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Kerbal Space Program - Page 47

Forum Index > General Games
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Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
May 23 2016 16:30 GMT
#921
yeah only thing more difficult about minmus is the inclination. Otherwise it's easier than Mun.
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
Zealos
Profile Blog Joined November 2011
United Kingdom3576 Posts
May 23 2016 18:43 GMT
#922
On May 24 2016 01:14 nimbim wrote:
Show nested quote +
On May 23 2016 22:27 shin ken wrote:
Ksp is awesome when you keep trying until you get it done

I flew to the mun, but I didn't had enough battery to properly navigate back (and probably not enough fuel as well)
The rescue mission was more complicated than everything I have done so far in the game, but now I really know how to do maneuvers in space (it was more like guessing before) and I have a much better rocket that can maybe even fly to the minmus!


If it can get to the Mun and back, it can do the same for Minmus. Minmus is actually the easy target for new players, you just need to make the rendezvous.

Minmus is much more forgiving to land on too
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
stenole
Profile Blog Joined April 2004
Norway869 Posts
May 26 2016 16:40 GMT
#923
Ironically it costs less deltaV and requires less TWR for a return mission to Gilly or Ike compared to a return mission to the Mun.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2016-10-13 16:35:40
October 13 2016 12:25 GMT
#924
1.2 is live now!



https://www.reddit.com/r/KerbalSpaceProgram/comments/574puy/the_big_list_of_updated_mods_for_ksp_12/

I'm waiting on KJR, got my eye on some of the ITS mods in development too. Gonna make a kerbin system save and an RSS to work on

for those that have not seen the SpaceX ITS video:
+ Show Spoiler +


"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
nimbim
Profile Blog Joined June 2009
Germany985 Posts
October 13 2016 15:57 GMT
#925
I've played a lot of the pre-release, the addition of KerbNet makes the whole thing fun again for me. You could always mod it with RemoteTech but that was pretty buggy and cumbersome iirc.
Losing control right before a critical maneuver while deploying communication satellites was great. I recommend turning the additional surface transmitters off, otherwise you get a direct KSC link most of the time.
stenole
Profile Blog Joined April 2004
Norway869 Posts
October 13 2016 17:40 GMT
#926
There are some interesting settings that are oddly disabled by default even on the harder difficulty levels. So, it's a good idea to look through the advanced options so you get the gameplay you want. The Advanced Tweakables option should be on so you get more control over fuel flow without needing to resort to a mod. Plasma blackouts, G-limits, pressure limits etc also brings in some more flavour. I agree about turning off aditional ground stations. I also think the occlusion values should be increased.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
October 14 2016 10:58 GMT
#927
A bunch of them are that way because savefiles are compatible back to 1.0, enabling them by default would mess up a lot of them

Ground stations isn't really a difficulty change for many people, it's just about if you enjoy making a more extensive sat network or not - one extra area to cover
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
October 14 2016 11:25 GMT
#928
Do the ground stations reach all the way to Jool and beyond or would you need to set up an in-space relay?
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
nimbim
Profile Blog Joined June 2009
Germany985 Posts
Last Edited: 2016-10-14 23:26:13
October 14 2016 12:49 GMT
#929
The formula is d=sqrt(dish1*dish2). The distance between Jool and Kerbin fluctuates between 52 Gm and 86 Gm.The best antenna with fully upgraded ground station will have control up to 158 Gm distance (100G antenna, 250G ground station).

edit: wrong numbers
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
October 14 2016 13:09 GMT
#930
Occlusion is also an issue unless you want to lose signal every time there's a planet or moon between you and kerbin
"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
October 14 2016 18:18 GMT
#931
On October 14 2016 21:49 nimbim wrote:
The formula is d=sqrt(dish1*dish2). Say dish1 has 100M (Mega Kerbalwatts?) and dish2 is the ground station fully upgraded, which is 600M. The probe with a 100M dish would have control up to a distance of ~245 Mm from Kerbin. The distance between Jool and Kerbin fluctuates between 52000 Mm and 86000 Mm.
Different antennae are combinable, so you could easily have 10x100M on your probe and that would get you ~774 Mm. Unless you have 12300G antenna power, you will need several relays to reach Jool with a signal.


