General Kerbal Discussion
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@AyGeePlus said in General Kerbal Discussion:
@accalia Kraken.
damnit! I thought they killled that hellbeast
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@accalia said in General Kerbal Discussion:
I thought they killled that hellbeast
They just drove it into less predictable territory. The explosion physics is not as reproducible as people would like, and the boundaries between atmosphere and space can occasionally cause weird behavior. If you managed to switch away from the capsule just as whatever was under the solar panel exploded it could inherit an on-rails trajectory that would be impossible on account of atmosphere.
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@AyGeePlus okay....... but what about my save file?
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@accalia Open it up in notepad and take a peek? It might be fucked but you never know.
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@accalia I hope you haven't been playing Kerbal without backing-up your save file, because that's mucho dumbo.
I have seen the bug before where you eject components with no pods and Kerbal somehow thinks they're controllable ships. You can reproduce it nearly 100% of the time via a configuration I use pretty often. (Use the separators that have explosive bolts on both sides, put them in between really heavy components, fire them off. The separators get jammed into an adjacent part, and Kerbal thinks the pair is a ship somehow.)
BTW F12 takes a screenshot using the Steam overlay, that's about a billion times easier than whatever you were using Paint for.
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@blakeyrat said in General Kerbal Discussion:
BTW F12 takes a screenshot using the Steam overlay, that's about a billion times easier than whatever you were using Paint for.
if i was running with the steam overlay, yes. i don't.
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@accalia said in General Kerbal Discussion:
if i was running with the steam overlay, yes. i don't.
How the fuck do you see who's playing MechWarrior Online?
You gotta drop with the Clan when they drop, you can't just let Inner Sphere grab all those planets.
But just FYI, if you turned on the overlay like a normal person you could just hit F12 to take a screenshot.
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@blakeyrat said in General Kerbal Discussion:
How the fuck do you see who's playing MechWarrior Online?
i don't because i'm playing KSP.
@blakeyrat said in General Kerbal Discussion:
You gotta drop with the Clan when they drop, you can't just let Inner Sphere grab all those planets.
nope. they can handle it myself
@blakeyrat said in General Kerbal Discussion:
But just FYI, if you turned on the overlay like a normal person you could just hit F12 to take a screenshot.
yes, i could, but then i'd have to deal with all those steam notifications and people annoyig me with steam chats.
i'm playing KSP, not 20 questions.
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@accalia said in General Kerbal Discussion:
yes, i could, but then i'd have to deal with all those steam notifications and people annoyig me with steam chats.
Well they gotta know whether you're gonna drop with the MadCat or the Arctic Fox, duh.
(Protip: MadCat. Grab the ECM torso for 250k c-bills.)
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@blakeyrat said in General Kerbal Discussion:
Well they gotta know whether you're gonna drop with the MadCat or the Arctic Fox, duh.
i'm playing KSP, bugger off. i'll drop when i'm done fighting space and the cold reality of slightly glitchy physics.
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@accalia said in General Kerbal Discussion:
people annoyig me with steam chats.
you can just turn the chat off.
and that way you'd have a nice screenshot of borked kerbal
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@Jarry said in General Kerbal Discussion:
you can just turn the chat off.
i don't trust it to stay off.
and i don't trust it not to throw up those game invite notifications or so and so is playing x right over where i'm about to click on a thing, causing me to be catapaulted out of the game to deal with whatever steam feels is so utterly important it has to dick over my play session to tell me.
nope. steam overlay can fuck right off. i'm playing a game. those chats and notifications and requests can wait.
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@blakeyrat said in General Kerbal Discussion:
BTW F12 takes a screenshot using the Steam overlay, that's about a billion times easier than whatever you were using Paint for.
F1 works too, without the annoying toggling display of aerodynamic forces.
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@Groaner said in General Kerbal Discussion:
F1 works too, without the annoying toggling display of aerodynamic forces.
I just unmapped that. Squad is so good at some things, and so UNBELIEVABLY TERRIBLE at so many other things. Like UI design. Morons.
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BoppityBop flagged.
New Jool station configuration:
That leftover long range fuel tank is now an integral part of it. I guess. (Or just happened to be the docking port facing the returning Bop lander and I was too lazy to spin it around...)
I think I'll finally land that robot refinery on Pol, been slacking at it.
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Tech tree finished!
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@blakeyrat What do you do after that?
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@AyGeePlus said in General Kerbal Discussion:
@blakeyrat What do you do after that?
make the most epic of epic ships with over 500km/s deltav, and storage enough for all your kerbals on EVA, load each and every one of your kerbals into it and launch them all into deep space at rediculous speed
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@AyGeePlus Curl up and die I suppose.
