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uXs posted:What if I just have 2 of the 6x1 variant. Well, hypothetically you could turn all your batteries off, angle your craft exclusively with RCS, get back to Kerbin, and turn your batteries back on for EDL...but it's a good thing that's not what happened, isn't it?
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# ? Jul 29, 2017 05:57 |
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# ? Apr 24, 2024 12:09 |
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Sage Grimm posted:That sounds like a RESCUE mission to me! Yeah, I was still able to dock so I'm safely in orbit around Ike, docked to a huge fuel tank with huge solar panels so I'm pretty safe there. I also have a large space station around Duna that has a craft specifically made for Duna-Ike transfers so it won't be that hard a rescue/recovery mission. Duodecimal posted:In the VAB, right-click on fuel tanks and engines and you should see an option for Shroud. Toggle that off and those weird interpart plates will go away. For some engines, this might visually display the internal tanks and make it look like the engine's not physically connected, but that's OK. Cool, thanks. Duodecimal posted:Screwed, unless you don't mind editing save files. Do a ctrl-F to find the all-caps word "BROKEN". Replace it with "EXTENDED" (I think. Scan around for a non-broken solar panel and see what the equivalent value is). Hmh. If I can't really repair them I don't think I'll bother. I'll just send a new craft with less breakable panels. Maybe just add some of the simple ones and retract the others while doing maneuvers. And then push my current one into a collision with Ike. I need to send some new ships over there anyway, my Duna lander needs some improvements and the Duna-Kerbin transports are almost uncontrollable for docking. Hremsfeld posted:Well, hypothetically you could turn all your batteries off, angle your craft exclusively with RCS, get back to Kerbin, and turn your batteries back on for EDL...but it's a good thing that's not what happened, isn't it? Maybe... but that seems risky. And fairly pointless since it would be impossible to land on Kerbin because it doesn't have any parachutes.
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# ? Jul 29, 2017 10:21 |
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Are there any good 1.3 planet packs? I've been using new horizons which seems neat but I dunno if it's the scale, but high time warp keeps flinging my stuff out of orbit, the comms network lines also jitter about everywhere which is what makes me think it's some kind of calculation resolution issue due to the size of the system. Mostly I just want neat looking planets as stock KSP ones are kind of boring. E: Just downloaded gamelinx's pack and drat this looks cool, gonna see if it has the same issues. OwlFancier fucked around with this message at 12:22 on Jul 29, 2017 |
# ? Jul 29, 2017 11:51 |
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Outer Planets is pretty rad and was recently updated for 1.3
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# ? Jul 29, 2017 13:23 |
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"Physics Range Extender" would constantly cause my stuff to kick itself out of orbit or suddenly turn circularized orbits into suborbital flights. If you have PRE installed, try your planet mods without PRE.
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# ? Jul 29, 2017 17:53 |
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I uninstalled persistent rotation and swapped packs, the new pack is much better and the rotation thing was annoying anyway, one of the two has fixed the issue.
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# ? Jul 29, 2017 22:03 |
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So today in modded KSP:
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# ? Jul 31, 2017 11:38 |
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CrazyTolradi posted:So today in modded KSP: Bonus points for Real Scale Boosters as the agency?
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# ? Jul 31, 2017 12:21 |
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uXs posted:What if I just have 2 of the 6x1 variant. A good reason to put a KAS box on every craft, and put in a few key items. Batteries, small solar panels, parachutes, struts, fuel lines. You can McGuyver your way out of quite a bit with these things.
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# ? Jul 31, 2017 13:29 |
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I am kind of surprised there is no "retcon" type mod where you stick a box on the side to be able to pull out stuff like that, only instead of having to pack it on the ground you can instead get 1-5 pulls of any item because you "thought ahead". Or maybe frame it as various cables and electronics you can cobble together. Call it the junk drawer. I get frustrated as hell when I spend 15 mins orbiting and docking a craft only to realize I left X at home. I have reverted so many craft.
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# ? Jul 31, 2017 13:42 |
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Honestly, that's a great mod idea, and could probably use KIS/KAS as a piggyback. In the past, I've used Simple Construction (which uses Extraplanetary Launch Pads) to do what you're asking - but it's complicated. You go back to VAB/SPH, make a new craft, make just the KAS box filled with what you need, save, jump back to your craft (hope you packed some ore and have some engineers) and generated the supply crates in situ. I imagine it'd work similar to that - if you pack your stuff ahead of time, you save space or can reuse something more than once - but if you don't pack your stuff before you leave you can only generate a limited amount of stuff one time or something.
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# ? Jul 31, 2017 14:00 |
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Protip for power management: If you have more than one battery (including the one in your probe core you almost certainly do), disable current flow from one of them before launch or upon reaching orbit. You are allowed to turn the flow back on even if the rest of the ship runs out of power and becomes unresponsive, and it can give you a small hit of emergency power you can use to reorient or deploy a stowed panel.
