to feel daft for this and am probably already using it but didn't know that function). -
No need to apologise - See the quantity and tone of the responses you've got? We addicts love it when another victim succumbs enthusiast feels the satisfaction.
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PLEASE HELP - HARDEST MISSION EVER- DOCKING
Pecan replied to HardestGameEver's topic in KSP1 Gameplay Questions and Tutorials
If you were an idiot you would have kept failing instead of asking for help ("Insanity: doing the same thing over and over again and expecting different results" Einstein) Well done and you're welcome. To my (further) shame I can't remember who made it originally but @sarbian keeps up the awesome. Despite its awesome you will get more satisfaction from being able to do it yourself (even if you don't bother most of the time). As I said before, there's no reason to learn everything at once - watch how MJ does it and try it again manually later, when you feel like it. They do (although some just don't see the point of them). Beyond stations it's a good idea to include a docking-port on every vehicle 'just in case' you forget some important component (yeah, like that's ever going to happen ^^). @Kerbal Nerd123 - does the same help HardestGameEver used not benefit you too? If not, we need a bit more information to go on. -
PLEASE HELP - HARDEST MISSION EVER- DOCKING
Pecan replied to HardestGameEver's topic in KSP1 Gameplay Questions and Tutorials
Practice in sandbox. It's easy to build and launch a couple of little docking drones[*] then play 'tag' with them. Advantages are: Not restricted to tight tutorial actions and requirements Can use MJ mod Can use docking port alignment mod Can quicksave and quickload at any point instead of having to start all over again. [* An example of all you need for a docking drone and "how it's done" but note that the actual vehicles were designed for version 0.90 and have not been tested since.] -
Am I missing something about Minmus axis?
Pecan replied to Kermanzooming's topic in KSP1 Gameplay Questions and Tutorials
The point of polar orbit for mapping is exactly this - the planet/moon rotates underneath you, presenting a different 'strip' of ground on each orbit. If that wasn't the case then a polar orbit would be no better than an equatorial one - going over and over the same strip every time. Be warned - just because the 'optimal' altitude is given for a particular scanner that might not be the optimal altitude for an orbit around every body. Guess what happens if your polar orbit takes exactly the same time as the planet rotates (a <body>-synchronous but not -stationary orbit)? You get the same strip again and again. How about half the rotation period? Twice? Avoid harmonics. Because there is a wide-ish Field Of View (FOV) on the SCANsat instruments you don't have to be hyper-sensitive to this but as you travel the solar system you might just find it becomes significant somewhere. -
PLEASE HELP - HARDEST MISSION EVER- DOCKING
Pecan replied to HardestGameEver's topic in KSP1 Gameplay Questions and Tutorials
You may like to try the Navball docking alignment indicator mod. All it does is add an icon for the target port onto the navball. With that you can make sure your orientation and rotation are as you wish as well as checking relative movement. Unobtrusive yet (fairly) comprehensive. -
A hammer isn't much, but a terrier, FL-T100 and FL-T200 will give you more dV for a tonne less. Since you appear to have several of them, and Tylo's a long trip from Kerbin, you must be spending an awful lot of dV on haulage and need a much bigger/more complex launch vehicle in the first place. Mind you, I don't know what sort of thrust you need for whatever it is you're doing so a terrier might not be much use. Still, for that sort of trip I would think there are quite a few LFO engines/tanks combinations that would work better. I also don't understand the point about leaving stages in orbit as LFO stages are no harder to de-orbit than SRBs.
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Yeah, that's the attitude. Sounds like you know as much as you want to know and, probably, more than you're using. Also sounds like you're having fun. What more is there *grin*. Oh yeah - Easter eggs. There are quite a few you might enjoy finding in KSP. SCANsat is a mapping-satellite mod that's good for detecting them, otherwise you can really cheat by looking up their locations on Kerbalmaps.com, or see the relevant threads here.
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Getting into orbit on your first day is good progress, well done. There are two principle equations that govern rocket performance, giving the TWR and dV respectively: TWR: Thrust to Weight Ratio - simply the total thrust of your engine(s) divided by the mass of your rocket. Engine thrust is given when you mouse-over an engine in the VAB/SPH. The total mass of the rocket is given in the 'engineer report' at the bottom of the screen (spanner icon). If the TWR is <1 then your engines don't even have enough power to lift the rocket of the pad and you aren't going to space today. At TWR = 1 you have enough thrust to hover, or maintain any ascent velocity you have, but can't accelerate away. TWR 1.2 - 1.5 is good for a Kerbin launch. The thing is as you burn fuel the rocket gets lighter so the TWR rises and a 1.2 launch TWR could end up at 3 or 4 by the time you get to space. Unless you're staging engines and tanks ... in which case you need to work it out separately for each stage. dV: Delta V - potential change (delta) in velocity (V), given by Tsiolkovsky's rocket equation (link to wikipedia, but simplified below) dV = (Isp * G) * LN(Mass Wet / Mass Dry). Broadly; you can do more stuff with more efficient engines and more fuel (makes sense ^^) Isp is the 'fuel efficiency' of the engine, also given when you mouse-over an engine in the VAB/SPH G is 9.81 m/s - a constant just used to convert the units to a speed. LN is the 'natural logarithm' function in almost every spreadsheet and most calculators. It means there are diminishing returns when you add more fuel, because you need to burn more fuel to lift the extra mass of the new fuel ... (see: tyranny of the rocket equation) Mass Wet is the 'fuelled' mass of the rocket, as shown in the engineer report in the VAB/SPH. Mass Dry is. consequently, the mass without fuel. You can see it in the VAB/SPH by right-clicking (tweaking) each fuel-tank and removing the fuel. Just remember to put it back in before you launch! Do yourself a favour if you're not on a console - install a mod such as KER, MJ or VOID that calculates these for you on-the-fly. They save an awful lot of work. For Kerbin launch to orbit: You need around 3,500m/s dV (3.5km/s) and a TWR >= 1.2 at launch. NASA will tell you all about it in the real world (https://spaceflightsystems.grc.nasa.gov/education/rocket/guided.htm)
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PLEASE HELP - HARDEST MISSION EVER- DOCKING
Pecan replied to HardestGameEver's topic in KSP1 Gameplay Questions and Tutorials
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I'm just amazed at lugging SRBs all the way to Tylol. Still, Zosma's got to second base ;-0
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(A nitpick, which I offer only in the hope that it will amuse. "Scaffolding" is a temporary structure used during construction. People are hanged on a "scaffold").
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Have you seen this part of the forums: http://forum.kerbalspaceprogram.com/index.php?/forum/29-plugin-development-help-and-support/