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Moesly_Armlis

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Everything posted by Moesly_Armlis

  1. Poking a science stick around the KSC and noticed some tricky biomes. Post any secret biomes and please use spoilers.
  2. Did the discoveries involve the work done on the lawn? I have yet to build on the lawn in this new KSP release but should be giving that a whirl real soon. Great job on completing the run. Your naming scheme is so annealing. Brittle Iron heated, sustained then cooled slowly. Try zero or 20 ablator on the heat shield. You can do without it entirely but that does not always work out for me. The free return is something I would like to perfect and have only tried a handful of times. Without any patched conics approximation of the encounter this maneuver becomes risky. I have been investigating a method for caveman navigation. I propose that by observing the telemetry from the map and applying calculations an encounter could be predicted. A solution to the altitude of the periapsis should be possible based on observed data. If this can be accomplished then setting off interplanetary can become safer when a navigator is on board. edit I did receive the amusing contract. But without docking ports or EVA in space how am I suppose to accomplish this? I am certain this contract got generated because I was able to obtain EVA science from around Mun.
  3. Another example of kerbal engineering and "we can build it" thinking at its finest. Just needs duct tape. New fuel flow allows the lander to use the FLT-100 as landing legs. The tanks are already dry and were used during ascent. The lander has a full FLT-200 with roughly 1200 m/s delta V budget and is cutting it quite close. Docking ports? We don't need no stinking docking ports! Well in fact that is the next node I am trying to unlock. With docking ports the EH career becomes less grinding and more constructing. Limited technology and no contract to explore Minmus determined this mission profile. Attempt to land on Mun and return This was my first shove attempt and was pleased at the results. The vessels stayed together during the burn with minimal wobble. Having SAS enabled in the lander and pointed towards prograde helps significantly. In previous version of KSP the SAS would disengage and this type of maneuver was tough to pull off. Usually I send off a probe to land and return but with the EH career this has proved difficult. The relay network limits probe use. The idea is to shove a lander vessel into a higher orbit. Then land and return to Mun orbit. Rendezvous and shove back to kerbin. The question is would a relay network be cheaper to implement? Since the Probodobodyne does not act as a relay, relays will need to be manned command pods. The other option is a hybrid where the lander is a probe and the relay network shoves the lander into Mun orbit. edit The shove method might be the best option. It takes three shove ships to get the lander to Mun. A fourth Shove ship will be used at Mun to assist with the de-orbit maneuver. With the intention of crashing the lower tanks I attempted to land the lander. Only two tanks broke.
  4. That there is an excellent guide, I have always had trouble with re-entry of an un -balanced load. Thanks @GoSlash27! Another tip I can offer is using the COM tool and then translate a part. The arrows now grow when zooming out. Something got foxed because previous this was always a problem to line up the COM with the COT. The go to space with a Thud challenge is where I can remember having problems. Use COM and COT tools and Part Translate to align them. Zooming out increases the Part Translation arrows to reach the COM ball. Another tip I have just stumbled on deals with the contract conundrum.
  5. The G-meter on the right side of the NAV ball has been there for so long. Now kerbals and parts have an option for G effects and it is not on any default settings. I wonder if there is something in the code that is experimental. Does anybody know who implemented this feature? Will this feature be further developed? These questions need some answers.
  6. Hard career settings should enable this feature. Setting the slider to the extreme resulted in kerbals losing consciousness three times per flight. Once ascending, then during re-entry and finally on chute deployment. I think setting the slider to the easier setting could make for an interesting challenge; G-LOK Knocked Unconscious Purposefully. I will have to try this and see what it takes. edit: High velocity maneuvers does knock them out though even at the most tolerant setting. The standard centrifuge does not affect kerbals.
  7. We tend to think of this as the beginning of a space station. Once Bob is up there why bring him back? Leveling up was a reason before but now this can be done in the field. The idea of leaving a scientist stranded in the budding space station seems logical up until some sort of life support is added, but, that will never happen.
