Kerbal Space Program v9 - "Escape Rocket" Hat DLC, only £0.99!
1,000 replies, posted
goddammit
so i get my hyperspace ring in orbit
spend probably an hour getting the ssto in orbit
(check the forum: "oh fyi if you have the ring docked to anything when you dock the plane, it'll shake itself to pieces.") ok crypto, we just quicksave and if it happens, we back the plane out, undock the ascent stage which i was going to use to refuel, dock plane, redock ascent stage
ok all we need to do is push forward a bit, lets quicksave here. docked!!! and it shakes itself to bits
ok no worries crypto, just reload the quicksave.
it was in the magnetic range.
the aftermath (debug toolbar is because mechjeb was being dumb and turning rcs off, so i needed to do it by hand, which was impossible on the mono i had):
[t]http://cloud-2.steampowered.com/ugc/864964469451526135/B3AAA6B7A2DA4D7B01926C0936084B39C9E6DC7B/[/t]
[QUOTE=ryandaniels;40249678]Honestly, I think all this speculating on the finances of Squad is a bit ridiculous. First off, we have no real idea what they're expenses are, and we only have a vague idea of the money coming in (although I'll note that KSP has been on the steam bestsellers list on and off for a while). Second off, I think everyone's being a little patronizing and fretful - what is there to suggest that Squad is so inept or disadvantaged that they are in any turmoil whatsoever?
I can, however understand simple human feelings of fairness; I would gladly pay for expansions and I feel a bit bad about the fact that I'm just getting it all for free, but I'm not worried about Squad. I'm pretty sure they know what they are doing. In fact, one might see this as good publicity + incentive to people to buy before the month is over.[/QUOTE]
They fucked the whole issue up pretty badly. You shouldn't feel sorry for them, they just aren't very good businessmen.
They announced paid DLC content without actually having said content before the game even hit 1.0, then backtracked apologetically when people complained.
They should've finished the base game, almost completed the DLC in secret, and then announced it while distracting the community with tales and pictures of awesome new content.
For all of EA's shenanigans, they make lots of profit for a reason - they know how to sell things.
[QUOTE=Sector 7;40253647]They fucked the whole issue up pretty badly. You shouldn't feel sorry for them, they just aren't very good businessmen.
They announced paid DLC content without actually having said content before the game even hit 1.0, then backtracked apologetically when people complained.
They should've finished the base game, almost completed the DLC in secret, and then announced it while distracting the community with tales and pictures of awesome new content.
For all of EA's shenanigans, they make lots of profit for a reason - they know how to sell things.[/QUOTE]
Pretty sure it was more a case of speculative talk on their part in a public broadcast
As far as I'm aware there's nothing solid to back up the notion that they were deliberately misleading us
Yeah they handled this pretty damn perfectly. An offhand comment revealed a potentially large misunderstanding between the devs and the players. So, the devs clarified the language to remove the possibility for misunderstanding, while giving all of their current customers who didn't have that clarification the favorable interpretation.
[QUOTE=DarkMonkey;40253857]Yeah they handled this pretty damn perfectly. An offhand comment revealed a potentially large misunderstanding between the devs and the players. So, the devs clarified the language to remove the possibility for misunderstanding, while giving all of their current customers who didn't have that clarification the favorable interpretation.[/QUOTE]
It was far from perfect. Skunky and DR handled it awfully in the Reddit threads, given that their jobs are basically PR. They should have come out with the actual clarification before it became an issue, instead of telling everyone that "all future updates" didn't mean what most people thought it did.
They included a way to get our Alpha purchases onto steam yet?
[QUOTE=Aphtonites;40249221]After tinkering around with the rocket design, I managed to get the shuttle to land on the mun.
