• Content count

  • Joined

  • Last visited

Community Reputation

262 Excellent


About tomf

  • Rank
    Sr. Spacecraft Engineer

Recent Profile Visitors

1619 profile views
  1. You should probably ask this in the KIS thread, but I have never seen an inventory of anything other than 300l for a kerbal. I suspect that you either have a dodgy download or some other interfering mod. The white box can also be added to the kerbal as a kind of backpack giving a carrying capacity of 1000l.
  2. Only impacts with velocity > 50m/s register. Getting the maximum science depends on kinetic energy and the bodies escape velocity rather than velocity directly. Technically to get 100% you need v=Vesc * sqrt(15000/m) where m is the mass of the impactor in Kg. For a 1 tonne impactor on the mun that comes out as 3126 m/s. Slightly strange, I didn't see any logging at all from my mod in your log file after the first impact but I'm glad subsequent tests seemed to work. The impact from the spectometer is quite high, but unlike almost every other experiment it can only be done once per body. Because it is supposedly studying the core of the body it ignores biomes and can only be run on the surface. Given that it requires at least 2 launches, generating an energetic enough impact can be tough and is hard to combine with another mission I think it is about right. If you want to change it, it should be easy to edit the ScienceDefs.cfg to change the science amount.
  3. There are a few special location on Kerbin. The wiki lists them as easter eggs along with their latitude and longitude. An in game way to find them should be to use KerbNet with a probe core that can detect anomalies. Or use the scansat mod that will provide a handy map showing their locations. I don't believe they give any kind of science bonus or new biome, but I haven't tested that. There should be a green monolith somewhere on Kerbin, and every other body that will give you a science boost.
  4. I like this website for these type of questions put in your payload mass, your required delta-v and your TWR tolerance and it will give you a graph showing the best engine options.
  5. As Bewing said, you want the period of your orbit to be an exact fraction of the mun's rotation. That way every n orbits your orbiting craft will pass over exactly the same track on the ground. As long as the orbit is inclined enough to pass over your desired landing site and passes it over it once then you return to it later. Unfortunately I don't think stock KSP shows you the orbital period. You need to either install a mod that will show you (Kerbal engineer etc) or calculate it by hand. One example - choosing a resonance of 1:20 and a PE of exactly 15km you get a required period of 6949.219 seconds and an AP of 445.623km With that you will pass over your chosen spot once every 20 orbits
  6. The only downside to compressing save files I can think of is that I do quite a lot of reading/editing save files in a text editor and it would add several extra steps.
  7. Rubber. Rubber/plastic isn't nearly strong enough to build something on that scale without it ending up a a massive pile of yellow rubble*. Even if you had a perfect arrangement of rubber supports on the inside it's just going to get crushed like a lego brick in a hydraulic press. By the way, I once calculated that the energy released by proton-proton fusion of all the hydrogen in the earth's oceans was almost exactly the same as the binding energy from the earth, so if you are willing to sacrifice all the water of a planet that could provide your power source. * I suspect that the exact failure mode is going to depend on how you try to build your duck, a giant flattened deflated duck is likely if you try a simple scaling.
  8. Is the central body of your system not called "Sun"? That would cause the error you see. I should probably change my code so it no longer assumes that.
  9. If you are trying to connect more than one docking port at once in the hangar then that isn't possible. It isn't possible to construct anything that has any kind of loop. If you put 2 docking ports near each other they will connect up on the pad though I believe.
  10. The engineer bonus is deliberate - the cyclotron needs maintenance to operate at peak efficiency. However the minimum - with no engineer stars at all is 85% not 30%. It was 30% in one of the first version is released before I modified it. If you are seeing values less than 85% then I suspect you have an old version of something somewhere. As for the contracts payout - Interesting, I'l take another look and see if I can replicate the problem.
  11. Assuming this is a mission you have 2 options KIS/KAS are going to give you multiple options to attach something to the wheel or use a magnet, or attach it to something else Use the alt-f12 menu to set the contract to completed - there is no shame in using it to complete impossible contracts
  12. Ok, I have found the bug that prevented impacts that are within physics range if a sensor from recording their science results properly. New release is on github with curse to follow
  13. I recommend spending some time learning how RCS pushes your prograde marker around. Developing an intuitive feel for the navball is one of the most important things in the game. Get close to your target ship and select it's docking port as target In target mode reduce your relative velocity to close to 0 point at the target ( in the center) get the target to point at your docking port enable fine control mode (caps lock and the little tick marks on the gauges bottom right will turn blue) experiment pressing the translation keys j, k, i, l watch how the prograde marker moves around the navball When prograde is directly over the target marker then you are moving straight towards the target Keep it there and use h and n to keep your speed <1m/s and eventually you will hit the target
  14. I'm going to disagree with everyone else here, the cost of engines goes up much faster that there thrust and for a large rocket can make up most of the cost. Firing in atmosphere as a first stage The lv 45 costs only 7.1 per kN, the mainsail 9.4 and the mamoth 10.4. That difference is considerably larger than the fuel tank difference and means that you can get a better cost to orbit using several launches. Ineeficiencies are gong to come in due to the higher proportional drag of smaller rockets, the difficulties of perfectly splitting payloads onto the appropriate sized launcher, the couplings required to put them back together, and by far the most important to me, the cost in time of making multiple launches.
  15. In the suggestions forum I see yet another thread about wanting a buff/debuff to ion drives It it possible to find analytical solutions to constant thrust trajectories? E.g. If I am in a solar orbit and I propose to spend 6 months thrusting with a very low thrust at a fixed offset to my prograde vector is it possible t draw the path my craft will take without running a numerical simulation. I'm assuming that a fixed prograde angle will be the most effective plan to match inclination and rendezvous with a target. Is it any easier if the thrust is simply prograde?