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# ? Jul 31, 2017 14:23 |
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haveblue posted:Protip for power management: If you have more than one battery (including the one in your probe core you almost certainly do), disable current flow from one of them before launch or upon reaching orbit. You are allowed to turn the flow back on even if the rest of the ship runs out of power and becomes unresponsive, and it can give you a small hit of emergency power you can use to reorient or deploy a stowed panel. Is this still true? I feel like I tried it a while back and it no longer worked.
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# ? Aug 5, 2017 00:46 |
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there's a mod that allows you to have a reserve power system
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# ? Aug 5, 2017 04:04 |
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Did they ever fix Hullcam so you can have your 1st person EVAs without making your ships wobble and explode?
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# ? Aug 5, 2017 16:19 |
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Finally found a use for the Launch Escape System.
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# ? Aug 9, 2017 04:29 |
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That's a good one.
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# ? Aug 9, 2017 12:43 |
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They're also good for make-a-tourist-pass-out contracts. You might need to use two of them horizontally opposed and an adapter though.
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# ? Aug 10, 2017 05:16 |
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I think you can make a prekitted KAS box as a subassembly. Drop in a few struts, a deployable solar panel, an antenna, a drill and wrench. Makes it really easy to slap on when building your rockets--that way, you really did think ahead! Well, assuming you brought an engineer, anyway. Wish I had KAS before sending my Duna mission out. But since I decided to extend it by sending an ISRU setup out I took advantage and sent out a bunch of drills, wrenches, and recently-unlocked experiments to bolt onto my lander and mothership. Relay dishes too. The deploy-once-only solar panels are really only useful for satellites that are never going to interact with other ships again, or something for-real-expendable. There have been so many situations where I've really needed the ability to retract them (to avoid screwups in docking or landing) where the extra mass is well worth the safety. MJ has a button you can add to any window via the "customize window" pane that toggles solar panels. It saves you an action group and it's a nice QoL thing. Wish they had one for radiators too, but eh. While talking about MJ customization, there are a TON of options and displays you can stick onto things. For example, "suicide burn countdown" is a handy item for the Surface Info pane. "RCS DeltaV" is also a must-have for my DeltaV window so I can squeeze every last m/s out of my ships. Keep in mind that monoprop, LF/LFO, and Xenon are all independent of each other--as you use up one type of fuel that means less mass for the other system to push, so you actually have more DV than just "rocket fuel DV + RCS DV". One thing I learned last night: Klawed kerbonauts don't do well in re-entry. They tend to go all spaghetti-poof.
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# ? Aug 11, 2017 20:54 |
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OAquinas posted:I think you can make a prekitted KAS box as a subassembly. Drop in a few struts, a deployable solar panel, an antenna, a drill and wrench. Makes it really easy to slap on when building your rockets--that way, you really did think ahead! Hot drat. I hope I remember this when I play the game again.
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# ? Aug 11, 2017 21:00 |
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I updated to 1.3 this week and had a play for the first time in a long while. Have they changed the atmosphere yet again? I used to to be able to do a Mun or even Minmus re-entry without a heat shield coming in shallow around 48km. It feels like they made the lower few kilometers a hell of a lot thicker and things crash hard instead of slowing down. Drogues and a heat shield fixes it but like I said, it didn't use to need them.
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# ? Aug 11, 2017 22:05 |
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Ratzap posted:I updated to 1.3 this week and had a play for the first time in a long while. Have they changed the atmosphere yet again? I used to to be able to do a Mun or even Minmus re-entry without a heat shield coming in shallow around 48km. It feels like they made the lower few kilometers a hell of a lot thicker and things crash hard instead of slowing down. You should be able to throw a command pod at 50k from minmus and land barring any mountain issues. Start getting cute with the high efficiency Kerbal holders or trying to bring engines back and you need to plan your entry accordingly.
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# ? Aug 11, 2017 22:38 |
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It was a fresh save and the first launch (couple of SRBs and a pod). So the problem was it coming back in too steeply since it wasn't making orbit. I might skip the whole career thing and dive straight into a ton of mods in a sandbox. Bases and big stupid things was most fun for me.
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# ? Aug 12, 2017 00:30 |
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I've got 2 command pods with crews on sub-orbital trajectories, separated by only about 20km. Is there any way I can get both these command pods down? One always burns up in the upper atmosphere because apparently (despite having a heat shield, chutes, and pilot) it can't maintain the right orientation without me watching it. At this point I'd take a cheat to teleport them back to KSC as recovered.
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# ? Aug 13, 2017 17:20 |
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When poo poo gets fucky, there is a cheat menu that can disable heat mechanics with a check box. The keystrokes to open it are easy to find in Google
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# ? Aug 13, 2017 17:55 |
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Alt+F12 for the cheat / debug menu. Turning off heat won't help since stuff that reenters while it's not focused just gets auto-destroyed, so use it to park one of your pods in a safe orbit until you're ready to deal with it.
