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So I discovered that stronger joints does not mean invincible joints. I'm very pleased. (Holy smoke you still need lateral struts, those new SRBs are nuts)
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# ¿ May 18, 2024 18:43 |
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I have absolutely no idea how to go about intercepting an asteroid, even after watching scott manley's video. I assume it's just normal rendezvous but with messier orbits, but that's easier said than done.
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Just captured this:![]() It's a class C, which I'm pretty happy with for a first attempt. I used the technique where you rendezvous with the asteroid in Kerbol SOI, as this one had a really high inclination and was going to impact. Holy balls some of the floating point errors are fixed in Kerbol SOI but not all of them. It's fine when you're really close now, but when you're encounter is between 20,000km and 5,000km the distance jumps very strangely. It's now sitting in a 300x300 orbit with 0.1 degrees inclination. Time to send up a crew to investigate! Also maxmaps, could we get some sort of indicator for which way along our trajectory we're going? It's alright when you're on an escape trajectory as one end will have the little escape symbol, but it can be tricky when you're in a stable orbit. I was paranoid I was burning all my fuel and changing inclination in the wrong direction the whole time. It wasn't really a problem before, but now asteroids often come in retrograde, it'd be a handy thing to have. Splode fucked around with this message at 02:52 on Apr 4, 2014 |
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Geemer posted:
60? Should be 600! Thanks for the heads up with the high orbit/low orbit science, I may need to burn some more of my fuel yet... Also congratulations on catching a class E!
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Steelion posted:The problem is that they get the same multipliers as any other science "experiment" so by bringing the asteroids into stable, near-Kerbin orbits, you're reducing the multiplier. That's my assumption at least. Well, that's annoying. I've missed out on a bunch of science by not sticking a pod on my asteroid-getter. This science system does not appear to make much sense for asteroids. Is it possible for them to disable the multiplier for asteroid sample missions and then give it a big value? Shanakin posted:The something like prograde marker on the navball perhaps? That works but it's not quite as clear as it could be. Sometimes you can't see the prograde marker on the navball, for example.
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So because the claw means you and the asteroid/spacedebris/kerbal all become one ship, you can transfer fuel out of a tank you grab. This was a feature they advertised. It also means you can transfer fuel between two ships, via an asteroid. Weird, but handy! Headline news: NASA discovers asteroids full of intricate adaptable pipework! So asteroid samples "high over kerbin" and "near kerbin" are both 60 points. Are asteroids not affected by biome multipliers after all or is the multiplier for low and high kerbin orbit the same?
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PerrineClostermann posted:Thanks Obama I have a problem with kerbals sliding down ladders. It's a pain when you're trying to pull data out of 5 different experiments and Jeb has decided to slowly slide off. It happens consistently for me, anyone else noticed this since the patch?
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Okan170 posted:Do you have Kerbal Joint Reinforcement installed? There is a bug currently where exiting time warp will leave a vessel unable to be affected by physics at all. I've hit that bug myself, and removing KJR resolved the problem. So what is the purpose of KJR now that squad has strengthened the joints themselves? Flagrant Abuse posted:Oh my god they even persist through switching craft. This is awesome, Squad's awesome. Maxmaps you and your buddies are awesome. This feature is really fantastic, do let the team know Maxmaps. Splode fucked around with this message at 08:44 on Apr 4, 2014 |
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DStecks posted:Seriously, 60 science for asteroid capture? Was any playtesting done at all? By the time you can afford the claw, that won't even get you halfway to a new tech! Can anyone see if biome multipliers have any impact? I got 60 from both high and low kerbin orbit, but I can't remember if they have the same multiplier. It wouldn't make much sense if they do make an impact, an asteroid is what it is regardless of where you are. Not to mention that moving it to LKO with an un-crewed spacecraft and performing the sample with a smaller manned craft once in orbit is exactly what NASA is going to do. It'd be really silly if they were accidentally penalising players who do this.
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Elukka posted:What am I missing? Is it some hilarious modder drama please tell me it is and explain it because I wanna hear. This came up in the last thread when this mod came out. Flowerchild is an infamous minecraft modder. Everything you've heard about the minecraft modding community in one spergy 14 year old
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Geemer posted:Wasn't he the guy that made Minecraft crash if it detected another mod that corrected his mod's bullshit and also made his mod cause permanent changes to the game? Yep! Don't worry though Squad's community managers are aware and reasonably capable of shutting down mod drama
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Spaceman Future! posted:Well got tired of trying to chase asteroids through Kerbin's influence. Only one thing for it, deep space recovery! So that confirms Asteroid science is not affected by biome multipliers: it's 60 in both high and low kerbin orbit too.
