Norcalplanner

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About Norcalplanner

  1. Bob, Would 10.6257 be applied to the resize parameter, or both to resize and rescale? And would it be for the whole system, or just for Gael? Any problems with keeping the rest of the system at 10x if it's just Gael that receives the additional bump? And is there a particular reason why Gael has a 31.5 hour rotation period? If it's resized to be the same as Earth, shouldn't it be 24 hours? Or will changing the day length mess up whether a particular body is tidally locked? Any additional thoughts you might have for a 10.6257x GPP would be most welcome.
  2. You can use mechjeb to circularize at a particular height, so long as that height is between your current apoapsis and periapsis. Once the satellites are in the right orbit, you can fine tune by thrust-limiting your engine down to 0.5 percent and watching the orbital period time in MJ like a hawk. I'm generally able to match orbital periods within 1 or 2 hundredths of a second this way. One more thing - if you have a relay mothership, make sure that the docking port or decoupler is facing normal or antinormal when the satellite casts off. If the decoupler is facing prograde or retrograde, it will affect your orbital velocity enough to mess things up just enough to make things drift out of position over the long term.
  3. I know, right?
  4. And just for the record, I've only ever done 1x and 3.2x in GPP. I've done RSS at 10x in previous versions of KSP, and was able to get a full lunar orbital station / surface base / refueling infrastructure going. Going to 6.4x with 0.6 SMURFF lever might be a solution as well. I think I'm just getting a hankering to build some big things with NecroBones' Real Scale Boosters again.
  5. I feel like I need to at least finish what my basic goals are for this career before starting something new - which means I need to get working surface bases on Iota, Ceti, Tellumo, and one other body. I also have plans for a Kerballed Icarus mission, but I really think I need to bring the crew back from Niven first.
  6. Honestly, I'm started to get a little tired of my current 3.2x save. Karbonite and Karborundum are wonderful, but it ultimately takes some of the challenge out of the game, especially when combined with KRnD. Right now I'm sending Karborundum-powered probes to all the outer planets, using massive burns (such as 20 km/s) so they'll reach those planets years (and in some cases, decades) ahead of their more sedate nuclear-powered brethren. That said, I have a crazy idea based on watching RocketPC gaming's stream yesterday... 11x. He was noting how 10x isn't quite as large as true earth equatorial radius, being some 400 km smaller. I'm thinking keep the Karbonite, using SMURFF at full lever, and ditching RnD. Would probably start it up when the new version of GPP comes out, or I may take a little break to get my mojo back first. I think TAC-LS isn't my favorite thing, so I may use this as an opportunity to jump back to USI-LS, so I have a reason to go down to planets and moons again. It's also been a long time since I've tried Kerbalism, so I may give that a go now that it has a better habitation mechanic.
  7. Here's a quick rule of thumb - lop a zero off the end of the thrust in kilonewtons of any engine in the game, and that will give you the approximate amount of thrust in metric tons. Thus the Poodle in vacuum gives 250 kN of thrust, which is approximately 25 tons. Do the math so that the sea level thrust of your engines is somewhere between 1.4 and 1.7 (depending on your personal preference and a bunch of other factors) when initially lifting off the pad. For example, a 14 ton rocket with 200kN of thrust off the pad should be good, since the initial TWR is approximately 1.42.
  8. What you described is great, and I'd love it if that becomes possible with the DLC. However, the possibility for unknown events sounds even more intriguing. Something like a full fledged version of the K files, which starts out with "investigate the anomaly near X" which then points towards a heretofore unknown craft in orbit which has to be recovered, which then unlocks a new technology allowing you to detect an unusual asteroid, which contains a map to a special anomaly on Tylo... Basically something like a multi-part quest in Skyrim which can reveal secrets and take unforeseen twists and turns.
  9. I'm really enjoying the combination of 3.2x scale and Kerbal R&D. I actually played 3x for a career before finding out that 3.2x was a thing, so I switched over. No particular reason for the jump. Personally, I find 3.2x to be the sweet spot in terms of grandeur, challenge, and tedium. 6.4x is also good, but 10x is just too tedious for my taste. 3.2x with stock parts works fine so long as you have some experience and you limit yourself to operations in the Kerbin/Gael SOI. Going interplanetary is not fun without R&D- if I hadn't upgraded my LV-Ns, Poodles, and Terriers, I wouldn't have gotten nearly so far in my current career.
  10. Anybody here playing Mass Effect: Andromeda? I've enjoyed the other three in the series (ME3 a little less than ME and ME2) but it seems like they have some kinks to work out with the new version. My current thought is to wait for a patch or two before diving in.