[t]http://i.imgur.com/Ts4fz1y.jpg[/t]
There's still some fuel left, so I'm going to see if I can get it to land back on Kerbin.[/QUOTE]
you might get better results out of a nuclear engine
if you use the mk2 cockpit you could put the docking port on the front
this is how i usually dock
1. select target and align orbits as much as possible, higher or lower orbit depending on if you're in front of your target or behind
2. warp until the orange intercept nodes are as close as possible (they change every lap), slow down and start adding small maneuver nodes until the intercept is really close, pref. closer than 5km (i usually aim for 0km)
3. when you're close enough, retrograde until navball target speed is close to 0m/s
4. aim towards target on the navball and make small thrusts but don't increase your speed too much (i rarely go above 10 m/s). you can check the map view on the intercept nodes to see how close you'll eventually get if you just wait so there's an option to warp here as well to save fuel.
5. when i get <3-400 meters to my target i make sure target speed is close to 0m/s (retrograde)
6. switch to the target and align the port to face the vessel that is about to dock, activate SAS, if you want it to be even more steady you can activate RCS.
7. switch back and use docking mode (learn the controls first) to approach the target. chase camera can be nice to use here.
8. when just about to dock (magnet magic), make sure to manually control the SAS since it might cause issues if you're not careful
[QUOTE=Cuel;40254154]this is how i usually dock
2. warp until the orange intercept nodes are as close as possible (they change every lap), slow down and start adding small maneuver nodes until the intercept is really close, pref. closer than 5km (i usually aim for 0km)[/QUOTE]
So that's what those things do. I was always wondering what was going on with those.
[QUOTE=Neo Kabuto;40253971]It was far from perfect. Skunky and DR handled it awfully in the Reddit threads, given that their jobs are basically PR. They should have come out with the actual clarification before it became an issue, instead of telling everyone that "all future updates" didn't mean what most people thought it did.[/QUOTE]
I'll admit I didn't follow the chucklefuckery on reddit, I'm refering specifically to Squad's formal announcement.
[QUOTE=LemONPLaNE;40248315]I've had no problems with DR. Are you sure you've put everything in the right spot? Also, are you looking in the right category? The DR parts are under Science.
As a final question, does your KSP directory have a DamnedRobotics folder?
[/QUOTE]
Yup it does have DR folder. No DR parts under science. I'm pretty sure everything's in the right spot.
I got another shuttle on the mun:
[t]http://i.imgur.com/6vbPwik.jpg[/t]
This time I tried to be more fuel efficient and landed in a area that allowed me to get back to kerbin easily.
[t]http://i.imgur.com/5fIfl6z.jpg[/t]
Shame that I didn't have a parachute or any landing gear, it plunged right into the ocean :v:
[QUOTE=Sector 7;40254101]you might get better results out of a nuclear engine
if you use the mk2 cockpit you could put the docking port on the front[/QUOTE]
I'll give it a shot, I wanted the shuttle to be small but it'll be much more efficient with a nuclear engine.
[QUOTE=PieClock;40254228]So that's what those things do. I was always wondering what was going on with those.[/QUOTE]
incase it isn't obvious, the two markers indicate where and when the distance between you and the target is at its minimum
[QUOTE=Craigewan;40254075]They included a way to get our Alpha purchases onto steam yet?[/QUOTE]
You gotta go log in to your ksp store account, you'll find the option somewhere in there, I don't remember where; I think you have to click on your copy of ksp in the products list. Or it might be in account settings.
[editline]12th April 2013[/editline]
I think Cuel's got the best docking advice.
One time, I managed to edit a intercept with duna from like some ridiculous distance to a near collision just by carefully burning in different directions. I didn't even have to wait for different points in my orbit, I did it in one place all a once.
Although when you are in orbit around kerbin it's harder to change your orbit like this because you are so close and you are going around a lot faster.
I find that the best way to wait for intercepts is like this:
[img]https://dl.dropboxusercontent.com/u/39921754/intercept.png[/img]
Where you are blue, and your target is green. The more eccentric your orbit is, the more chances you get for good intercept, and the fact that you intercept the target orbit twice means if you beat the target to intercept one, it'll be able to catch up to you for intercept two. Plus, the apoapsis and periapsis here are powerful burn positions. With a little practice, you can turn a crap intercept in a perfect one by burning at these points. Particularly at the periapsis; a small amount of thust here can drastically change change the location of your first intercept.
