-
Posts
1,645 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by G'th
-
I like it! But it would be neat if they folded up! KSP really does need retractable rover wheels.
-
Once you have a target vector and pro/retrograde marker, you're all set to dock, at literally any possible distance where a target vector will appear. At that point, the first step is to slow down to a speed manageable by RCS. 0-50m/s is ideal if you have at least 4 RCS pods. After that, the key is to just use your RCS controls to move your grade marker onto the target, and then use the RCS to move towards the target while keeping those two markers lined up. As you approach your target, you'll likely have to maneuver around to orient the two craft properly. Be sure when you make these alignment adjustments to turn off RCS, as otherwise that will throw off your velocity and you'll have to expend more fuel to correct it. If you take a slower approach, however, it is possible to keep RCS on and use it to align the two crafts. Once you can verify that your two ports are aligned properly, all it is is a matter of matching the grade and target vectors again and moving towards the target. That is the best and most efficient method for docking, short of literally timing your burns and craft orientation in such a way that you dock automatically at your closest approach. (IE, hitting a 1cm target on a moving train while riding a horse that's trying to buck you off. OH and your blind folded and have no arms)
-
I've actually been designing a lot of my upper stages to have leftover delta V so that they can eject themselves into solar orbit or towards an impact with one of the moons. My mid stages already fall back into the atmosphere, so I have very little debris in my Kerbin SOI at the moment. Kessler syndrome is a lot less of a potential problem when the SOI in question is a star. That might change if I decide to hyperedit one of my stations into the same orbit as the new one I'm building, except retrograde hehehehe
-
Docking (I'm sure this has been answered)
G'th replied to giddonah's topic in KSP1 Gameplay Questions and Tutorials
A little tip I have for docking (and even just using the claw) is to learn how to use the whole of the navball to figure out your relative movement. This will make docking 2000% easier and faster as you'll spend less time trying to eyeball it. Say you have a docking port as your target. Now, find your prograde vector (or retrograde, if your docking backwards). Wherever it is relative to the target vector is how your ship is moving. So say you have a target right on the horizon line at 90 degrees, and your prograde is somewhere to the right and upwards. That quite literally means that you're moving upward and to the right. So to counter, you would fire your RCS in the opposite directions, using the relative velocity (which reads out as your target speed right above navball) as a guide. Once your pro/retrograde marker is right on top of the target vector, that means you're following the same path as your target (IE, matched orbits). Once you reach this point, actually docking is quite easy. Just fire towards the target. Depending on how far away you are, you may have to fire RCS in whichever direction to keep your velocity and target vectors matched up. -
Where are people placing their space stations and why?
G'th replied to gc1ceo's topic in KSP1 Discussion
I'm constructing mine in my standard parking orbit (125km). I plan on changing its inclination, but as I'm still practicing rendezvous, I'm holding off. -
You Will Not Go To Space Today - Post your fails here!
G'th replied to Mastodon's topic in KSP1 Discussion
Leh sigh. Started a new space station, and my first construction mission manages to collide with the station >.<. There's a 500000 fund project down the tubes. -
I usually just catch up on my sleep debt. You can kill massive amounts of time if you can get yourself to sleep a lot. Reading a good book also helps.
-
Do you guys ever find yourselves mega-obsessed with replicas?
G'th replied to G'th's topic in KSP1 Discussion
Seems my suspicions that I'd go for SpaceX next were wrong. Apparently I've been using Ares I type rockets without realizing it, and I reallly, really like the idea. A large SRB (provided by KW Rocketry and scaled up by TweakScale) is just so efficient as a first stage. And funnily enough, it gets my apoapse right up to my favorite parking orbit (125km) before cutting off. -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
G'th replied to Stevie_D's topic in KSP1 Mod Development
Indeed. But even if that's the case, doesn't mean the rest of the section still couldn't be for habitation. EVA bays don't have to be that large, as you'd only need room for the suits themselves and a little extra room for astronauts to sleep in before the EVA. Personally I don't think this particular ship was meant carry much more than the astronauts themselves. Unless those egg shaped pods carry stuff, I don't see where you'd put anything bigger than a small probe, as a warp-capable ship would need a healthy amount of habitation space for the astronauts, and the saucer section is the only place that would make any kind of sense. -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
G'th replied to Stevie_D's topic in KSP1 Mod Development
I would imagine that like other Star Trek type ships (Rademaker designed several for the Trek calendards, among other things), the saucer section is for habitation. And it makes sense too, as the only other parts of the concept that look they'd be used for habitation are the two egg shaped bits. -
The Saturn-Shuttle Extravacatastrophe!