  8. Grsvity induced Loss of Conciousness - is a term generally used in aerospace physiology to describe a loss of consciousness occurring from excessive and sustained g-forces draining blood away from the brain causing cerebral hypoxia. The new advanced settings has G limits for the parts and kerbals. I had set the slider to the extreme and had some lessons in how to control acceleration. Also learned that when a kerbal losses conscious the effects linger for a while. Recover a vessel with an unconscious kerbal in it and you can load them back in the seat B.A Baracus style. Also pilots have greater resistance to G-LOC and recover from unconsciousness quicker. Drouge chutes are much more important if you want the kerbal to remain conscious. Contracts for High G adventures are much easier to complete. Also learned that Dr. Wilbur R. Franks contributed by researching the problem and creating a solution. In my opinion he is very kerbal because he tested the suits on himself. Wilbur Rounding Franks, medical researcher, inventor of the "G suit" (b at Weston, Ont 4 Mar 1901; d at Toronto 4 Jan 1986). After graduating in medicine at the University of Toronto, Franks trained in cancer research under F.W. BANTING and took charge of wartime RCAF medical research after Banting's death. He invented the pressure suit, which allows pilots to carry out high-speed manoeuvres without losing consciousness, used by Allied fighter pilots from 1942 onwards. Astronauts' pressure suits today are mere refinements of Franks's design. For this project, he built in wartime the first Canadian human centrifuge. Franks's wartime laboratory became the RCAF Institute of Aviation Medicine, which became the Defence and Civil Institute of Environment Medicine, Toronto, and is now Defence Research and Development Canada. http://www.thecanadianencyclopedia.ca/en/article/wilbur-franks/ https://en.wikipedia.org/wiki/Wilbur_R._Franks Any one else using this new feature? What impacts has this had on your program and vessel design?
  9. What is this Kerbal Negligent Program? You should take better car of your kerbals like in our glorious space program.
  10. @ManEatingApe That first launch vehicle made me do a quadruple take. That was an impressive first launch! Why though were girders used? The Mun space science exploration was also neatly done. Great job on the return trajectory your video could be a caveman training film on how to get to Mun and back. Something I am noticing about increasing the difficulty; the missions become unmistakably kerbal. My recent travels gathering science using the extreme hard settings. The challenge often brings new experiences. That is bedrock fashion at its finest. My scary idea had a kerbal covered head to toe in hair similar to Cavey. Now I am thinking of pairing Cavey with your KSP caveman. Maybe the two of them standing triumphantly on Mun.
  11. That image certainly indicates those a are unlikely boots. In fact that image almost smacks the idea right in your face.with Starfox in that pose. Here is Dr Wilbur R Franks with the prototype anti G suit. Article
  12. "Unga Bunga" Ya! Ugh! Ahh! that reminds me of something. The Caveman Translator So I was trying to come up with an new badge idea. I thought maybe to kerbilze our beloved Captain Cavey, but the image was some how not forming too well and what was imagined would certainly of been the seed of nightmares. The Mission Flag looks great! @Mattasmack Welcome to the cave. The rover wheels are a new addition to a cavemans toolbox. I am glad to see that you have made use of them.
  13. The first simulation went and cooked Bob in the upper atmosphere. Next time turning on a radiator to see if that can keep him cool. The second simulation used a steeper profile to escape atmosphere. The extra delta V needed for this maneuver only allowed for a sub orbital flight. The lifter needs some further design. The vessel started to handle poorly when approaching 400 m/s. The corral is not aerodynamic. Previous games I used the 1.25m Service Bay but now having issues with them spaghettifying the kerbal. Engine parts available are the Reliant,Swivel Terrier,Thumper, Hammer, Flea. The lifter I chose was assembled from a Hammer Swivel and the Terrier. The lack of TWR in the lower atmosphere is now having me consider using the Reliant or the Thumper with small Fins. The two SAS modules in the command pods are helpful in stability. Previous version would have SAS shut off when switching to Bob and now the new 1.2 update has fixed this problem.
  14. What !?? So after doing a little research I found this video indicating that is not the true story. @:2:40
  15. Radiator Panel (small) For a long time now I always tried to figure out a use for this part that becomes available early in career. This kerbal corral allows the team to acquire EVA science from space without upgrading the Astronaut Complex. The kerbal exits before launch and the panels restrain in case the kerbal lets go off the ladder due to unconsciousness. Once in space science from EVA can be completed and then back into the command module for the return. Time warp is a bit of a problem though because the kerbal passes through the enclosure and physics time warp is used primarily. If physicsless time warp is used on lets say a trip to Mun then the kerbal needs to use the EVA pack to return to the vessel and grab the ladder before maneuvers. Probodobodyne Inc.now tells me the warranty is voided. Anyone else care to share how you alternatively use the radiator parts.
