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Instant Orbits-- just hit spacebar


foamyesque

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I\'m not sure if one of us doesn\'t understand quite what you mean, but KSO (keostationary orbit) means the orbit where you move around Kerbin at the same speed that Kerbin rotates, meaning that you stay above the same point on the planet\'s surface. Because of this, there is only one KSO; that\'s just how it works. Physics says.

I think he means parts that put you in different orbits like low kerbin orbit or munar orbit.

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... I can now comfortably play with space station parts before 14.0 without feeling ridiculous launching them into orbit fully assembled.

See for yourself.

Caution: Ship connections will look very odd if you do this.

Contains:

Instant Kerbin synchronous orbit

Instant munar free return trajectory

Instant Kerbin escape trajectory

Instant Kerbin re-entry trajectory

Parts are under the Decals menu, to avoid confusion with more conventional pieces, and look like lander legs.

Credit to JellyCubes for inspiration and dodrian for the FRT number.

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yay yay and fraking yay! I can finally get my F-302 clone into orbit without having unusual, usually explosive oscillation issues! yay!

On a side note, I managed to put a rocket into orbit that I managed to launch out on a 450 day voyage into space before it finally came back home; no real clue how I screwed up that badly.

Also, now I can finally land a massive ship filled with Kerbalnauts on the moon!

Thanks!

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So what nobody has actually explained in six pages of thread is: What is this mod pack? I am led to understand that it includes parts that somehow put you in selected orbits, but an actual image or explanation might be in order...

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So what nobody has actually explained in six pages of thread is: What is this mod pack? I am led to understand that it includes parts that somehow put you in selected orbits, but an actual image or explanation might be in order...

The part works through having the bottom node (attached to the part) being a very large distance from the top node (attached to the ship)-when the part is decoupled, the ship will be left that distance above the launchpad, with the orbital velocity it already had due to the planets rotation.

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I\'m not sure if one of us doesn\'t understand quite what you mean, but KSO (keostationary orbit) means the orbit where you move around Kerbin at the same speed that Kerbin rotates, meaning that you stay above the same point on the planet\'s surface. Because of this, there is only one KSO; that\'s just how it works. Physics says.

Oops, i didnt really realize that the speed necessary probably affects the height at which youre orbiting, huh? I meant a circular orbit at a lower height, closer to Kerbin..

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yay yay and fraking yay! I can finally get my F-302 clone into orbit without having unusual, usually explosive oscillation issues! yay!

On a side note, I managed to put a rocket into orbit that I managed to launch out on a 450 day voyage into space before it finally came back home; no real clue how I screwed up that badly.

Also, now I can finally land a massive ship filled with Kerbalnauts on the moon!

Thanks!

you mean this f-302? if so I want it naow!

f302.jpg

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So what nobody has actually explained in six pages of thread is: What is this mod pack? I am led to understand that it includes parts that somehow put you in selected orbits, but an actual image or explanation might be in order...

Build your rocket as per normal.

Go to the decals tab. There, you will see a selection of landing legs. Each one is labelled with a different orbit/trajectory that they will put you in. Choose one, set symmetry to whatever value you like or need, and drag and place like you would any other surface-attacheable item. You\'ll notice that once you hover over a surface-attacheable part, the leg will disappear, but your target placement point will remain highlighted. This is fine; go ahead and click it to place the part.

Then hit launch. Once the screen loads, hit space to decouple from the parts (they may immediately explode, but hit space anyway). Since your initial CoG is somewhere in the celestial void owing to how the hack works, toggle your map on and off after you\'ve jettisoned the parts in order to reset the camera to your actual ship.

Said ship may be perfectly intact, weirdly seperated, or in pieces. I take no responsibility for its state. However, it will be on your chosen trajectory. Have fun!

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i think some parts should have a variable to appear in the campaign or not. What if i want a kerbal to use my S.S. Dolphin to fly through the .. oh wait the eternal fuel dynamo would be considered OP...

okay! what about the side SRB\'s? they arn\'t OP, why can\'t we use them then?

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