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Fortunateson1969

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  1. Hm. My problem was always skin temp, not built up internal temp. I'd put my Freyja Light Shuttle through the rounds again to test that but...eh. That prospect doesn't really grab me haha. Until the next round of shuttle development fires up. I need a way to get liquid fuel into orbit cheaply...and the mk1 liquid fuel tanks are about the only way I can do it right now :\
  2. Okay, so I just landed one of my shuttles just to make sure my info was as up to date as possible. I can't affirm the rest of the post but the major point worked for me. Here's my setup: I have a passenger shuttle with the Mk1 Cockpit, two Mk1 crew cabins, an advanced inline stablilizer, two (per wing) big elevons, a bunch of RCS and the puff RCS thrusters. I have my Mk-55 Thuds on there, but at this point they're just for show. I do not have any liquid fuel or oxidizer on the craft at this point. I have arrays of Place-Anywhere 7 Linear RCS ports pointing up, down, left and right on the nose and two of those plus two RV-105 RCS Thruster Blocks on the tail. I've attempted to put as much of the weight as aft as possible. I have my spacedock at 71km. These little baby Mk1 shuttles can make it easy to 250km easy but coming back from 250km is the hard part. Haven't nailed that one yet. 1.) I leave my spacedock topped up with RCS. For me that means 377.5 units of RCS. 2.) When I am west of the impact crater on Kerbin, I burn retrograde until my Pe = 50km. (I'm still dialing in my burn location, I usually end up east of the runway. I would like to undershoot than overshoot, but my shuttle is maneuverable enough while gliding that I can usually muscle it back over to land and not get my crew wet. Or dead.) 3.) (Here's where people may have qualms) I engage mechjeb *boos and groans* Yeah yeah. Anyway. I engage mechjeb. My settings are SmartA.S.S.->Surf->SVEL+->ROL = 0, PIT = 90, YAW = 0. I turn and leave RCS on, making sure that SmartRCS->Use RCS for Rotation = ON. (TLDR; Pitch up. Way up. 90 degrees up. Hold it fast and hard) 4.) I descend. For a long time. Long. Eventually, the drag on the craft will overcome the reaction wheels and the RCS thrusters and you'll nose down. You'll be well into the fire and flames at this point. 5.) When my vertical speed reaches around -10m/s (the dial on your altimeter), I disengage Smart A.S.S. entirely as well as the RCS jets. I fly it in by hand using the SAS on the craft to maintain stability. Usually as I drop down through 1000m/s Surface Speed I start to regain control and can bank or do what I need to (because historically I've overshot my entry vector by 10km or so). However, look at your Mk1 Cockpit. For me, at this point the skin temperature is decreasing. The internal temp usually is still on the rise, but won't hit catastrophic levels before it too starts to cool. 6.) Bring her home. I usually keep the pitch at about -10 degrees for the remainder of the flight. I'm gliding at this point, and that puts me at about 1000m @ 100m/s. Nice, slow, gentle landing. Thanks for flying the friendly skies. Notes: Make sure you have a bunch of control of your craft during your descent. I brought a shuttle back from orbit and forgot to turn the elevons back on (had their limiters at 0) and I burned up and exploded. Not enough RCS juice? Burn up and explode because you haven't decelerated enough. If you want, I'd be happy to run another shuttle landing and post the profile, weight, and craft pictures. The "pilot involved" steps are pretty obvious though. I don't pay much attention to speeds and such as I'm re-entering. Just hold that 90 deg pitch as long as possible, and even when it isn't possible. Any pitch will continue to decelerate you. This is what worked for me. NathanKell and Alshain seem to have different approaches...and while I won't discount their experience, it didn't work for me...I've literally tried every altitude from 65km to 0km with rcs on and off (and a bunch of other modifiers) and this is the only way that worked for me. TLDR: 60km periapsis x 71km apoapsis, pitch @ 90deg, assisted with stabilizers, elevons, and RCS. Pitch will drop naturally, but try to keep it as high as possible until vert speed = -5m/s.