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@AyGeePlus Whatever the hell you want.
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@AyGeePlus To answer more seriously: if you're not the kind of person who's good at setting their own goals, maybe stick with campaign mode and not science mode.
Some suggestions:
- Complete flagging every planet/moon that can be landed on (Tylo is tough)
- Go to Eelou and back in only one launch.
- Capture asteroids and move them into artificial orbits, like I spend a couple days doing
- Find all the easter egg monuments (without simply looking up where they are)
- Etc.
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@blakeyrat said in General Kerbal Discussion:
Capture asteroids and move them into artificial orbits
Can you crash an asteroid into your home planet?
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@Adynathos said in General Kerbal Discussion:
Can you crash an asteroid into your home planet?
yes, but infortunately there's no terrain deformation, either the asteroid lands and just sits there or it goes pop.
it's fun to try and land one of the smaller ones on the VAB without destroying it though.
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@Adynathos said in General Kerbal Discussion:
Can you crash an asteroid into your home planet?
Sure if you want.
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Did my first flyby of Minmus (didn't play much last week). Surprised by how similar fuel requirements are compared to a flyby of the Mun. Struggling to design a lander that can return with science to Kerbin given the parts I have available. Will probably aim for landing on Minmus before landing on the Mun given the lower gravity.
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@Kian said in General Kerbal Discussion:
Surprised by how similar fuel requirements are compared to a flyby of the Mun.
it's actually easier to get to minmus than the mun, assuming you plan your launch correctly and do the gross plane corrections during your launch ascent. (it's cheapest to do plane change maneuvers during launch because 3D trigonometry)
and landing on minmus is even easier. you can basically land on your engine bell no problem. course you probably want a slightly wider base so you don't tip over.... and leave landing on the slopes, midlands, and highlands until you have proper landing gear and a nice wiiiider base.
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@Kian said in General Kerbal Discussion:
Did my first flyby of Minmus (didn't play much last week). Surprised by how similar fuel requirements are compared to a flyby of the Mun. Struggling to design a lander that can return with science to Kerbin given the parts I have available. Will probably aim for landing on Minmus before landing on the Mun given the lower gravity.
It takes around 640m/s to get to or from low Mun orbit. It takes about a quarter of that for Minmus. I generally recommend trying Minmus before Mun for that reason, as well as the low gravity being much more forgiving for practicing landing technique.
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@accalia said in General Kerbal Discussion:
(it's cheapest to do plane change maneuvers during launch because 3D trigonometry)
Or in very high orbits, where orbital velocity is so low that a small amount of Δv represents a large percentage of the current velocity.
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@Groaner said in General Kerbal Discussion:
@accalia said in General Kerbal Discussion:
(it's cheapest to do plane change maneuvers during launch because 3D trigonometry)
Or in very high orbits, where orbital velocity is so low that a small amount of Δv represents a large percentage of the current velocity.
hmm.... yes, with conditions.
- generally you've wasted a fair bit of energy getting into that high orbit, so unless you've got a reason to be in that high orbit it's probably best to give it a miss
- that falls apart for radical shifts in plane. basically antyhing past a 15 or 20 degree plane change is still going to be cheaper to do at launch.
- like try telling me that moving from a prograde orbit to a retrograde orbit's cheap...... it aint.....
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@accalia said in General Kerbal Discussion:
like try telling me that moving from a prograde orbit to a retrograde orbit's cheap...... it aint.....
I suspect turning around the Mun would be one of the cheaper approaches?
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@PleegWat said in General Kerbal Discussion:
I suspect turning around the Mun would be one of the cheaper approaches?
that's one way to do it, but generally those sort of gravity assists
- dont' work in KSP because of the lack of nbody physics modeling
- still have the problem of overcomming the mun's orbital velocity.
though you would get better fuel efficiency than you would expect thanks to Mr Oberth and his famous effect.
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@accalia cheapest way to do a retrograde orbit is usually done at SOI change and intercept. it doesn't take much deltav to choose what side of the planet you pass and capture on if you set up the shot from far enough away.
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@accalia said in General Kerbal Discussion:
@Groaner said in General Kerbal Discussion:
@accalia said in General Kerbal Discussion:
(it's cheapest to do plane change maneuvers during launch because 3D trigonometry)
Or in very high orbits, where orbital velocity is so low that a small amount of Δv represents a large percentage of the current velocity.
hmm.... yes, with conditions.