  16. The EVA suit should be a researchable item found in the Flight Control Node. The Astronaut Complex needs an upgrade before Kerbals can EVA from their vessels while away from Kerbin. The ability to first use an EVA suit before the ability to EVA backwards seems. Instead kerbals start off with an ordinary Flight Suit and need to upgrade to the anit G Flight Suit invented by Dr Wilbur R Kerman. Then onto the EVA pack in the Flight Control node. Having the EVA pack in Flight Control allows for a new part that can be surface attached to vessels or included for the kerbals to use via part menu and stored in the command module. When stored the EVA pack could also be optionally recharged (recharged like batteries and unlike fuel transfer) using the command module mono propellant reserve. Now the EVA pack adds mass and the decision to include them into the mission profile has to be met. As a surface attached part consider it a primitive bulky RCS thruster block that includes its own mono propellant tank. Having kerbals in different types of flight suits adds loads of immersion. Also see the anti G Suit Thread
  17. Anti G Flight Suit Kerbals can now feel G-force. The anti G flight suit should be a researchable item found in the Survivability node. Also an upgraded suit found maybe in the High Altitude Flight node. "The suit had been cut to fit me perfectly, standing up. . . . In the airplane I was sitting down, and when the pressure hit I thought it was going to cut me in two. The idea became practical only when we realized that great areas of the body could be left outside the fluid system." - Dr. Wilbur R. Franks edit: Please add Dr. Wilbur R. Kerman to the list of kerbals. Sorry for sounding insisting. Thank you.
  18. In the Cave is where i appreciated the Thud the most. In a caveman run the launch pad and VAB limitations of 18.0 Tonne and 30 parts make the Thud the most attractive lifter. Combined with bamboo style drop tanks a pair of Thuds out perform any other lifter combination. Love the Thud!
  19. The adjusted hard settings that I just used for the KCC1.2. The settings for Range modifier and DSN modifier were not altered. Check these settings because they affect communication signal greatly. Probe out by Minmus with an antenna on a stick(HG-5) and was able to call home. The Comm First Hop distance in the parts menu indicates 42.9 Mm. Checking the settings is the only thing I can think of that could cause your loss of signal.. I am hoping that in some future update the buildings stats will have upgrades similar to the Parts Upgrades function. Taking the DSN network for example and allow a DSM modifier buff added to the first tier tracking station after visiting some of the ground relays and installing some geostationary relay satellites around kerbin. Two great game mechanics were added; ability to autostrut and improved fuel flow control. You should consider assembling vessels in LKO or on the ground. The latter is preferable when you have boosters made up from 18 tonne/30parts that are added via docking ports to the payload vessel that is 18 tonne/30parts. Conglomeration is the key to success.
  20. The advanced settings tab has an option for Part Upgrades. The mouse hover info does not reveal too much. It suggest to me that parts can be upgraded. I do not remember reading anything like this in the change log. What is the function of this option?
  21. Vanilla is first up then followed by a run using KER. I traditionally try this type of game play since the introduction of difficulty settings and this time setting all the sliders to the worst condition made me cringe a little.
  22. With career settings at the most difficult I almost lost two crew members on the first launch. I reduced the solid fuel amount in the Flea but did not even consider the thrust. Both Jebediah and Bob were knocked unconscious by the acceleration. The vessel's maximum altitude was around 500 metre and now no parachute. The vessel slammed into the ground destroying the Flea booster. The crew survived and another vessel rolled out now with 1.2 for the thrust weight ratio . Both crew members had no issues with the acceleration but the force after the parachute deployed did knock them both out. Then the team rolled another vessel out with additional fuel. Jebediah was able to climb into the command module but Bob had to be carried out of the previous command module and then stuffed into this one. Selecting crew for the next mission that are still unconscious made me laugh at the situation. Very glad to see your engineering skills going towards a train and rocket mash up.
  23. When I said "seriously do not try this with 1400 HG-5 it is madness." I figured that there should be enough meat on that hook. Nobody wanted to build a massive antenna array? What has happened to the kerbal can do spirit around here? So after hearing about how much better KSP 1.2 is I put my ancient potato up to the task and was successful in bringing up the room temperature (it has been a little chilly around here lately). The first attempt crashed the computer when I tried to copy parts. Second attempt and manage to launch the vessel and cheat it into orbit. The vessel load time was about 90 seconds. Still impressed that my potato could handle this vessel. Now everything is slide show motion as the 1600 HG-5 antenna array lumbered toward prograde. Once pointing prograde I triggered the SRBs and the vessels starts to veer out of control. I return to the SPH and adjust and with a slide show I manged to balance the COM to the COT. Now relaunch and cheat to orbit and reach prograde. Time warp helps and Map view offers some solace; I even put some RCS thrusters to help rotate. Finally the vessel is heading out of the kerbin system and I could not believe how fast the antenna signal was dropping. The calculations are wrong and now I have to re exam this thread on Antenna Stacking. The diminishing return is real. Could a chain of orbiting relays that are in an alignment bridge the gap? This challenge is still up to be conquered if ye are mad enough.
  24. Those are some excellent points. The cannot deploy antenna mechanic should have an override. Back When I used the mods RT and PF I remember placing the communotron 16 inside the fairing.
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