  3. I probably can, and honestly this may be more of a 1.0.5 question at this point. In 1.0.5, when you process the report still sticks around. If I have 30 in a pod, and add 5 more, I can only look at (keep, transmit, process, trash) the first 30, and the last 5 are lost until I do something dire to 5 of the original 30. With 1.1, it seems that processing 'destroys' the report itself, so those 5 may come to the end of the queue. My original plan (and still active I suppose) plan is to gather up all the science I possibly can from Kerbin, Mun, Minmus and shoot it off to whatever labs I have and process it all there. That'd be a ton of reports, but if I can't do much with any > 30 then it'll be tough to pull off.
  4. Not sure if you were looking for an answer to this question (if there even was one) but basically you can feed science reports into it and get more science (over a longer period of time) than you would get by just returning the science experiments to Kerbin. It takes a bunch of electricity and 1-2 scientists, but that 10 Science mystery goo report from the launch pad can become a lot more Science if you give it to your science teams. It also gives scientists something to do.
  5. Hey all, quick question. My KSP seems to be having issues with more than 30 Science Reports stored in one module. Is this strange, or is that the limit? I don't seem to be able to scroll past 30 when viewing reports, they're trapped beyond the scroll limit. I can store as many as I want in the capsule, but I can't get at them to process them or transmit or what have you... Thanks!
  6. Alas...if only that were the case. Might be a bug. I might give it a little bit on 1.1. The improvements to overall performance, rovers, and the GUI are extremely alluring, but I'm running a x64 *nix build and it's shaky enough as is. I'll let it equalize a bit (I mean, ffs, I am running a Titan X, i7-5960X and I get wonky performance stuff and crashes) and then I'll jump into it. I figured the Lab system was more like...a Lab or Institution on Earth being able to purchase Moon Rocks for experiments. Instead it seems that those dang scientists get a little overzealous with the drill. Eh-it's fine. Looks like for every lab I set up I'll have to fly 'round the world and pick up science again. Looks like my airplane corps just got useful again Thanks everyone.
  7. Okay-that certainly makes sense from a balancing POV. I guess the terminology in the KSPedia was misleading a bit: I guess it's the report of the processed science? Meaning the science you got from processing, not the report itself. I guess. Either way, thanks! Makes the game more challenging but hey ya know, if I didn't want a challenge I would play something that doesn't involve orbital mechanics and rocket science...
  8. First off, 1.1 is amazing. Running on my Linux box with a great GPU and finally I don't get hitching and silly lag (big space stations are my best friend and worst nightmare). That being said, two questions: 1.) If I bring a piece of science (mystery goo from highlands on the mun...let's just pretend) to any MPL and select Process it in the Lab, what happens to that report in 1.1? In 1.0.5, it would process it, then kick it back out to me for transport to another lab. Does 1.1 do away with that and "destroy" the report when I process it? The game seems to be doing that, but am I missing something? 2.) The amount of data you can store in an MPL is hugely increased in 1.1, but is the rate of science also crazy high now? I thought I was hot excrements when I got my labs running up to 4.5 science/day and now they're at like...20 science/day. Bugs? Features? I'd like to figure this out so I can either jump to 1.1 or stay on 1.0.5 (with my wobbly, laggy main Kerbin station) until they get fixed. THANKS!
  9. Without futzin' with the config file or turning on debug I can't get kethane on the launch pad. It's no big deal-honestly it gives me more time to waste between launches and an opportunity to perfect a (surprisingly stable and good considering my nega degree in Aerospace Engineering) delivery aircraft. Perhaps in the interim I'll fly up to my comm satellite and figure out why it's suddenly spawned 20 copies of itself in a horrifying, Lovecraftian-esque Hydra affair...but yet I can still get coverage and decent reception on my Satellite TV. (And removing any of the 20 copies...seriously it's twenty...causes my entire RemoteTech network to go down. Very mysterious. I suspect the Elder Gods.) Anyway-in an attempt to build the gas stations light I used little spindly legs and underestimated how heavy the drill was and now the three I've deployed have the tendency to lean/fall over when coming out of time compression. Which isn't great. Thanks Horseman!
