Superfluous J Posted July 20, 2015 Share Posted July 20, 2015 Actually I find it fairly easy to reach 100%+ on my first stage, and I usually run at < 100% engine power until after 10km to save fuel and prevent that. I also can break 200% on some planes.Then you have too many engines, or are flying a plane to orbit. A rocket that breaks Atmospheric Efficiency is wasting a lot of fuel lifting a lot of engines. I can't speak on space planes. It's a dark art that I know nothing of. Quote Link to comment Share on other sites More sharing options...
ibanix Posted July 20, 2015 Share Posted July 20, 2015 That's not even a space plane. My regular plane with jet engines will hit 200% at low altitude (below 2000m). Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted July 20, 2015 Share Posted July 20, 2015 That's not even a space plane. My regular plane with jet engines will hit 200% at low altitude (below 2000m).Well technically every plane in KSP is a "space plane." I pretty much meant that if you're using non jet engines you should never approach - little alone exceed - terminal velocity.My short foray into planes has shown me that with any jet but the lowest tech one, sneezing will break mach 1 and anything more will cause entry flames. Quote Link to comment Share on other sites More sharing options...
beelzerob Posted July 20, 2015 Share Posted July 20, 2015 I'm a little confused by something in KER 1.0.16.6. When building a craft, it shows delta V as well as TWR. I've had craft with TWR of over 8 come crashing back down at full power. And I just now built a super simple rocket, with TWR 8, that cannot leave the launch pad.How am I using this wrong? I would have thought any craft with TWR greater than 1 would be able to launch.Thanks! Love the mod. Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted July 21, 2015 Share Posted July 21, 2015 beelzerob, I think you are reading the vacuum stats for TWR (and possibly for the Mun or Minmus), on Kerbin with thick atmosphere some engines (like the Terrier pictured) produce far less thrust. Click the "compact" button and make sure that "Body: Kerbin" and "Atmospheric" buttons are selected for an idea of how it will behave on the pad. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted July 21, 2015 Share Posted July 21, 2015 Yeah the Terrier is one of the best vacuum engines in the game, but because of that it's TERRIBLE in atmo. Quote Link to comment Share on other sites More sharing options...
beelzerob Posted July 21, 2015 Share Posted July 21, 2015 Awesome, thanks! I'll check that when I get home...I was pretty sure I was doing something wrong. Quote Link to comment Share on other sites More sharing options...
beelzerob Posted July 22, 2015 Share Posted July 22, 2015 Yep, that was it. I think it was set to Mun. It's strange not seeing TWR's of 12+ anymore on the launchpad. Thanks! Quote Link to comment Share on other sites More sharing options...
Caithloki Posted July 24, 2015 Share Posted July 24, 2015 I am having a weird glitch (I think), currently in my career mod all kerbals have engineer access, and drones also, I have no parts that would give them access on the ship. Just wondering if it is a feature once you get to a certain tech level or such. Started happening around the same time I lost target waypoints when trying to rendezvous with ships. Quote Link to comment Share on other sites More sharing options...
Padishar Posted July 24, 2015 Share Posted July 24, 2015 Have you upgraded your tracking station to level 3? Quote Link to comment Share on other sites More sharing options...
Trann Posted July 24, 2015 Share Posted July 24, 2015 A very minor request: include zero digits in all timer values that are greater than zero. For example,4h 53m 7.2sbecomes04h 53m 07.02sThe "greater than zero" qualifier prevents 00years 00days .... etc.Thank you for considering. Quote Link to comment Share on other sites More sharing options...
Caithloki Posted July 25, 2015 Share Posted July 25, 2015 Have you upgraded your tracking station to level 3?I believe I have, its the one with multiple radar dishes correct? Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted July 25, 2015 Share Posted July 25, 2015 I believe I have, its the one with multiple radar dishes correct?If you right click it, it'll either tell you the tier. Quote Link to comment Share on other sites More sharing options...
Samapico Posted July 26, 2015 Share Posted July 26, 2015 A very minor request: include zero digits in all timer values that are greater than zero. For example,4h 53m 7.2sbecomes04h 53m 07.02sThe "greater than zero" qualifier prevents 00years 00days .... etc.Thank you for considering.7.2s and 07.02s are not the same thing, though...And how many zeroes would you put before years or days? It could make sense for hours, minutes and seconds, but it would also become inconsistent with all other time values in KSP. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted July 26, 2015 Share Posted July 26, 2015 And how many zeroes would you put before years or days? It could make sense for hours, minutes and seconds, but it would also become inconsistent with all other time values in KSP.I'd say both years and days should have room for 3 digits, but they should not be 0 padded. They should be space padded. Also, hours need no padding if you're in Kerbin time but should be 0 padded if using Earth time.Also, I assumed he transposed the 0 and the 2 by accident Finally, hms should be in time format.This: 1y 47d 04:05:07.20102y 115d 15:53:14.19looks better than: 1y 47d 04h 05m 07.20s102y 115d 15h 53m 14.19swhich looks better than:1y 47d 4h 5m 7.2s102y 115d 15h 53m 14.19s Quote Link to comment Share on other sites More sharing options...