[img]https://dl.dropboxusercontent.com/u/39921754/intercept2.png[/img]
Notice how with a relatively small amount of thrust, you can control the time and position of you intercept over a huge volume of space.
if you are rendezvousing with an eccentric orbit the blue handles are your best friends
[QUOTE=Cuel;40254154]this is how i usually dock
1. select target and align orbits as much as possible, higher or lower orbit depending on if you're in front of your target or behind
2. warp until the orange intercept nodes are as close as possible (they change every lap), slow down and start adding small maneuver nodes until the intercept is really close, pref. closer than 5km (i usually aim for 0km)
3. when you're close enough, retrograde until navball target speed is close to 0m/s
4. aim towards target on the navball and make small thrusts but don't increase your speed too much (i rarely go above 10 m/s). you can check the map view on the intercept nodes to see how close you'll eventually get if you just wait so there's an option to warp here as well to save fuel.
5. when i get <3-400 meters to my target i make sure target speed is close to 0m/s (retrograde)
6. switch to the target and align the port to face the vessel that is about to dock, activate SAS, if you want it to be even more steady you can activate RCS.
7. switch back and use docking mode (learn the controls first) to approach the target. chase camera can be nice to use here.
8. when just about to dock (magnet magic), make sure to manually control the SAS since it might cause issues if you're not careful[/QUOTE]
My usual method:
1: Park the target in a 100x100km, 0º parking orbit.
2: Set the target to sit Normal + so the docking ports don't spin around like tops
3: Launch the vehicle to be docked to the target into a 100x100x0º parking orbit.
4: Adjust said orbit up or down by 5KM as necessary. Either a 105x105 or a 95x95.
5: Stare at MechJeb's readouts until I see the closest approach hit 5KM.
6: Plonk down a node and tinker with it until I get an intercept of about 250-300 meters
7: Disable main engine. won't be needing it further, then do the intercept burn with RCS. It's usually 2-3m/s tops, plenty low enough for RCS to handle.
8: Timewarp to intercept.
9: Use RCS to kill RVel
10: RCS towards the target
11: At about 100 meters I select the target port and line things up appropriately. At this point I usually also click "Par-" in Smart-ASS, which handles aligning my ship's orientation with the docking port.
12: Inch in, usually on rails.
13: At about 10 meters away I fine tune the approach and go for a 0.1m/s attempt.
14: Docked!
you don't really need to have a circular orbit to rendezvous/dock
[editline]12th April 2013[/editline]
also i prefer to make my orbit so i have the intercept w/e at the apoapsis then once i get there and im within like 10km of the thing i'll burn to match orbits
[QUOTE=Cuel;40250160]people who have tried both lazor and mechjeb
are they essentially the same? i've tried both now and it seems to me that lazor requires the users to do a lot more stuff manually while also having the same functionality as mechjeb and a few more features?[/QUOTE]
MechJeb gives you information and more importantly automation or semi automation. The latest MechJeb can do pretty much everything you'd need to: Takeoff, circularize, transfer to other planets, rendezvous and dock with other spacecraft, auto land, auto hover.
The information and Smart ASS plus maneuver nodes created by the maneuver planner allow you to do stuff manually if you wish.
The lazor mod contains some cool stuff that can be handy at times, such as resource transfer, EVA beaming, plane autopilot, docking camera, targeting stuff and zooming in, nightvision/thermal vision, rockets.
I personally fit both MechJeb and Lazor mod on my crafts, you'll never know when you'll need them.
well to be honest lazor has the smart a.s.s functions as well
but yeah i uninstalled lazor even tho i liked it, the game became unresponsive for a few seconds whenever i added lazor modules
is there a stand alone docking camera without parts?
