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The ARM megathread


KvickFlygarn87

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Danny to the rescue! This video of his perfectly shows off what you are asking. (assuming kerbals count as ships)

http://youtu.be/X7-l6Y9obdc?t=51s

Excellent! Thanks.

Although it's not totally clear if it grabs the kerbal when he jumps on the Claw, or when Danny switches back to the other ship… but either was is good enough, so I guess I needn't have worried.

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Excellent! Thanks.

Although it's not totally clear if it grabs the kerbal when he jumps on the Claw, or when Danny switches back to the other ship… but either was is good enough, so I guess I needn't have worried.

To me, it seems that the kerbal and the rover become one large ship when the Claw attaches. I saw similar camera shifting when attaching to an asteroid in another video.

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Maybe im just being a party pooper and please dont take this the wrong way but with the "claw" why do we need docking ports then? lol it took me weeks to learn how to dock and is one of the biggest payoffs in this game for me. so now i can just bump into things and "dock"?. I love the docking system now and maybe im just not understanding some things but are there still any reasons to use docking ports for my stations and planetary bases other than a personal prefference? i guess there is still the Sr docking port and all, but maybe the claw shouldnt be able to transfer fuels and such??

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It depends what you want out of docking.

If you just want to have a quick refuel for your SSTO, sure use a Claw.

But if you're trying to assemble a ship in orbit that's actually going to thrust places after assembilly, the more rigid docking port connection is essential.

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If you are docking to assemble a large ship (I do a lot of that) to send off into deep space, you will want a nice aligned connection that can tolerate the thrust... and Claw connections won't cut the mustard.

Also, if Squad ever gets around to letting us transfer kerbals through the regular and senior docking ports (which appear to incorporate hatches), that would be something you couldn't do with a claw connection.

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The asteroids are not on rails. That would defeat the purpose of being having an Asteroid REDIRECT Mission.

In theory they could self capture, chances are not good though.

They're on rails outside of the 2.5 km physics sphere I believe. Pretty sure aerocapture would be out of the question since that takes more physics. Munar assisted capture seems possible but unlikely.

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If you are docking to assemble a large ship (I do a lot of that) to send off into deep space, you will want a nice aligned connection that can tolerate the thrust... and Claw connections won't cut the mustard.
You say that, and I think others have too - but the Claw can tolerate the thrust needed to push a thousand-ton asteroid!
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You say that, and I think others have too - but the Claw can tolerate the thrust needed to push a thousand-ton asteroid!

Yeah the whole purpose of the Claw is to still fly around after (at least moderately) haphazardly connecting it to something. In fact, I think it'll make building stations and ground bases easier than docking ports.

I assume it's heavier and more expensive than docking ports, so it may be prohibitive for space ships. However weight it's as important for bases and stations.

Considering now my ground bases are just a bunch of things connected by KAS pipes, is this actually a bad thing?

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I just dont like claw. Its to simplified and unrealistic. Not to mention refuelling feature uggh...

I hope someone will make some mod for more realistic attaching asteroid to spacecraft.

KAS style - put some anchors all around asteroid on eva, connect them with struts, and than dock to this stable structure sorrounding asteroid.

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I just dont like claw. Its to simplified and unrealistic. Not to mention refuelling feature uggh...

I hope someone will make some mod for more realistic attaching asteroid to spacecraft.

KAS style - put some anchors all around asteroid on eva, connect them with struts, and than dock to this stable structure sorrounding asteroid.

I agree completely. All this talk about building stations with them just smacks of laziness.

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I don't get what you mean, there is only one "ARM Megathread," it was stickied earlier today.

Figured it out. I think what happened is either a forum glitch, I accidentally posted in the wrong thread, or the two threads have been merged. All's well that ends well xP

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You say that, and I think others have too - but the Claw can tolerate the thrust needed to push a thousand-ton asteroid!

Yes, but will it be easy to stick multiple modules together in a straight line, or would the structure be too difficult to fly because of the weird angles? Not to mention that the ugliness drag would be enormous!

I just dont like claw. Its to simplified and unrealistic. Not to mention refuelling feature uggh...

It does seem kind if silly that the Claw can allow refueling. But I think it's even sillier that my kerbals haven't developed the amazingly advanced technology required to run hoses between ships... So in the meantime, I will glom onto things with the Claw and then envision my kerbals connecting the ships with hoses.

Edited by Specialist290
Merging sequential posts.
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Did anyone demonstrate how science collection works with asteroids? I watched several of the videos, but didn't see anything.

I watched Scott Manley's most recent video, and it was mentioned that the ARM update is JUST the ARM mission, and has no tech-tree or science integration yet.

Those things are coming in .24 I guess.

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Asteroids are on rails, like any other object outside of rendering range. It's just that they don't make full orbits until you capture them.

If an asteroid is not tracked and goes for a planet - it just disappears when it reaches it.