Guest Posted July 27, 2015 Share Posted July 27, 2015 I just want to note how good KER's in-flight interface is. It look so ... I cannot even describe ... professional.And nicely configurable too!Damn good mod! I used it for a long time, but now it's not only very useful, but very beautiful too.I just ... don't know what to say. Quote Link to comment Share on other sites More sharing options...
ein125 Posted July 27, 2015 Share Posted July 27, 2015 Hi,Apologies if this has been posted before, but my redux huds and panels keep disappearing in staging mode. The redux hot button on the HUD does nothing and the only thing that seems to fix it is a reinstall of the add on. The redux panel in the hangar works fine. It's just when I switch to staging mode that the redux huds and panels disappear.Am I missing some hotkey or something simple?For reference:i7-4790k@4GhzGTX-760 2Gb (Running 2 monitors at different res {widescreen/non-widescreen}) Driver ver: 353.3016Gb 1866Mhz RAMThanks (from a noob) Quote Link to comment Share on other sites More sharing options...
Padishar Posted July 27, 2015 Share Posted July 27, 2015 Am I missing some hotkey or something simple?It uses '\' to toggle the display, otherwise hover over the KER button (assuming that appears) and that should show a menu that allows you to toggle each individual section. Quote Link to comment Share on other sites More sharing options...
Wintersdark Posted July 27, 2015 Share Posted July 27, 2015 (edited) Hi,Apologies if this has been posted before, but my redux huds and panels keep disappearing in staging mode. The redux hot button on the HUD does nothing and the only thing that seems to fix it is a reinstall of the add on. The redux panel in the hangar works fine. It's just when I switch to staging mode that the redux huds and panels disappear.Am I missing some hotkey or something simple?For reference:i7-4790k@4GhzGTX-760 2Gb (Running 2 monitors at different res {widescreen/non-widescreen}) Driver ver: 353.3016Gb 1866Mhz RAMThanks (from a noob) Running KER in career mode, so it requires a part on your craft to show up after you launch. Either add one of the two KER parts from the Science section of the part list, or go into KER's settings while in the VAB and switch to partless mode instead of career mode.Editted to remove smartphone autocorrect butchery. Edited July 27, 2015 by Wintersdark Quote Link to comment Share on other sites More sharing options...
Padishar Posted July 27, 2015 Share Posted July 27, 2015 Running KER in career mode, so it requires a part on your craft to show up after you launch. Either add one of the two KER parts from the Science section of the part list, or go into KER's settings while in the VAB and switch to partless mode instead of career mode.FTFY (10 chars) Quote Link to comment Share on other sites More sharing options...
Wintersdark Posted July 27, 2015 Share Posted July 27, 2015 Sadly, as much as I love Swiftkey for entering text overall, gaming related topics get heavily autocorrected Quote Link to comment Share on other sites More sharing options...
ein125 Posted July 28, 2015 Share Posted July 28, 2015 Running KER in career mode, so it requires a part on your craft to show up after you launch. Either add one of the two KER parts from the Science section of the part list, or go into KER's settings while in the VAB and switch to partless mode instead of career mode.Thank you, kind sir. This setting (now that I understand it) makes sense and would explain why, in the rescue missions, the huds would suddenly pop up when I switched to the other craft (the occupant was an engineer).Cheers! Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted July 28, 2015 Share Posted July 28, 2015 FYI - The 1/2 Node Burn field seems to be using different maths than the Node Burn field. This is only apparent when the node exceeds the capacity of the current stage and the thrust varies between stages. Node Burn appears to factor in the thrust of engines in both stages. 1/2 Node Burn appears to only factor the thrust of the current engine regardless of how much DV remains. Quote Link to comment Share on other sites More sharing options...
Tangle Posted July 29, 2015 Share Posted July 29, 2015 The thing for determining distance at closest approach is gone, or was that in something different? Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted July 29, 2015 Share Posted July 29, 2015 The thing for determining distance at closest approach is gone, or was that in something different?Mechjeb Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.