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Everything posted by dire

  1. The video you mentioned is five years old. It's a bit outdated xD In general as long as thrust + drag is directly in line with CoM your descent should be stable. You can add control with fins and gimbals.
  2. Your audio is very quiet. You may want to bring your mic closer to you or download something like Audacity and run your audio through a normalization to maximize the peaks. Great job, though! Good luck on the next one. Also your first flight was not "failed," it just succeeded a bit less than you wanted ;-)
  3. Y4 D116 - Figured out a workaround for the low fuel situation. SLV-5 Space Truck still had a bit of LFO in its main tanks, not a ton of dV for the behemoth but plenty to fill up the landing capsule and deorbit the Rover Hotel. I was really worried that the descent pair would crater because the Rover didn't have any secondary chutes and could only use the two small engines on bottom, but actually the chutes slowed it down to about 12 m/s just above impact and the engines brought it down to about 9, and I wound up with a lot more fuel than I expected left over. A little rough (about like falling off a one-story building) but very survivable. With a full-featured science lab on Ezekiel and another one on the ground, this completes the Science! objective and brings the number of colonists on the ground to 45. Could have had a couple more but I got careless with the kolonist transfer. And yes, I decided to rename the science rover "Mars Technica".
  4. Grats! You can take screenshots by hitting the f1 key and they'll be in your kerbal space program directory under the Screenshots folder - for example, Program Files / Steam / SteamApps/ Common / Kerbal Space Program / Screenshots. Once you've found the pictures on your PC you can use an image hosting site like imgbb.com to upload the picture and then share the link. Be aware that imgBB.com in particular sometimes tries to embed ads in your image link, but you can strip those out before you post it.
  5. @Death Engineering What's your take on glitched craft? It looks like SLV-7 Boring Rover has a glitch that prevents saving while it's loaded and prevents changing scene to Space Center while it's present. I'm worried my save is starting to get corrupted but I uninstalled Ship Manifest and I'd like to try deleting SLV-7 and relaunching to see if I can fix this. I might be able to roll back a few weeks, but that would represent a couple dozen hours of play time and I don't really want to throw all that away.
  6. If you reboot this just have each entrant test and score at least two prior entries. Take the average of all scores per entry.
  7. I am doing DOMA in career mode (although I started myself with 10 million funds and like 5k science, just because early mission grinding is boring and with the DOMA LKO rules it's a bit problematic to hit munar and minmal science early on). I'm using Snacks! for my life support which is much simpler and easier to handle than other life support mods but still almost got my first wave killed because I am sort of a newbie at this kind of thing. For example... Y4 D106 returned the parachute hopper to orbit and docked to the orbital Rover Hotel, but even with the spare fuel from the hopper it turns out the Rover Hotel only has 89 dV left, which is not enough to deorbit and land safely. So it's stuck there in orbit until Aries refuels and can swing by to give it a push. The hopper has one pillot, reducing the kolonists on Duna by 1.
  8. Y4 Day 100 Decided to name this rover hotel "Bacchus," landed it and docked Aries to it to refuel (it doesn't have an ISRU, unfortunately). With it refueling I think it now counts as a "Backup Plan" -- double checking in VAB it's got a TWR of 1.5 and 1000 dV on the surface of Duna, meaning it should have no trouble getting back to orbit (Full lithium tanks give it another 2000 dV but the average TWR on unicorn drives is so bad that they aren't generally useful contributors to most launch dV), and that means my "Contingency plans" are complete! The longest any kerbal spent from launch to Contingencies Operational was 3 years 60 days so I think I'm good on that front. I also netted an extra 3 million credits from tourists touring already, with more on the way.
  9. Y4 Day 100 Decided to name this rover hotel "Bacchus," landed it and docked Aries to it to refuel (it doesn't have an ISRU, unfortunately). With it refueling I think it now counts as a "Backup Plan" -- double checking in VAB it's got a TWR of 1.5 and 1000 dV on the surface of Duna, meaning it should have no trouble getting back to orbit (Full lithium tanks give it another 2000 dV but the average TWR on unicorn drives is so bad that they aren't generally useful contributors to most launch dV), and that means my "Contingency plans" are complete! The longest any kerbal spent from launch to Contingencies Operational was 3 years 60 days so I think I'm good on that front. I also netted an extra 3 million credits from tourists touring already, with more on the way.