G'th replied to G'th's topic in KSP1 Challenges & Mission ideas
What an excellent entry. I particularly liked how you set up your Saturn V analogue. Here's your score: Basic Requirements - Done Payload - 23 tons - 23 pts Clean, Mean, and Modern - 25pts Where Kerbals have Gone Before - 50 pts FAR + DREC - 75pts Final Score = 173pts I've gone ahead and added you to the hall of fame. IN other news, I do plan on jazzing up the original post with graphics and such here eventually. Mostly so its not just an ungainly wall of text. -
Naming scheme for your ships! (0.24 edition)
G'th replied to mangekyou-sama's topic in KSP1 Discussion
I use a simple "Project X" naming scheme, ala Apollo 11. -
If You Could Make a Mod, What Would it Be Like?
G'th replied to Thomas988's topic in KSP1 Mods Discussions
There's two mods I'd really love to make if I had the knowledge and ability. The first one is a definitive Space Shuttle replica that's actually modular (So you can use the parts to create your own versions from the ground up). The second is a mod for various atmosphere effects and other things. Things like huge clouds of launch steam, visible sound barriers being broken (ala Saturn V pictures), etc etc. -
Do you guys ever find yourselves mega-obsessed with replicas?
G'th replied to G'th's topic in KSP1 Discussion
Wow, buzzkill . -
Officially In A KSP Rut (PLEASE SAVE ME FROM MY BOREDOM!)
G'th replied to Acemcbean's topic in KSP1 Discussion
As I always recommend to people, build actual colonies. With roads marked and all. You could also take on the KSP Wiki campaign, or at least whats there anyway. Leads up to a 125 Kerbal Ark out of the Kerbol system. Have you tried using a shuttle replica to build a space station? Or better yet, a shuttle replica to build an interplanetary ship? If you like .24 Career mode you could also get Fine Print and follow its new missions. The aerial recon and rover missions can be a real time sink if you let them be and designing an orbital drop pod system for the missions would be a good way to kill time. Have the rovers and planes stay in orbit, and then deorbit them into the areas your contract wants you to explore. 50 points if you can get them back into orbit! -
Well, even presuming your plane is designed just right*, you'll still never get quite the right experience due to the imprecise way your plane and everyone elses is created. Real planes, including those modeled in proper flight sims, are precisely constructed, which allows for very fine tuning, which in turn provides a ride that's quite smooth for the pilot. You'll notice in proper flight sims that it isn't particularly hard to keep control of the plane with minimal knowledge, and this even translates into real life as well to a degree. Planes are just designed this way. However, in KSP, planes are cobbled together from various parts that aren't necessarily designed to work with each other. Thus, planes in KSP aren't as easy to use out of the box compared to a realistically constructed plane, be it simulated or otherwise. This is why the shuttle mods like Buran from Bobcat or the KSOS fly better out of the box compared to a freeform design. They're full models that are just broken up into pieces rather than pieces stitched together into a model. There's also the issue with controls. Keyboard controls aren't that great (even with fine controls on via CapsLock) and I personally have never gotten my joysticks to work well with the game. But, keep at it. Eventually you'll get a plane that works well, I know I did.
-
Do you guys ever find yourselves mega-obsessed with replicas?
G'th posted a topic in KSP1 Discussion
Because I've got that problem SOOOO bad. When I started playing KSP my crafts normally just resembled what I saw in that first tutorial video I watched. But then I started getting interested in NASA and Apollo in particular and all of a sudden, all I find myself designing is Apollo style missions, even to the point where any other method of landing on a moon just seems silly. And now, after seeing Atlantis in person, I'm obsessed with space shuttles, to the point where I'm modifying B9 parts to create a shuttle replica that does everything I want it to. Ugh. I really shudder to think of what I might end up obsessed with next. It'll probably be SpaceX's stuff. -
Would this mod also go into providing the awesome launch steam real launches have?
-
How would I make the EFT from the normal KSO compatible with the Super25? I like the look of the regular EFT better, but I can't seem to figure out how to get it to attach to the Super25 fuselage.
-
The Saturn-Shuttle Extravacatastrophe!
G'th replied to G'th's topic in KSP1 Challenges & Mission ideas
I listed FAR as worth more points because (from what I understand) FAR is more complex in its flight physics than NEAR is. I could be wrong (as I haven't actually looked into NEAR), but even so.' @Rhom Nice craft you've got there. Definitely didn't expect a stock example. -
[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015
G'th replied to Kickasskyle's topic in KSP1 Mod Releases
Grab Tweakable Everything. It'll allow you to do just that.