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tomf

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Everything posted by tomf

  1. What do you mean by target? Waypoint manager does allow you to target a waypoint and have it display in the main flight view, along with the current distance to it and you current estimated time to reach it.
  2. Well real space programs have wind tunnels and computer simulations, and a lot more maths and time than I am going to put in.
  3. I will add Surface detail by Ian M Banks which partly concerns a virtual war over whether hell should exist.
  4. I disagree, I am currently working on a contract to mine 600 ore on Eve and deliver it Gilly. The payout is going to be 1.2m (on normal difficulty). I have send 3 ships, One is a wheeled miner and refinery that has found a decent, flat spot with some ore, the second is the lifter ship which is based around 3 mammoth engines and finally a small nuclear tug that will rendevous with the ore in orbit and take it to gilly. I have tested each phase of the mission in a sandbox "simulation" with hyperedit and now I am just about to land the lifter in my campaign. Total cost of the 3 ships is about 600,000. It isn't a great payout ratio, but it is a good challenge.
  5. My experience is that if you leave the SOI you normally need a fairly significant burn just to encounter Kerbin again though.
  6. The biomes on the map are colur coded because they aren't single areas so to lable all the slopes areas would take hundreds of arrows. Using the wiki map for Minmus is pretty easy because the flats are very distinctive. To visit highlands I would identify the greater flats from orbit, they have a pretty distinctive shape and the flats are a different colour. Then look somewhere to the tight of that, about a third of the way to the lesser flats for a particularly raised area and try to land there.
  7. Wait, you can have transfers with more than two tanks selected now? Does it take/add equally to all the tanks that weren't the one you started the transfer on?
  8. I am in the process of bringing a lander can back from Moho. My first attempt with a craft designed to land on the can failed, trying to hover for long enough to land on a target just used too much fuel. My next attempt involved landing a large wheeled frame on Moho, driving it till it was immediatly over the can and jetisoning the legs allowing the body with the claw to fall down and grab. I should have taken some pictures.
  9. I would expect there to be at least a pair of hadley cells on kerbin, so KSC being exactly on the equator is going to be in doldrums with no prevailing wind. Which matches ob servations of their being no wind there. The flag must be held up with wire.
  10. using the PE vector is going to give you problems it it happend to equal the ascending node. Would you be better of taking the vector (0,0,1) and doing the matrix operation to rotate it by tyhe inclination value around the LAN vector?
  11. Because to sustain the main long burn you need on the order of 2.5 tonnes of battery. You are masively better of taking a 0.24 tonne fuel cell array and .2 tonnes of fuel to power it. My theoretical ship comes in at a total of 2.9 tonnes fully loaded
  12. The ion engine and Fuel cell aray combination has an effective ISP of 2897s 1292s. if you have a 1 tonne payload (a lander can, parachutes etc) then a ship with a fuel cell array, a FL-400, a pair of ion engines and 15 tanks will have enough electricity to give you a delta-v of 11,000m/s which is a big chunk of what you need.
  13. The rover/walking/swimming ones are the reason I have hyperedit installed. Drive/walk/swim for a minute to prove that you can do it then hyperedit the rest of the way to avoid the long tedious slog.
  14. I'm currently working on getting 600 units of ore from Eve to Gilly and it looks like the total cost will be around 500,000, why the percentage return isn't the best 1m is a pretty good reward for achieving one of the more interesting missions around.
  15. I also sometimes use it to clear up the hulks left by my rescued crewmen. If I remember I get them to mark their current capsule as debris before they EVA over to the rescue craft but if I forget I am left with a craft that cannot be controlled forever in the craft list.
  16. How do I use KAS to transfer fuel between two craft? I have a craft with a winch with one of the yellow round connectors. i have an engineer equiped with a KIS power screwdriver. He can crab the connector on the end of the winch, but I can't find any way to attach them to the target vessel.
  17. The swivel and reliant are great engines in career. If you want to lift a small probe into orbit the 2.5m engines are expensive and overkill and a tiny engine isn't going to be able to lift off.
  18. I do a moderately efficient gravity turn then use KER to tell me when my AP gets to about 73km and is about a minute and a half away. I then go to map view and create a maneouvre node at my AP and tweak it to get an orbit withing about 1 km of circular. Normally I still have 45 seconds or so to get me lined up with the node marker before KER tells me that it is time so start teh burn. If I wanted an orbit that was more circular than that I would create further nodes at AP or PE and tweak them until it's perfect.
  19. No, RCS is always activated by pressing a button down. There is the monoprop engine which works as an engine controlled by the throttle but uses monoprop. RCS will still be usable under physics timewarp
  20. I tried deleting the mod directory from my gamedata folder but ckan stilll reported it as installed.
  21. Hi, I'm sure this is answered somewhere but I can't find in the last few pages of this thread. How can I use ckan to start managing a mod I already have installed?
  22. These are exactly the 2 questions I came to this sub-forum to ask. However I can't see on the linked thread anything about making an asteroid tracked. I want to start tracking an asteroid at the moment that the player accepts a contract involving it. At the moment I have the regretable situation that a player can accept a contract only to find that the asteroid involved gets deleted immediatly afterwards. edit: Found this discovery line vessel.DiscoveryInfo.SetLevel(DiscoveryLevels.StateVectors | DiscoveryLevels.Name | DiscoveryLevels.Presence); Will this be enough to prevent it from being deleted?
  23. The landing gear are being re-done as part of Hervester's Unity 5 work and I think he mentioned that they would be steerable.
  24. I believe the purose of the physicsless flag if to effectively weld the parts to their parent and remove the need to run physics on them.
  25. Do you know that you can hold the alt key down to force a part to only attach to nodes - as opposed to radially? It won't help you pick the right node amonst many tightly spaced ones but it certainly helps narrow the placement options down.
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