You have your numbers wrong. The ground station is more powerful and so is the most powerful antenna. (I believe the numbers are 100G and 250G.) A fully upgraded tracking station can get a signal out to Eeloo if the probe has the best antenna. If you play above normal difficulty or have manually altered the DSN settings, the range will be lower.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
October 14 2016 19:53 GMT
#932
The configs are pretty open, you can adjust it to have the difficulty that you want
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
October 15 2016 04:28 GMT
#933
My very brief look at going from a standing start, only KSC ground station, is that while I was putting up the first communications satellite (I dropped it back into atmo; placement was horribly difficult because Apo was in occluded part of the orbit) I noticed that it seems like the occlusion of Kerbin is kindof weird. I had a good signal for about 3/4ths of my orbit, with the signal line cutting through about a quarter of the planet where I would have reservations that any line of sight existed.

Guess I'd have to try and figure out how to increase the occlusion to fix it.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
Ljas
Profile Joined July 2012
Finland725 Posts
October 15 2016 06:05 GMT
#934
It's a slider in the difficulty settings, isn't it?
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2016-10-16 13:08:02
October 15 2016 09:57 GMT
#935
On October 15 2016 13:28 felisconcolori wrote:
My very brief look at going from a standing start, only KSC ground station, is that while I was putting up the first communications satellite (I dropped it back into atmo; placement was horribly difficult because Apo was in occluded part of the orbit) I noticed that it seems like the occlusion of Kerbin is kindof weird. I had a good signal for about 3/4ths of my orbit, with the signal line cutting through about a quarter of the planet where I would have reservations that any line of sight existed.

Guess I'd have to try and figure out how to increase the occlusion to fix it.


Yeah, i got that too. It's in the difficulty settings. The problem there is that they put a lower value for bodies, particularly atmospheric bodies w/ the justification that signals travel further / bend in the atmosphere(?) but the GUI just draws a straight line between the craft and the next connection.

It's particularly obvious for suborbital flights or re-entry, i had the GUI line drawn through a large chunk of the planet. Can easily set it higher (1.0 etc) but that may break the ground station placements if you're playing with them


It's a slider in the difficulty settings, isn't it?


A bunch of sliders - occlusion, atmospheric occlusion, range multiplier etc
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
October 16 2016 04:37 GMT
#936
You can argue that you can in fact bounce radio signals over the horizon in an atmosphere assuming the proper conditions are set up for it (HAM radio operators do it all the time) but those conditions change and do not always allow for the bounce. I don't think ground to space radio works quite that way though. Radio is Line of Sight, or you can at times use specific portions of the atmosphere to reflect radio waves - but I don't see how you'd be able to wrap a signal not only around the planet but also to an object outside of atmosphere.

I mean, sure, it might be possible (I don't have an expert radio license) but I don't think that's how NASA does it.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2016-10-16 14:36:28
October 16 2016 14:22 GMT
#937
Right now it looks really silly even in LKO

The new landing leg sounds are too loud, they're kinda noisy in general but they're also louder than rocket engines etc


^issues w/ design and throttle lag in the UI - need mods too :D
"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 Kingdom20323 Posts
Last Edited: 2016-11-25 18:54:32
November 25 2016 11:53 GMT
#938
I have a pretty huge scale SSTO rocket that works well now



so much aerodynamic control that i think it could hit the VAB from orbit
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
lilwisper
Profile Joined April 2010
United States2515 Posts
December 27 2016 21:23 GMT
#939
Yesterday I watched a Kerbal streamer by the name of DasValdez create an intercontinental christmas tree canon inside this game. If you want a ton of laughs I highly recommend you watch the VOD for last night. Too funny.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
March 25 2017 16:47 GMT
#940
Sounds like Das

I'm mostly playing falcon9 style missions at the moment w/ RSS, FAR etc (ksp 1.1)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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