You have to be tracking an asteroid to see it, then you have to be in its render range to actually have physics interact with it. Otherwise it will just continue on it's path and disappear.

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Would be nice to, later on, have two tiers of claw. A heavy duty claw that can firmly grab most things, and a lightweight fragile claw with a fuel transfer apparatus (the latter one being further down the tech tree). Or perhaps reverse that, a lightweight claw that can only grab things, and a heavy fancy claw that can also transfer fuel.

If and when part damage is implemented, it would be cool to have the claw cause massive damage to the grabbed part, making refueling from another ship via claw more of a salvage operation than anything else. Do it too much and you'd wreck the other ship.

Edited by NovaSilisko
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Would be nice to, later on, have two tiers of claw. A heavy duty claw that can firmly grab most things, and a lightweight fragile claw with a fuel transfer apparatus (the latter one being further down the tech tree). Or perhaps reverse that, a lightweight claw that can only grab things, and a heavy fancy claw that can also transfer fuel.

I second that. Also, different sizes (which is easy to do through part duplication but would be nice to have in stock). The claw as a landing/anchoring system for tiny probe (who said "Philae"?) is a thing I will definitely use.

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I just dont like claw. Its to simplified and unrealistic. Not to mention refuelling feature uggh...

I hope someone will make some mod for more realistic attaching asteroid to spacecraft.

KAS style - put some anchors all around asteroid on eva, connect them with struts, and than dock to this stable structure sorrounding asteroid.

Don't you mean "KAS style, run a winch cable between 2 ships and refuel that way"?

I love KAS but it allows for all the unreasonable refueling options that the Claw does.

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The claw as a landing/anchoring system for tiny probe (who said "Philae"?) is a thing I will definitely use.

Oh hell yes, a little drill to fasten a probe to an asteroid and ride it across the solar system would be the best thing ever. I expect/implore the modders to produce such a thing to be made within days of the patch coming out. Prepare yourselves, aforementioned modders.

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Well, personally, after watching all the ARM related content posted today, I find myself worried about the future of the game. I know that seems heavy but hear me out.

With the addition of the SLS parts it concerns me that that days of "kerballing" something up might become a thing of the past. I recently started playing the Interstellar mod and it took me a few hours to put something together to throw a 3.75-meter reactor and its attachments into high orbit. Asparagus-staged orange tanks, clustered engines, etc.

Why, shoot, just stick an SLS under it. Problem solved. Launch a fully assembled station? SLS. Single stage to Eve? SLS.

I'm not saying the game is out the airlock with the new parts (not launching satellites with SLS parts (probably will for a goof)) but it just irks me, for lack of a better word, that we may have taken the "Kerbal" out of KSP.

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Well, personally, after watching all the ARM related content posted today, I find myself worried about the future of the game. I know that seems heavy but hear me out.

With the addition of the SLS parts it concerns me that that days of "kerballing" something up might become a thing of the past. I recently started playing the Interstellar mod and it took me a few hours to put something together to throw a 3.75-meter reactor and its attachments into high orbit. Asparagus-staged orange tanks, clustered engines, etc.

Why, shoot, just stick an SLS under it. Problem solved. Launch a fully assembled station? SLS. Single stage to Eve? SLS.

I'm not saying the game is out the airlock with the new parts (not launching satellites with SLS parts (probably will for a goof)) but it just irks me, for lack of a better word, that we may have taken the "Kerbal" out of KSP.

I think you're grossly overestimating the power of the new engine. It's beefy, but it's not THAT beefy. Fuel amount for the largest 3.75m tank is only about twice that of the orange tank, the engine about double the thrust. It's nice, but it's not single stage to Eve, come on.

Plus, this is still KSP. If lifting super heavy stations becomes easier, people are just going to build BIGGER STATIONS! And they'll do so with lower part count and less wobble.

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Well, personally, after watching all the ARM related content posted today, I find myself worried about the future of the game. I know that seems heavy but hear me out.

With the addition of the SLS parts it concerns me that that days of "kerballing" something up might become a thing of the past. I recently started playing the Interstellar mod and it took me a few hours to put something together to throw a 3.75-meter reactor and its attachments into high orbit. Asparagus-staged orange tanks, clustered engines, etc.

Why, shoot, just stick an SLS under it. Problem solved. Launch a fully assembled station? SLS. Single stage to Eve? SLS.

I'm not saying the game is out the airlock with the new parts (not launching satellites with SLS parts (probably will for a goof)) but it just irks me, for lack of a better word, that we may have taken the "Kerbal" out of KSP.

Well, one would hope they're near the end of the tech tree. Then again, 5 years after the first man flew in space, the first Saturn V was launched. So there was a rapid progression of tech, but then an abandonment of it due to cost (and politics, hopefully ksp doesn't simulate that too much though). Maybe that will be the prime balancing factor for the SLS parts, it wouldn't be unreasonable to assume they're expensive as hell.

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