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Eruonen posted:I sent a moon lander to the moon, but used too much fuel trying to not crash into the surface. Get out and push. Your eva pack refuels every time you enter a pod.
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Geemer posted:If you wanna land, I'd suggest going to Minmus instead. It has a lot lighter gravity and the salt flats are at sea level, so you can trust the altimeter. Nah, minmus is harder to navigate to, its weaker gravity means it has a smaller SOI, and it's further out, AND on an inclined orbit, so it's a bit tricky for new players to get to. It's easy to get to the mun, it's safely landing and returning that's tricky. For an orbit mission, the mun is way easier.
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MeramJert posted:I wish all these mods showed your semi-major axis so I didn't have to calculate it myself. Kerbal engineer does this. (as does Mechjeb). What mods are you even using?
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General_Failure posted:Been away for a week. Lots of pages to plough through still. Main lifter to where, Eeloo!?
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thehustler posted:Capped my first asteroid over the weekend, a Class C. Had no idea about the pivoting claw but my alignment wasn't that far off so the burns weren't too problematic. Intercept it outside of kerbin's SoI. Put yourself in a parking orbit and muck around with your escape burn so your trajectory crosses the asteroids trajectory. From there on it's standard rendezvous stuff, although brace yourself for floating point errors: they're better, but they're still not perfect.
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Spookydonut posted:Is that the n-body plugin? No, that's just what happens to the game's patched conics system shits itself. Floating point errors are hilarious.
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whiteshark12 posted:Bug in the latest release, my Duna mission partially failed because my lander couldn't dock to the main ship again, both started spinning without SAS on despite both having 0 throttle. I encountered this today too. I'm pretty sure only the new huge parts do it
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Overwined posted:I'm getting some spinning with smaller crafts that are totally symmetric and that use no fuel lines. What's the fuel lines thing all about? Are they really throwing things out of balance now? Also what has changed to induce all this spinning. It would be a pain if you now have to have perfect symmetry on lighter crafts now. I had no fuel lines and was perfectly symmetrical. We'll see what they find I guess.
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Elukka posted:The ISPs are realistic, it's the thrust-to-weight ratio that's way low. KSP's chemical rockets mass up to 10 times more or have 10 times less thrust depending on how you look at it. The nuclear thermal rocket is realistic in performance, jets are too powerful and the ion engine is probably thousands of times more powerful than real ones. You know the game balance is working when someone posts about a new bizarre idea they've had and someone links a relatively unknown research project or mission and points out it's also totally possible in reality, not actually just a gamey exploit.
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Tusen Takk posted:Do you have to have the xenon containers attached to the engine? I wish there was a bigger xenon container other than the dinky one that seems to be meant for a probe That dinky xenon container will last you for a very, very, very long time. There's a larger radial one too.
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Geirskogul posted:They're the same guy. ![]()
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Holy smoke better atmospheres and distant objects make this game look incredible. I've always been irritated by the skybox being so bright all the time, and the distinct darksides of planets looks much better too. Note for those curious: the better atmospheres mod doesn't yet come with terminator coloration (so Kerbin loses its nice sunrises/sunsets) but the mod maker is working on it!![]() Those two bright objects are Duna and Jool. Your spacecraft also show up as tiny pin points of light (if they're in the sun). I didn't think the engine was capable of this level of detail, it really makes the game look incredible, although better atmospheres can still look a bit strange. The mods used are: http://forum.kerbalspaceprogram.com/threads/55905-0-23-5-7-3-EnvironmentalVisualEnhancements-NEW%21-VolumetricClouds%21 http://forum.kerbalspaceprogram.com/threads/77523-0-23-5-Better-Atmospheres-V4-April-23rd-2014/page6 http://forum.kerbalspaceprogram.com/threads/69907-0-23-Distant-Object-Enhancement-v1-3-Planets-satellites-in-the-night-sky%21-%283-3%29
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Java is a piece of crap. Garbage collection is "automatic" and doesn't work, requiring you to do really arcane things to prevent it from wasting memory, it bundles with adware and constantly hassles you for updates (also bundled with adware) and doesn't even produce a good product! Look at minecraft's performance and imagine if it was written in ANY OTHER LANGUAGE.