  11. Chapter 21 - Gael Exploration Keeping with the card theme, the Karborundum-powered craft at the end of the previous chapter is dubbed The Ace. While KABOOM mission control is anxious to send it out, it's decided that it will wait until the current Niven mission is over to send any more Kerbals interplanetary. The chances of a missed SOI change or inadvertent shortage of life support are just too high for multiple manned interplanetary missions. Instead, some miscellaneous missions are flown, mainly on and around Gael. KABOOM accepted a mission to put a five-Kerbal station into Ciro orbit. As an exercise to see how cheaply it could be done, this design costing less than 41K funds is launched. Decrepit Station reaches orbit. Not much to write home about. Poodles are very capable at this point, weighing half as much as they do in stock, and putting out 375 kN of thrust at an Isp of 437.5. After burning out of Gael's SOI, the contract is complete. The first stage was recovered with Stage Recovery to reclaim 15K funds, so the net profit is 148K funds. With the Apollo III heading to low Ciro orbit to obtain more Karborundum, KABOOM administration decides to siphon off some more and return it to Gael for the funds. The Hawk II is launched to bring back 4,500 units of the wonder-fuel. Docking with the Apollo I. Because Karborundum is so dense, this return craft is fitted with an inflatable heat shield, along with eight drogues and twelve radial chutes. Returning was uneventful, except that the weight of the Karborundum meant that a precision return to KSC wasn't possible. Apollo I is in an equatorial orbit, and the Hawk II ran out of LFO before completing its reentry/plane change burn. Ouch. 865 km from KSC, for a return percentage of only 85%. Still got over 15 million funds, though. With next to nothing known about most of the rest of the planet, planes are sent out to reconnoiter some anomalies found by orbital satellites. Here's a first person view of the Jade I heading over to Nerd's Luck. Powered by two Karbonite-fueled turbojets, and with the tanks constantly topped off by atmospheric Karbonite scoops, the limiting factor with this jet is how much LS is carried on board. Pretty fast, too. Placing an anomaly marker seems to be a very inexact science. There's nothing at the marker location itself (unless there's something beneath the sea), but there's a strange, flat island nearby. Jeb heads over to the island to check it out. Wow. Definitely some structures down there. With the land mass blue and a bunch of sea life around, it looks like this is some sort of space-faring Kerbal version of Atlantis. Jeb sets the Jade I down and finds a number of old buildings, including a monolith hovering in mid-air. Note to self - don't use the large landing gear as a nose wheel, since it doesn't steer. Wing loading was a bit high on the Jade I, so some angled wing extensions and other minor changes turn it into the Jade II. And now it has a steerable nose wheel. We located an anomaly from orbit somewhere around here, which is on a different continent. Tthe only thing Jeb could find was this large green rock, and more undersea plants on the land. Despite flying back and forth near the target area, no structures or anything else of interest were seen. Jeb tests the field landing capability of the craft, and the Jade II passes with flying colors. With the newly installed ladders, Jeb is also able to descend to the surface without falling, and can then reenter the cockpit afterward. With the program flush in funds and 10 Kerbals still not having made it out of LGO, the Magnificent I is designed and launched. This large training craft is designed around a massive lander. Because the lander includes 3.75m parts, the bottom two stages are 7.5m and the upper stage is 5m so that there's a correct sense of proportion. After a brief orbit around Ceti, the Magnificent I heads over to Iota for a landing. Success. Most of the crew decided to stay in the craft while mission commander Val planted a flag. These LET landing legs must have repulsorlift technology, since they don't seem to be actually touching the surface. The craft wasn't as stable as we thought it would be on reentry. Thankfully all the key parts have had their heat tolerance upgraded with Kerbal R&D. Landed in the highlands - which seem to have cacti in them, for some reason. Much experience and many Final Frontier ribbons were earned by the crew. Finally, the Apollo III arrives in the correct orbit and begins harvesting Karborundum. Its Ap is lowered inside of Icarus' orbit to prevent any unintended gravity assists, and may still be lowered further. As it is, it's going to take at least seven or eight passes to fill up the tanks all the way. We'll see just how long it takes... in the next chapter.
  12. @Tyko Just to add a few things to what OhioBob said: 1. The math isn't intuitive, and is very nonlinear. Here's a link to an album I did in a 6.4x save a few versions ago, where I show that burning just 35 m/s more when transferring from Kerbin to Minmus cuts the travel time down from 24 days to 12 days: http://imgur.com/a/dDCaC 2. An easy way to get a faster transfer to Iota (or any other moon) is to burn into a retrograde orbit around the target moon such that you get a free return trajectory. Not only will you head back to the parent body automatically if something goes wrong (a la Apollo 13), but the added delta V in the maneuver means you get there faster. There's a reason the Apollo missions used that mission profile IRL. (thanks for the formal name above, OhioBob)
  13. It's been awhile since I played with Kerbalism, but I seem to recall that it changed the science experiments so you only had one low space EVA report available, but you had many biome-specific crew reports available. Sort of how they handle some of the other science things, where you have to bring certain experiments all the way home.
  14. I found a thing on Gael. I also learned that the big landing gear don't steer, and shouldn't be used as nose wheels. This plane handled like a pig on the ground, even using differential thrust.
  15. They're the best at providing both frustration (as you're learning to build them well) and satisfaction (after you've figured out how to do it).