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Kerbal Space Program - Page 41

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Mordanis
Profile Blog Joined January 2011
United States893 Posts
August 17 2015 08:25 GMT
#801
I watched a few Scott Manley videos recently and decided that Real Solar System was a good idea. Now instead of ~3.5 km/s delta-v to get to Low Kerbin Orbit, its ~10 km/s to get to Low Earth Orbit... in a fairly inclined orbit... that isn't coplanar with any moons or planets... and most of the engines can only ignite between 1 and 3 times, with 5 being a rarity consigned to mediocre vacuum engines.

Needless to say that so far, only having gotten a few missions to orbit the moon, space planes aren't yet a gleam in my engineers' eyes.
I love the smell of napalm in the morning... it smells like... victory. -_^ Favorite SC2 match ->Liquid`HerO vs. SlayerS CranK g.1 @MLG Summer Championship
nimbim
Profile Blog Joined June 2009
Germany985 Posts
August 17 2015 09:52 GMT
#802
On August 17 2015 11:20 felisconcolori wrote:
Show nested quote +
On August 17 2015 10:51 Cyro wrote:
I need some fun stuff to do. Maybe a Tylo return? Station stuff is fun but i don't really have the imagination to build them


Those kind of missions are a little easier these days, I think, if you take along an ISRU, an Ore tank, and some drills.


That would only make it harder, since you have to carry all that equipment over there. For a Tylo lander you should go for the lightest possible design. Don't try to land with a mainsail like Scott Manley did in his Tylo or Bust series, just use a command seat and 1 engine with high TWR.

Tylo and Eve are 2 very different challenges. Tylo is the hardest to land on, because of the high gravity and no atmosphere to slow you down. You need to be rather precise with your landing or you will waste a lot of delta-v that you need to get into orbit again. Eve is super easy to land on and launching from the surface isn't exactly hard either, the problem is actually building something with enough delta-v in atmosphere and getting it to Eve without losing your sanity (have fun with 1fps).
Salazarz
Profile Blog Joined April 2012
Korea (South)2591 Posts
August 17 2015 09:59 GMT
#803
On August 17 2015 17:25 Mordanis wrote:
I watched a few Scott Manley videos recently and decided that Real Solar System was a good idea. Now instead of ~3.5 km/s delta-v to get to Low Kerbin Orbit, its ~10 km/s to get to Low Earth Orbit... in a fairly inclined orbit... that isn't coplanar with any moons or planets... and most of the engines can only ignite between 1 and 3 times, with 5 being a rarity consigned to mediocre vacuum engines.

Needless to say that so far, only having gotten a few missions to orbit the moon, space planes aren't yet a gleam in my engineers' eyes.


Meh, RSS makes the game too slow and repetitive, imo. Much prefer building crazy self-sustaining Eve colonies and Jool orbital outposts than spend 15 minutes staring at Kerbin orbital insertion burns with every launch.
stenole
Profile Blog Joined April 2004
Norway869 Posts
Last Edited: 2015-08-17 12:10:00
August 17 2015 12:06 GMT
#804
I consider an Eve return to be much harder than a Tylo one. Tylo only requires you to have enough TWR and deltaV. The only "magic" you can do is utilize gravity assists to save fuel to and from Tylo.

Eve has killed more Kerbals than I can count.

On August 17 2015 18:52 nimbim wrote:
(...), the problem is actually building something with enough delta-v in atmosphere and getting it to Eve without losing your sanity (have fun with 1fps).


