Kerbal Space Program

Kerbal Space Program

DreadAngel 27/abr./2015 às 14:57
Is there a way to disable the Aerodynamic model?
I REALLY don't like it, honestly.
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Exibindo comentários 1630 de 32
Quivico 27/abr./2015 às 15:27 
Just turn earlier and gradually.
Fel 27/abr./2015 às 15:43 
The key to the new model (same as when playing with FAR) is to not do sudden turns while in the atmosphere.

It means that a sudden 45° at 10km altitude will definitely send you spinning and crashing.

If you try to make smoother turns, it works just fine.


It definitely requires some time to get used to this, especially if you never played around with FAR, but if you take time to learn what works and what does not, you will find out that well built rockets will waste way less fuel.
Sadly, it also means that the asparagus is no longer the go to method, unless you need to lift extreme weight.
Patriot03 27/abr./2015 às 15:52 
Escrito originalmente por Fel:
Sadly, it also means that the asparagus is no longer the go to method, unless you need to lift extreme weight.


"asparagus" staging was unrealistic and didn't look that good anyway. I won't miss it. (With the new system, players can branch out and every once in a while make a rocket that at least half way resembles something that would work in real life)
Crazybmanp 27/abr./2015 às 15:57 
Escrito originalmente por Freezy Pop:
Escrito originalmente por Stalin:


You need to start your turn INSTANTLY after the launch, like NASA'S shuttle.
WELL DAMNIT I NEED THAT MOD NOW
What?
Blips 27/abr./2015 às 16:04 
Escrito originalmente por Stalin:
Escrito originalmente por mrpornmanager:
crappy model honestly. cant even do adequate manuevers

Its more realistic, all the old "manuvers" were INCREDIBLY unrealistic and inefficent. - Just look up videos of FAR, and apply those tactics to this it works. (Once you learn it, you can perform much better launches than before saving fuel)

Stupid question. What is FAR?
Patriot03 27/abr./2015 às 16:08 
Escrito originalmente por Blips:
Escrito originalmente por Stalin:

Its more realistic, all the old "manuvers" were INCREDIBLY unrealistic and inefficent. - Just look up videos of FAR, and apply those tactics to this it works. (Once you learn it, you can perform much better launches than before saving fuel)

Stupid question. What is FAR?

Its a mod that gave KSP much more realistic Aerodynamics.
Última edição por Patriot03; 27/abr./2015 às 16:08
Blips 27/abr./2015 às 16:10 
Ah thanks. I'd give you a cookie if I could :)
Patriot03 27/abr./2015 às 16:13 
Escrito originalmente por Blips:
Ah thanks. I'd give you a cookie if I could :)

IF you know the you tuber Scott manley he has some videos of FAR, and he explains how to use it. - The same things he teaches will pretty much apply directly over to the new 1.0 stock Aerodynamics.

The key is, start your gravity turn REALLY REALLY EARLY. Like, 800 meters up, you start to turn very slowly and gradually turn sharper. If all goes according to plan you can save a LOT of fuel and end up ALMOST in an orbit (Needing only a short burn to actually be in orbit)
LeNUTRIE Metanolo 27/abr./2015 às 17:18 
The only thing i'm really missing right now is the mech jeb info panel with all the numbers i need to know. Calculating a ∆V is long way out of my capabilities. And dont get me started on phase angles between planets.
itzamna36 27/abr./2015 às 17:37 
Escrito originalmente por LeNUTRIE Metanolo:
The only thing i'm really missing right now is the mech jeb info panel with all the numbers i need to know. Calculating a ∆V is long way out of my capabilities. And dont get me started on phase angles between planets.

Use Kerbal Engineer Redux. Gives you all of that info.
Gralzeim 27/abr./2015 às 17:41 
Kerbal Engineer has been updated, MechJeb is in the process of being updated (there's a pre-release probably-buggy-and-incomplete version available now, but I'd wait for a proper 1.0 release unless you want to live on the edge).
Última edição por Gralzeim; 27/abr./2015 às 17:41
So aerodynamics work properly now?

I remember the nose-cones for rockets seemed to make zero difference... ran out of fuel on first stage at same altitude with and without.
Gralzeim 27/abr./2015 às 17:42 
Escrito originalmente por soggy wet bag full of diarrhea:
So aerodynamics work properly now?

I remember the nose-cones for rockets seemed to make zero difference... ran out of fuel on first stage at same altitude with and without.

Yes, making an aerodynamic craft will help a lot. As will doing gentler turns. The new-to-1.0 fairings help too.
Última edição por Gralzeim; 27/abr./2015 às 17:43
Syd Khaos 27/abr./2015 às 17:43 
Escrito originalmente por Stalin:
The key is, start your gravity turn REALLY REALLY EARLY. Like, 800 meters up, you start to turn very slowly and gradually turn sharper. If all goes according to plan you can save a LOT of fuel and end up ALMOST in an orbit (Needing only a short burn to actually be in orbit)

THIS
Imput from the pilot should be VERY little...you should be letting gravity do most of the actual turning og the craft (hence the term gravity turn =P).
Input from player should be no more than 5deg off-mark at any given time, IF you find yourself forcing the craft to turn you need to take a look at your building methods and do bit of relearnign.
Manwith Noname 27/abr./2015 às 17:46 
Escrito originalmente por Quivico:
Shoulda backed up .90 then, but start even earlier. It's not what you know.

Well, they could opt to run 0.90 from the beta tab where it should be labelled "previous stable release" or something. Though I don't understand why you would want to do that unless you have a long term save that's using outdated mods.
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Publicado em: 27/abr./2015 às 14:57
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