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tent405

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    Bottle Rocketeer
  1. The launcher is just a very light, very fast jet that doesn't work in space (still waiting on R.A.P.I.E.R.'s ). I will either adjust my mission parameters to compensate or use the FMRS plugin Thank you for the help answering my question about the physics engine.
  2. This is my first time posting here for a problem I've been having with KSP, so excuse me for lack of conciseness. I have developed a craft which uses twin ram-jets launched from the VAB, to deposit a satellite into orbit. To save money. To save DV on polar/reverse orbits.Because rockets are wasteful. , etc. The problem I'm having is that, despite the existence of somewhat unreliable autopilot mechanisms which I don't fully know how to use it is still very dangerous to launch this craft to APO, burn to orbit, and return to fly the launch vehicle back down to solid land. Manned craft on a re-entry trajectory randomly get killed. This happens when I'm doing an initial orbital insertion burn flying a probe. After the launch vehicle detaches. Usually within two minutes. The re-entering manned vehicle is still well above 50k, but it's either not there in map view, not there in center, dead or bugged stuck still. So I have three questions, all of which can be answered by someone more experienced with these types of problems: How can I reliably instruct a probe to execute a maneuver and return to control my launch vehicle back down to the groundd In what ways is it possible to control two vehicles at once autonomously per program (need to wait for unity upgrade/engine problems?) How can I tell the engine not to kill craft on a re-entry trajectory if they contain Kerbals? Here's a craft file link ay And an image of the problem before I burn the probe for insert and lose the craft
  3. Sweet, thanks for the hints. I was experimenting with 340-350° phase angles. A lot of it depends on your maneuvering style, but with some aggressive maneuvers starting from 345° I was able to get within 3km of my target and kill velocity. That was lucky. I am also flying a clunky 4-mission-in-one ship, something more agile would be easier.
  4. I haven't been able to find an answer to this question, at least not one pertinent to 1.0+ Suppose I have a target object in circular LKO at 70km. What is the optimal phase angle to target to launch at? I know it depends on the vessel TWR and turn profile, but figure loosely, what would be a good range to try? I guess I'll keep experimenting and post my results if nobody has this knowledge already. °
  5. Are there any instructions to get this working in 1.0.2 and greater? There is no GUI next to the warp bar and no instructions as how to use this mod (it loads, without error). Having increased physical warp would be great for ion probes, better than waiting for 20 minute burns. Can anyone write a patch?
  6. Is it possible to specify the location of an alternate glibc? I am getting the errors I've built newer versions of libc, but specifying LD_LIBRARY_PATH is not changing where KSP is looking for the library (which is in fact out of date on my system and not easy to fix). Viz: But my new libs.so.6 is actually in /opt/lib... any solutions to this?
  7. When plotting orbits on areas that are far from my current point of focus, the mousewheel zoom is very choppy, making it hard to get a close in look. Is it possible to temporarily turn down the sensitivity on this, allowing finer-grained control of the map view?
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