The deltaV requirement is not terrible as long as you are able to land it on a mountain.
nimbim
Profile Blog Joined June 2009
Germany985 Posts
August 17 2015 12:17 GMT
#805
8km/s in atmosphere is still a lot. Landing on the highest point is actually next to impossible, you would rather use a lander with wheels and drive up there after landing in relative proximity. The drive will still take an hour or more IRL.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-08-17 20:39:55
August 17 2015 17:09 GMT
#806
The delta-v on eve doesn't seem that hard with unlimited budget, i saw an imgur album recently with a fairly medium sized launcher that got up with ~3.5km/s left

it might be more like 6km/s of atmospheric delta-v from a fairly realistic landing height (3-5km) now. Not sure exactly, if i go there i'l be overbuilt to hell anway

eve ascent because of the 5 atmospheres is probably much more sensitive to your craft design, TWR and ascent profile now; that could make 2 different players need different amounts of delta-v

also, you can SpaceY/KW the parts up there with kerbal joint reinforcement and you'll have like 5x more FPS than playing stock. I recently noticed atmospheric effects killing FPS and lowered them, now my FPS around ~300-1000m/s is not even comparable to before as well, maybe twice as high



Manual flight to LKO with ~2.92km/s of DV, so 3200 shouldn't be that hard. Good video to link to people when they say ascent takes way more
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-08-24 13:01:49
August 23 2015 09:59 GMT
#807
[image loading]

^_^



^should be 1080p60 soon

SpaceY continuously impresses me with its power. Aero effects still kills FPS - even there, you see it drop a ton as i speed up and increase a lot as i drop the 2 tanks at 1:52~ you can disable them, but i didn't take them back too far yet

The timing was semi-accidental but pretty amazing. It was my second launch, so i knew the distance i tried the first time would have me far ahead of the station but i hit it dead-on without even looking at the map view :D

Overkilled on the rocket. That thing had enough delta-v to take that 100-ton station section to Jool (2150m/s after dropping fairing 200 meters away from the main station) and by the time all the tanks were dropped, it had a 5.0 TWR while holding the station section in LKO - i could have added a smaller engine with a decoupler under it, maybe even a bit more fuel on top of that and it would have been much more efficient after the huge crazy engine doesn't have to carry the weight of all of the drop tanks any more and has been able to empty the fuel stored in the engine part itself

can't wait for the even-bigger-sized SRB's (the biggest ones are the moment are 2.5m i think; SpaceY is soon adding ones equivelant in thickness to the biggest stock fuel tanks)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-08-26 08:25:20
August 26 2015 08:24 GMT
#808


I am impressed :D (cool ending too 11:35+, i like the descent craft)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Amui
Profile Blog Joined August 2010
Canada10567 Posts
October 24 2015 12:38 GMT
#809
Finally got around to continuing my career save and spent ~500k setting up a Minmus station for science generation(I'm at a point where stockpiling money isn't hard, but somewhat science starved).

Notable things include
~6000 electricity storage - enough to last for the dark side while processing, and easily enough generation to refill batteries.
-3.5 ton lander module fully stocked with science gear, ~1.2k dV(enough to hit a polar biome and return, or hit surface twice without refueling)
- enough fuel to make a couple dozen trips to the surface and back with the lander(~3000 total capacity)

I still need to make a SSTO or mostly reusable craft for transporting kerbals to and from the station though, which is probably next on my list of things to accomplish.

Probably my most complex station to date, and definitely one of my laggiest with around 6 launches worth of parts and stuff. Next on the list is to get both my scientists up there to land on minmus plant a flag, and return to get my level 2 kerbals.
Porouscloud - NA LoL
stenole
Profile Blog Joined April 2004
Norway869 Posts
October 25 2015 12:36 GMT
#810
Every time in career mode I end up at around where you are with extensive activity at Minmus and some exploration of Duna and Eve. Then a new patch is released which makes career different enough that, and I "have to" restart because of new features. The same thing will happen with the 1.05 release which should be out very soon. The update promises contextual missions which involve things you already have in space. There will also be new and redesigned parts. I'm not sure if constraints on communication will be part of this patch or the next, but it should be interesting too.
Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
October 25 2015 19:43 GMT
#811
On October 25 2015 21:36 stenole wrote:
Every time in career mode I end up at around where you are with extensive activity at Minmus and some exploration of Duna and Eve. Then a new patch is released which makes career different enough that, and I "have to" restart because of new features. The same thing will happen with the 1.05 release which should be out very soon. The update promises contextual missions which involve things you already have in space. There will also be new and redesigned parts. I'm not sure if constraints on communication will be part of this patch or the next, but it should be interesting too.