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# ? Aug 13, 2017 18:09 |
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Here is how I'd solve this problem in a way that, while definitely cheaty, is a little less so than simply teleporting your craft back home safely. You'll still need to bring both of your craft home normally, but this way you'll be able to put off landing one until you've done the other. Note that this could probably be done with a KSP save editor, but since I'm not familiar with any, I'm going to outline this process the old fashioned way using a text editor. If you have a text editor that's useful for writing code, that would be preferable (you'll see why in a moment).
Naked Bear fucked around with this message at 19:05 on Aug 13, 2017 |
# ? Aug 13, 2017 18:57 |
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I do think they changed re-entry atmo significantly at some point since 1.0. Heavier shuttles like the mk 2 command pod just don't slow down as well. I have more of an issue in the lower atmosphere, just slowing enough to deploy chutes. If you have some junk in the trunk you pretty much need drogues with the mk 2 pod. Meanwhile you can throw a heatshield under 3x mk. 1 lander cans and get home easily because it's lightweight and slowed quickly by friction. So the flimsy lander cans are better at re-entry than the command pod intended for re-entry. Mostly because the mk 2 pod is a brick. So here's an alternative transport I came up with. 18 seater final stage at less than 3 tons. Engineer's report: There is nothing concerning about this vessel!
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# ? Aug 14, 2017 09:47 |
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Is there any mod that does a tonage sanity pass over all the stock parts? Things like the mk2 pod and rockomax 6way connector are absurdly heavy. Impact resistance is mostly a non-issue so a lander can + hitchhiker is simply going to be better than anything else 99% of the time and that kinda sucks.
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# ? Aug 14, 2017 14:23 |
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Impact and heat resistance don't matter, unless they do. I've had nothing but headaches massaging lander cans and hitchhikers to not blow up planet side because I didn't hit the dynamics just right or I landed on a hill and it tips. Meanwhile a 1-2 pod with mk1 inline cockpits stacked on top have been a relative dream. Depends what intersection of engineering vs piloting you want to make. Hard to argue with the lighter contraptions you can put together but it's not totally free.
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# ? Aug 14, 2017 14:55 |
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Thanks for the tips guys. I cheated one of my pods into a 70km orbit, guided the other one down, and then got out and pushed the orbiting one back to suboribtal with eva because I'm the dumbass who never puts RCS on his pods.
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# ? Aug 14, 2017 18:07 |
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so did they change parachute deployment altitude from radar to sea level at some point, or did my capsule just slam into the ground because the parachute deployed but wasn't able to slow it down in time?
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# ? Aug 15, 2017 07:22 |
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That used to happen way back in the earliest versions but i thought they fixed it years ago so it was based on altitude above whatever you're about to slam into?
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# ? Aug 15, 2017 07:31 |
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Probably the latter, or mod goofiness. E: and it isn't smart to predict cliffs/mountains
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# ? Aug 15, 2017 07:32 |
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The chute also won't deploy if you are going too fast.
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# ? Aug 15, 2017 07:37 |
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Parachutes also won't instantly slow you down anymore, either; they have to deploy out the back and then open up.
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# ? Aug 15, 2017 12:10 |
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Khisanth Magus posted:The chute also won't deploy if you are going too fast. This screwed me over when I first tried to come back to this having not played since the days of mod licensing drama. Fired my first rocket into the sky, activated the parachute at around 2000m after coming down from 6000 or so and nothing happened. Turns out drogues now have a purpose!
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# ? Aug 15, 2017 12:13 |
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Had my first landing and return from Gilly. That last stage managed to get back into a low polar orbit around Kerbin (not enough fuel to adjust the plane much without burning in the atmosphere). I sent up a capture rocket to nab it and bring it down behind a heat shield since it wasn't built for atmospheric landing. Felt pretty good! I've also got a base I'm supposed to land on Gilly for contract but due to the way its built it swings on one axis during burns. Not sure if I was having difficulties around Kerbin but it's definitely struggled in Eve's sphere of influence. I might still be able to bring it down though.
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# ? Aug 15, 2017 13:08 |
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Any new fun and good mods out between a bit before 1.3 and now? Getting that itch for killing kerbals again
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# ? Aug 15, 2017 13:53 |
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# ? Apr 24, 2024 12:09 |
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Sage Grimm posted:I've also got a base I'm supposed to land on Gilly for contract but due to the way its built it swings on one axis during burns. Not sure if I was having difficulties around Kerbin but it's definitely struggled in Eve's sphere of influence. I might still be able to bring it down though. If you have just 1 engine, you're going to need to reduce thrust by a lot to deal with excess torque your reaction wheels can't handle. If you have multiple engines, and are using Mechjeb, check out Mechjeb's Differential Throttle - definitely saved my bacon a few times. GhostofJohnMuir posted:so did they change parachute deployment altitude from radar to sea level at some point, or did my capsule just slam into the ground because the parachute deployed but wasn't able to slow it down in time? Did you fire your rocket straight up? You need to go more diagonal to allow the new atmo to slow you down in time.
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# ? Aug 15, 2017 13:56 |