- generally you've wasted a fair bit of energy getting into that high orbit, so unless you've got a reason to be in that high orbit it's probably best to give it a miss
- that falls apart for radical shifts in plane. basically antyhing past a 15 or 20 degree plane change is still going to be cheaper to do at launch.
- like try telling me that moving from a prograde orbit to a retrograde orbit's cheap...... it aint.....
Agreed. However, the "higher up means less Δv" axiom is essential when dealing with Jool orbit insertions and plane changes to intercept Pol and Bop. These days, I rarely do plane change burns at the AN/DN anymore and just use a mid-course correction burn to get on a favorable trajectory once the craft is high enough from the previous burn for the cost to be cheap.
Also, it feels like economizing Δv is not really much of a problem anymore once you're far enough along the tech tree to build ISRU stations and 9+km/s nuclear/ion craft.
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@Groaner Is your icon Godzilla fucking a Dreamliner? Because I approve.
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@Groaner said in General Kerbal Discussion:
Also, it feels like economizing Δv is not really much of a problem anymore
it's super important for early in teh tech tree where getting that mission to duna or eve and back is a huge boost to science.
it's also important if you're trying to do a more realistic approach of space exploration before sending the squishy people with their super expensive things. having 9lm/s deltav is nice, but really expensive for a probe.
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@accalia said in General Kerbal Discussion:
dont' work in KSP because of the lack of nbody physics modeling
??
You can use gravity slingshots without n-body physics modeling?
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@AyGeePlus said in General Kerbal Discussion:
You can use gravity slingshots without n-body physics modeling?
.... ish?
they're not nearly as that effective without the nbody physics, mostly they're useful for invoking the oberth effect.
that and so few players try to minimize the delta-v budget of their craft.... so it's not exactly something the devs want to spend their time on fixing.
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@accalia said in General Kerbal Discussion:
they're not nearly as that effective without the nbody physics, mostly they're useful for invoking the oberth effect.
I don't know that that's right. The oberth effect is great and all but you can do gravity assists without an engine.
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@AyGeePlus And according to Star Trek IV you can use them to go back to the 80s.
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@Groaner said in General Kerbal Discussion:
@blakeyrat said in General Kerbal Discussion:
(The orange tanks are just the remainder of the orbital boost. Not part of the craft. I never throw away fuel until I 100% have to, dammit.)
The high thrust in that stage will also come in handy for starting a transfer burn. 20 minute nuclear burns with multiple passes around Kerbin are annoying.
Use the Time Control Mod. Hyper warp makes those burns go by so much faster.
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@AyGeePlus said in General Kerbal Discussion:
@blakeyrat What do you do after that?
Install Realism Overhaul and 10x Kerbin and start launching even more gigantic rockets.
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@NTW said in General Kerbal Discussion:
Hyper warp makes those burns go by so much faster.
If you have a very low Thrust/Weight ratio the problem isn't user time, it's burn time. To burn efficiently you have to be at a certain part of the orbit. If you don't have enough thrust to do the whole burn at the most efficient part you have to do multiple burns on multiple orbits.
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@AyGeePlus said in General Kerbal Discussion:
multiple burns on multiple orbits.
which massively complicates transfer window calculations.... not to mention it means you have to worry about other satelites affecting your orbits. if you get an encounter with the mun while half way through a series of burns you are not going to hit the planet you were aiming at..... at least not without blowing your deltav budget clear out of the water
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@accalia said in General Kerbal Discussion:
not going to hit the planet you were aiming at
Unless that's what you were planning.
Rocket science is hard, and TWR is a real concern.
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@AyGeePlus said in General Kerbal Discussion:
Unless that's what you were planning.
well yes, but that sort of gravity assist is hard to calculate IRL, it's even harder to calculate in game because you have a lot less data to work with.
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Kerbal has enough parts now to make a decent Apollo:
Looks decently authentic. (And yes I fucked up the orbit there and by the time it was docked, it was about 30 seconds from burning up. But it does work dammit.)
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Final Apollo stack:
Night launch:
Pretty Saturn V in orbit:
Kerblam! Open up the cowling over the LEM:
Yank it away from the Saturn:
All set for mun trip:
Gooo:
Kerbonauts in the LEM, getting set for descent:
It's lonely out here:
Tomorrow let's land and plant the flag.
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Man, I need to get back into this. And re-learn how to do everything. xD
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@erufael I can already tell my fuel's going to be iffy on this mission, but then again it's not like the real Apollo 11 was just drowning in extra fuel to waste either.