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TomR posted:I got a pretty big rock. Holy toledo, nice work.
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General_Failure posted:Ratzap, Do you have Platinum? I need to pick your brains but don't want to poo poo up this thread unnecessarily. There's something I'm overlooking either to do with naming convention or file location and I'm not sure what. have the conversation here, there is basically no documentation about modding so anything that you say here could be useful for someone later.
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General_Failure posted:Landing a KSP spaceplane IVA must be a bitch. thinking about it I've never even tried. This mod exists! Don't have a link handy right now but I'm sure you'll be able to find it without too much trouble, it's fairly recent as it came out of the IVA mania when RPM was released. Edit: Troglyfe found it, see below Splode fucked around with this message at 13:16 on Apr 28, 2014 |
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General_Failure posted:An orbit? So what? hahaha you know you can use like, 1 rapier to get into orbit, right? That is one seriously over-engineered plane: I wouldn't be surprised if you still have enough fuel to go to Minmus.
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Luceo posted:This is why I actually delete the citylights module from the Visual Enhancements mod. Those lights are silly when you know there's really nothing there. How do I delete this? I tried but it didn't seem to work. I'm running the better atmospheres plugin too.
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General_Failure posted:I concur. The only reason I used them on my (relatively) tiny biplane was laziness. automatic switching from open to closed cycle is handy too
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Klyith posted:PLANE poo poo Hey, you seem to know a reasonable amount of this stuff! I just installed FAR and have had a lot of success making planes that look like planes. However the FAR info panel is still a bit odd to me. None of the graphs mean anything to me, and I know the second page tells you if you're stable, but I'm not sure what kind of stable: one of my planes is green all the way up to mach 1, then unstable on just 1 point. It flies just fine all the way up to mach 5, so I'm not entirely sure what the deal is. Don't worry about being too technical, I've done fluid mechanics at college so it shouldn't be too baffling.
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Does anyone know a mod that lets you build your own techtree? I've spent the last hour doing X-15 style rocket plane testflights with FAR. It is a considerably more fun way to begin the game: same biomes, but considerably more challenging than "press space, collect science" edit: I can probably edit the parts to have them unlock earlier... HRMMM...
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Rottbott posted:It was kind of fun, but I don't think I'll ever be going back to Eve. This is why I haven't done a crewed mission to eve. I might now the wider parts are in, but it just seems tedious.
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I'm pretty dubious, this site looks awful. Was there a reason you couldn't just fix up space port into space port 2 with better tag management? As a one click hosting service it's pretty good.
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I like plausbility (rather than ~realism~) in my games as it means you can copy real life solutions to in-game problems, which is satisfying and educational. That's why I love FAR and (the idea behind) RT2 (if not the clumsy and tedious execution). However, I've never had any interest in life support mods. It doesn't actually add a problem to solve, it just means you need heavier interplanetary vehicles and you probably can't do rescue missions.
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OAquinas posted:With .24 and the Kerbals successfully researching "Currency" on the tech tree, an SSTO will be a huge benefit for orbital refueling. Assuming that you get credit for reusing the returned ship, anyway. space planes only save you money if you land them safely, which is a pretty big if with only a few places you can safely land and no precise system for aiming your trajectory.
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shortspecialbus posted:Yes, assuming you're using EVE numbers and not actually using Kerbin numbers like I did one time. dV is not related to the parent body in any way. The division by 9.81 is effectively arbitrary, and simply converts the units to seconds so that there's no imperial/metric conflicts. TL;DR Eve numbers are the same as Kerbin numbers. Obviously TWR is affected by the parent body.
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Met posted:https://www.youtube.com/watch?v=sjdB1EOXzn4&t=698s m1sz makes annoying videos but pretty amazing ksp contraptions. I recommend sound off and selective meme blindness.
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# ¿ May 18, 2024 18:43 |
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Avenging Dentist posted:I think the last time this came up, I suggested the following: I think this is the way to go. Force open-sauce and make sure you retain authority and the power to delete the thread/curse entry for mods that violate your agreement. Remember it's your game! Edit: I agree with the above post: allowing members of the community to fork mods is better than allowing members of the community to monetise mods. It'd be much easier for everyone if someone could just fix up the b9 pack without worrying about mod drama.
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