  10. That cheeses me off to such an extent that-if I were the type to use bad language, I'd be employing it bitterly and repeatedly. So I can't fake fuel tanks using KAS huh. Crumb. Good thing I've only rolled out 3 of my planet-wide "Gas Stations". They could probably do with an upgrade anyway... EDIT: I'm deploying a Kethane network as a test for an extraplanetary one, but also as something to do in between launches (I'm doing a week between each). This way I can bring less fuel in-atmo and more cargo
  11. So I read a couple of posts here that didn't quite answer my question...so I'll ask here. I have a plane that drops off a "Gas Station" (Kethane tank, converter, solar power and a drill...note the lack of LF or OX tanks...) with a control system (probe core) and a KAS winch. Now, I can "dock" the two craft together (once I've landed) and transfer the one common resource they have between them-power-no problem. However, when I go to convert some LF, no dice. So-is that because there's no LF tank on the gas station, and because KAS is being sassy it won't transfer through the winch? do I need to have a LF tank on my gas station, then transfer it over in chunks? I'm trying to make this thing as small as possible...and I thought that because they're "docked" they share tanks and such (btw I've checked, the port I've plugged into on the ship allows crossfeed). Any ideas braintrust? Thank you in advance.
  12. I think you're probably overcomplicating things. I'd only launch 3 satellites, with 120_deg separation. Here's what I'm about to do for the second time. First, you launch. You can directly burn to 2868.75km, or do an apoapsis burn. Depends on where you want your satellites to "sit" (but I don't have much insight there...haven't done an AP burn, just the direct). Next, when you get to your new AP @ 2868.75km, you adjust your orbit so that your orbital period will resonate properly for what you're trying to do. I do four hours orbital period. Then, release your satellite and circularize it. Go back to your "shuttle" vehicle and complete a 4 hour orbit, then when you reach your apoapsis, release and circularize. Another rotation, and lastly another satellite. RCS works well to get perfect Geo-sat maneuvers. I'm not 100% on the math for 90_deg, and I worked on it a bit. (You might try an orbital period of 1:30:00? That seems to work in my pen-and-paper simulations. I'm not sure if that's a proper orbit though.) Sorry if this isn't helpful. Let me know if you have any other questions.
  13. Thanks-Any particular reason for all of 'em to broadcast at Kerbin even if it's not over the KSC? Also-in the same 120_deg formation? That might be a future project, as soon as I get some better probe stuffs. This is a tough mod yo!
  14. I can see there's quite a bit of ire going on in the thread right now, and I figure my question might be exactly what people are mad about...But here goes. I set up a sat network using the DTS-M1's (x2). 3 satellites, 120_deg apart@GeoStationary. And I'm losing signal to them (of course). I think I'm really confused about what the satellites and such do nowadays-RT1 would automatically route the signal shortest route back "home", but it doesn't do that anymore. In order to use my network, do I need to have the two satellites that are 120 and -120 degrees seperated from KSC (i.e. the ones in the shadow) pointed at 1: Active Vessel and 2: KerbStar I (the satellite directly over the KSC)? Then on my "active vessel" going to the mun for example, how many antennae/dishes should I have? Should it/they point straight back at kerbin (so that I just catch any satellite in my cone) or at a specific satellite so that I have to switch over every so often? Where the crap should KerbStar I be pointing? It seems like it needs a LOT of antennae (or at least n-1) so that it can point at II, III, the KSC and the active vessel? I'll try to concatenate my questions: TL;DR: 1.) With my 3 sat@geostationary system, where should each of the three satellites be pointing their 2ea dishes to support a mun mission? 1a.) Are my satellites even set up correctly for what I'm trying to do? 2.) Where should my mun mission be pointing its dish? Sorry-this is just a bit complicated, and I've spent entirely too much time working on harmonic orbits to figure out how to get my satellites 120_deg apart only to have them fry on me...
  15. Do it man! Every cool thing I've ever built started off as the dumbest thing ever. ~*Follow your Dreams*~
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