Are you sure the update will be save breaking though? You won't necessarily have to restart.
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
stenole
Profile Blog Joined April 2004
Norway869 Posts
October 25 2015 23:31 GMT
#812
On October 26 2015 04:43 Epoxide wrote:
Are you sure the update will be save breaking though? You won't necessarily have to restart.


I said "have to" restart. I did not mean that it was save breaking (although this could be a possibility). It feels wrong to continue on a career that started out with different rules and conditions. If activity on Eve gets harder in a patch, it will not feel right to have lots of equipment there from an earlier version. There might also be changes you miss out on if you don't replay the early game.
Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
October 26 2015 00:25 GMT
#813
I see
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-11-03 00:50:03
November 03 2015 00:28 GMT
#814
Hey guys! :D I just got back from seeing The Martian (very good and accurate to IRL, orbital mechanics, launches etc but it's obvious where they cut some sciency stuff from the book in some places - also it doesn't have any watchable trailers because of the abundance of huge spoilers; i'm glad to have gone in blind!)

thinking of playing KSP with ~4 - 6.4x scale now on a seperate save for a bit, at least for a few cool missions. RSS is a bit hardcore and perhaps not even fair without differnet part stats but the default KSP feels way too small and also too easy in some ways IMO.

I got better at the game now, did Tylo return, got a lot better at launches and rendezvous. I also learned more about orbital mechanics! Actually checked some numbers because i was curious:

If you do a burn from LKO to Jool intercept, it takes ~1900m/s. That's the equivelant of escaping the kerbin SOI (930m/s) + 970m/s to put you on a hohmann transfer orbit to Jool.

If you do that 930m/s burn to escape the SOI and then burn for jool transfer from outside of the kerbin SOI, instead of taking 970m/s to transfer, it takes 3515m/s. You have a total burn of ~4445m/s instead of ~1900m/s because of the Oberth Effect alone


I also borked one of my launches (went more horizontal earlier than intended, didn't reach >70km apoapsis or turn off engines until over 2300m/s) and it actually turned out even more efficient:
+ Show Spoiler +
[image loading]

[image loading]


2932m/s vacuum delta-v to get to 73x72km orbit on my first flight. That was a bit of a shock, an autopilot mod with a bunch of iterations on the same ascent and some good programming could probably get into the 2800's. I feel very comfortable with 3250 now using gravity turn trajectories with a wide range of TWR's! (gets up there smoothly 10 times out of 10, especially if the launch vehicle is in a certain configuration that i like)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
spritzz
Profile Joined November 2009
Canada331 Posts
November 03 2015 00:49 GMT
#815
I'm interested in this but feels a bit intimidating.

Is there a guide at the start that lets player ease into the game? What's the most important skill required to play this game? Creativity? Patience? Pen, Paper and Math? I got to level 4 of Besieged and got kicked in the face by lack of creativity, so am slightly intimidated by sandbox games.
zugzug
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-11-03 01:09:50
November 03 2015 00:57 GMT
#816
On November 03 2015 09:49 spritzz wrote:
I'm interested in this but feels a bit intimidating.

Is there a guide at the start that lets player ease into the game? What's the most important skill required to play this game? Creativity? Patience? Pen, Paper and Math? I got to level 4 of Besieged and got kicked in the face by lack of creativity, so am slightly intimidated by sandbox games.


