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pincushionman

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Everything posted by pincushionman

  1. I'd like this a lot. Something where you have the aircraft in the tunnel, you set altitude, speed, angle of attck, and control surface deflection, and it draws the lift, weight, drag, and moment vectors at the CoM. Facility upgrades would let you sweep AoA, altitude, or speed, and plot a curve for those results, but what beginners really need is simply something to indicate visually at what AoA they're going to either flip out or stall - in an environment where they can easily replicate and reset, instead of constant launch+revert to VAB because they're unstable the moment their nose gear leaves the runway. And by "beginner" I mean nearly everyone.
  2. I wonder if you could patch that in with ModuleManager. For the time being, though, a right-click will exit it.
  3. The real question is "which way is the wheel-down vector?" It may not align with the strut.
  4. I haven't yet been able to get my joystick to bind to EVA rotation. The jets fire, but the kerbal no rotates. I think there's still some residual "kerbals aren't ships" code.
  5. You can get - to anywhere - from anywhere - -at any time as long as you are willing to pay through the nose in dV. It's the approach New Horizons took - they said "we need to get to Pluto in ten years," found the biggest rocket they could afford, put down on the smallest probe they could afford, and went like a bat out of hell. And couldn't make a braking burn, because the radial velocity at target was far, far too large. You're going to face the same challenge with your high-energy maneuver, so you're going to need some redonkulous plan to stop. Also, remember that while the most efficient windows may come around every two years, one that is good enough may arrive sooner; it's just a more aggressive Hohmann. This is particularly important to keep in mind for the more remote targets. There's no sense waiting 40 years for an optimal transfer when it's only slightly better than what you can get this orbit.
  6. I swear I read from a developer that the "part upgrades" feature was intended for modders to take advantage of, and wasn't planned to be used at all in stock. I thought it was said by @NathanKell in the devnotes thread, but I can't find it there. It was in the last couple of days.
  7. Leave the Squad folder. That's the stock one; if you delete it you'll have no parts. I haz done this …more than once
  8. It's a choice for gameplay balance. You need to balance mass (light probe vs heavy crew capsule) vs. capability (limited/non-functional probe vs. fully-capable crew capsule) vs. infrastructure (single craft vs. built-up network. Better? Worse? I'll withhold judgement until everybody (else) hops on the pre-release and starts giving feedback.
  9. I was just going to be a troll and say "Yes, most of us here do," but a few people who actually wanted to be helpful beat me to the punch.
  10. Terrible terrible idea. The key isn't the energy to intercept, it's the time. If interceptors are on known orbits (and they would be known, if not acknowledged), it would be utterly trivial to launch a missle in a window such that no orbital weapon could ever hope to intercept it, even if the sky were flooded with them. It may, on the other hand, be a good location to base a laser net. Except the power requirements are the limitation for that.
  11. Instead of clicking the portrait to send to EVA, click on the hatch itself and select EVA from there? Does that help?
  12. Stiffer stiffer stiffer stiffer stiffer KJR stiffer stiffer stiffer stiffer struts stiffer stiffer stiffer stiffer…
  13. You need to make sure your twitches are centered about the rover section's center of mass, specifically at the fuel level you expect to have at the time. It might help to open just the rover section in the SPH and use the CoM and CoT markers to line those up. You might have to move some parts around to control your CoM, or it may be easier to just move your thrusters around to accomodate. Your setup looks pretty simple. Also, put a docking port on the horizontal top, and when you go to flip the vessel sidways, right-click it and select "control from here." This will re-orient the navball so that instead of looking at the horizon like a rover, it's looking up like a lander can.
  14. Aircraft production, specifically engine nacelles. So the quote @wumpus posted is pretty close to home too.
  15. Not meaningful, since Kerbin has no axial tilt and thus no seasons. And we don't have much in the way of ground details to make the distinction between seasons interesting. …Oh wait, are you suggesting a suggestion that would require both the implementation of axial tilt to the game system and better low-level terrain detail? Hell yes, I'm on board.
  16. You'd be surprised how much information can be gleaned from a seemingly-random collection of burnt, bent, and broken parts, when coupled with an intimate knowledge of how the system is supposed to work and how the event actually unfolded. It really helps if that collection of parts is nearly the complete system. The NTSB does this all the time with airplanes. And it's almost never single-failure anymore, it's always disaster dominoes.
  17. It depends on what pod or probe core you're using which way you point it. - For "standard" command pods, orientation is pretty obvious. - For lander cans, "vessel forward" is along the "up/down" axis of the can, and "vessel down" is the direction of the windshield. This makes landing easier because you can see your pro/retrograde markers easier. - For docking ports, "vessel forward" is the direction of the axis, and "vessel down" is the direction crossing the rectangle on front. - Probe cores cause me problems. You'll need to locate a feature you can remember that shows you the orientation. All I know (limited work with probes) is if you pull a fresh core in from the list and don't rotate it, it should be pointed the right way. I mentioned "vessel up/down" because it's not enough (especially on rovers) to get the forward axis pointing the right way - if the core is twisted about that axis, the navball can be sideways or updide down as well (your artificial horizon may be orange on top, or worse, orange to the side). This may affect the behavior of your wheels.
  18. I can assure you that the copyright has not expired. You can, however, download versions up to 0.13.3 for free.
  19. I've ralely seen it anything other than full-price or 40% off, for some reason.
  20. Thermodynamics. It's not just a good idea, it's The Law!
  21. Kinda have to disagree there. Most of the achievements I see on Steam games are things like "Beat level 5!"…and then a separate achievement "Beat the boss of level 5!" Which is, of course, equivalent to the first thing. Which makes most of them meaningless.
  22. Quoted for truth. Especially if you have only 10 g, any of it thin metal or plastic.
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