[QUOTE=Cuel;40255192]well to be honest lazor has the smart a.s.s functions as well
but yeah i uninstalled lazor even tho i liked it, the game became unresponsive for a few seconds whenever i added lazor modules
is there a stand alone docking camera without parts?[/QUOTE]
He released a version of the docking camera that doesn't require the whole lazor system. I swear by the docking camera, it's made docking so easy it's almost trivial.
[url]www.kerbalspaceport.com/lazor-docking-cam/[/url]
Spaceport is down, but that should be the link to it when it comes back.
[t]http://25.media.tumblr.com/06585a6a117b2f248bd8b07be62c244c/tumblr_mk5pftfOfI1r9waklo1_1280.png[/t]
[QUOTE=Cuel;40255192]well to be honest lazor has the smart a.s.s functions as well
[/QUOTE]
It also lets you shift your view/draw distance for other ships/debris up to 95 km, a feature I am pretty damn jealous of.
Seriously, stop tempting me, mod. :suicide:
[QUOTE=Eltro102;40254964]you don't really need to have a circular orbit to rendezvous/dock
[editline]12th April 2013[/editline]
also i prefer to make my orbit so i have the intercept w/e at the apoapsis then once i get there and im within like 10km of the thing i'll burn to match orbits[/QUOTE]
I find it easier to do it the way I do than to sit around in oblong orbits.
[QUOTE=Alehkhs;40255445]It also lets you shift your view/draw distance for other ships/debris up to 95 km, a feature I am pretty damn jealous of.
Seriously, stop tempting me, mod. :suicide:[/QUOTE]
I noticed this but I set it back to the default 2500 anyway. What do you even use all that extra draw distance for? You need something pretty big for it to even be visible at 2.5km away. If it's it's running all the physics of that object now that it's drawn it'll also mess up your framerate if you're running physics for stuff you can't see.
So I tried putting my lander on the Mun, ended up crashing but surviving.
At least I got to record this, it kept spinning for 5 minutes straight until I ended the flight:
[IMG]http://i.imgur.com/whuBlyi.gif[/IMG]
And here's an avatar for those crazy nuts who want it.
[IMG]http://i.imgur.com/oOJ0g41.gif[/IMG]
[B]Whatever you do, DON'T CLICK MY TITLE[/B]
[QUOTE=Neo Kabuto;40253971]It was far from perfect. Skunky and DR handled it awfully in the Reddit threads, given that their jobs are basically PR. They should have come out with the actual clarification before it became an issue, instead of telling everyone that "all future updates" didn't mean what most people thought it did.[/QUOTE]
To be fair, Skunky [I]is[/I] the king of morons.
So I finally learned [most] of how the hover-keep lazor system works.
[t]http://i.imgur.com/gZ3FCYb.jpg[/t]
I would shoot at the carrier I launched, which is off in the KSC bay to the left, but I'm scared I'll actually damage it, meaning I'll have to launch another one.
Just hit F5 before takeoff and go nuts. :v:
[QUOTE=Neo Kabuto;40253971]It was far from perfect. Skunky and DR handled it awfully in the Reddit threads, given that their jobs are basically PR. They should have come out with the actual clarification before it became an issue, instead of telling everyone that "all future updates" didn't mean what most people thought it did.[/QUOTE]
They handled it as best they could with what little information they had. It's not their fault that they had to try and settle everyone down who was mishearing and misinterpreting. and yes, they should have worded the "all updates free" a little more carefully to avoid this, but its a simple mistake to make (given how complex KSP has actually become from the days when that was originally written) , it was a mistake, but one that has cost Squad pretty fucking dearly, as first they got a bad reputation from people misinterpreting a devs off hand comments, and so they did what they could to fix that, but it has cost them quite severely in possible future expansion sales.
freakign kerbal sites slow as shit for anyone else? why does this happen every 3 or 4 weeks...
I can't even open the spaceport. I don't even bother with their forums anymore.
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