The hard part IMO is the presumed knowledge of aerodynamics and/or orbital dynamics. Without reading some guides and talking to some people who know their stuff, it's very hard for some people without prior knowledge to get into. The career system is not great IMO and the tutorials don't cover that stuff particularly well - it makes it more of a sandbox with an obligation for you to do research, talk to other people and take inspiration from outside of the game, though it's still an excellent game if you do so. I would hate to be trapped in a room with KSP, lacking some knowledge/inspiration and no internet connection but if you enjoy looking outside the game (go post on www.reddit.com/r/kerbalspaceprogram ) then it's a lot of fun and a good way to learn and actually put the knowledge of orbital mechanics and everything else to work.

maybe this is a good place to start:


Math is important but most of the players are using pretty basic understandings and doing fine. There are mods to calculate and display some numbers for you automatically so that you're not pressured into using spreadsheets or anything like that, even for more complex craft. You can use a lot of math or a little, is up to you
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
stenole
Profile Blog Joined April 2004
Norway869 Posts
Last Edited: 2015-11-03 02:33:29
November 03 2015 02:31 GMT
#817
On November 03 2015 09:49 spritzz wrote:
I'm interested in this but feels a bit intimidating.

Is there a guide at the start that lets player ease into the game? What's the most important skill required to play this game? Creativity? Patience? Pen, Paper and Math? I got to level 4 of Besieged and got kicked in the face by lack of creativity, so am slightly intimidated by sandbox games.


I would say the most important "skill" is perfectionism. Because you can play the game very inefficiently and still complete the missions you set for yourself (or missions gotten from contracts). Perfectionism is what will drive you to design optimized vessels and fly optimized trajectories. That same perfectionism is what will drive you to learn the math required to play the game well.

In a sense, the game is like Starcraft. You can can be playing terribly and not know it. A perfectionist will be able to find what can be done better. And as with Starcraft, those seemingly tiny details have a huge impact on the quality of your play. In Starcraft small inefficiencies quickly compound and propagate until the game is lost. In KSP, tiny inefficiencies will also compound and propagate but for different reasons.
m4ini
Profile Joined February 2014
4215 Posts
Last Edited: 2015-11-03 04:46:15
November 03 2015 04:37 GMT
#818
Most important skill is curiosity and ability to spot and learn from mistakes.

KSP is easy to play. Hard parts, like figuring out the best window for a flight to duna, can be done by mods like Mechjeb. The actual flying part is very easy, the game boils down to being able to understand basic aerodynamic (actually, only about drag), and build things accordingly. Meaning, put fins on the bottom of your rocket, and you got the ascend pretty much covered.

My first moon landing i had after roughly 2 hours, back then without mod-support (didn't know about them). It's really not rocket science, no need to be intimidated by it.

edit: math is pretty much a nonissue too, no shame in using Mechjeb or Engineer to calculate your DeltaV (happens automatically). Most of the famous and respected KSP players (Scott Manley, DasValdez) use them too.

edit2: actually, check DasValdez' series called "Kerbal Space Academy". I assume it's on youtube. That'll help you (enabled my girlfriend to get to the mun too) - he's very beginner-friendly and focuses on teaching the game to beginners.
On track to MA1950A.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
November 03 2015 04:48 GMT
#819
It's really not rocket science


It literally is rocket science but it's simplified in some ways, a lot of stuff that's neccesary IRL does not apply at all and as a whole it's made easier by the small size of the kerbal solar system
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
m4ini
Profile Joined February 2014
4215 Posts
November 03 2015 09:37 GMT
#820
On November 03 2015 13:48 Cyro wrote:
Show nested quote +
It's really not rocket science


It literally is rocket science but it's simplified in some ways, a lot of stuff that's neccesary IRL does not apply at all and as a whole it's made easier by the small size of the kerbal solar system


There's pretty much no rocket science in unmodded KSP mate. Like.. none. Neither do you have to chose fuels, nor do you have to worry about re-ignites, fuel pumps or anything that actually is rocket science and not orbital mechanics. Which are not rocket science, yet again.
On track to MA1950A.
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