  10. Just for kicks I threw together an apollo-style rocket that, on paper at least, looks like it can get to Moho and back with flags and footprints. Its mothership has 10k dV and its two landers have like 2400-ish each. DV might change quite a bit depending on when and how satellites and landers are deployed, but at a minimum you should be able to reserve one lander as an expendable drop-tank for the return home and have loads of dV to spare. If anyone wants to give this a test run let me know how it goes. I remembered parachutes on the return stage this time! https://kerbalx.com/direstorm/Odin-24-XL-1-Huginn
  11. In general, the delta-V readout for an SSTO is a dirty, dirty liar. Your craft might read 17,000 dV and it turns out based on drag, TWR and other factors that you can only just barely get to LKO. Once you actually get to LKO, you can use the dV map to guestimate how much fuel you'll need for your nuclear engines (but add 20%), but since your nukes use the same fuel as your dirty lying airbreather engines you don't actually know how much you're going to reach space with except through trial and error, and three different trials are likely to give you three different numbers. So, good luck! I tend not to bother with SSTO's these days, preferring JATO planes, but here's something to get you started that is not an SSTO. https://kerbalx.com/direstorm/Victor-Terra-Lumen
  12. The normal answer would be, "Remove the decoupler from the rover. Hit the reroot tool and set the rover's root to the part that goes on the decoupler. Attach the rover by the root to the plane." Edit: Fixed
  13. Then I would say, the easiest way to get the rocket on the launchpad is to have it land there. Have the crane on standby in case you miss and use the double-docking-port method. There are also mods that let you launch rockets directly from the VAB to like Ike. Or land a special structure that builds and launches rockets.
  14. You would, but you could also recover each launchpad after each launch for 100% recovery. You'd want to make sure it can still fly with the weight of the rocket on it, if you do it that way.
  15. Worth noting is that especially for your first time attempting a mission, you're likely to use more than the minimum possible amount of fuel on each leg. So when I put my Duna newbie ship in the craft exchange, I made sure it had about 10k delta-V all told to account for errors, side trips, rescue missions and so on. For the sake of efficiency, if you roughly break down each stage to 1500-2000 dV, then you know that for 10k dV you need roughly five-six stages -- lower atmosphere, orbit, transfer, braking if you're not going to aerobrake, lander, and return ship.
  16. OK, so the easiest way to do this is, when you're ready to launch your rocket in VAB, hit load, and "Merge" your launch pad onto the bottom of your rocket. Then they'll both spawn at once and you can move both of them (Assuming it's some sort of tracked rover monstrosity). The second easiest, but much tougher way, is to have docking ports on the nose and base of your rocket. Build your rover as a crane where the distance between your wheels is at least the same as the height of your rocket so it doesn't tip over. You'll want sort of an A-shaped rover that's very tall. Dock your rocket's nose to the center of your crane and roll it over to your launch pad until the tail docks to the launcher. Undock the rover and back off, and when you undock the rocket from the pad you're ready to launch. I don't recommend trying to rotate the rocket at all when you move it; that's not going to generally end well. You have to move it in the same attitude it'll launch in. This guy has a rover crane like I'm talking about, although it's modded- skip to 7:37.
  17. Hey folks, Is there a mod that will let me shuffle my tourists into one ship and my non-tourists into another ship without clicking literally five hundred parts looking for all of my 48 crew and cross-referencing whether they are a tourist or not?
  18. So...it turns out the two rover hotels, after Leviathan lifted into orbit, had a TWR on Ike of like 0.95 with full tanks. Which is...not amazing. Fortunately I can just send Aries to get them back into orbit and down to Duna! What could possibly go wrong. Y4 D95 Left a trio of colonists on Duna and lifted off with Aries. Docked the science lab to Ezekiel and assembled it. In the interests of making Leviathan less noodly, I moved some snack tins to radial mounts. If I recall, Peggy Kerman's Craft is actually the station hub that was bolted to Ezekiel, so I swapped that with the station hub on Leviathan and I can complete the "Return Peggy Kerman's Craft" portion of Peggy's quest when Leviathan comes home. Y4 D97 Finally have a complete wave 2 colony with 46 kerbals...on Ike. Once refueling is complete, the whole train will meet with Ezekiel so the tourists can do some touring, and I'll probably land one rover hotel while they do their thing. Then with the 3 still on Duna I'll have a total of 49 kerbals prior to y5 d1 for double points. One of the rover hotels (the one without the science facility) should also qualify as a Backup Plan to Aries' Ascent Shuttle, meaning I won't have to worry about people getting homesick. Y4 D99 Everyone is all linked up at Ezekiel. I should probably shuffle some drills and radiators around, maybe a solar panel or two to make sure all the redundancies are evenly distributed. Unfortunately it looks like one of the rover hotels and the space truck don't have ISRU refiners, and I didn't bring spares, so that causes some logistical complications, but nothing I can't fix with Wave 3.
  19. Since the Kerbal joins your team before the contract is complete, you can just nab him and let the contract lapse. It is very cheap to return from Munar orbit, though, and I would bet your kolonists would appreciate a way to get home in case of emergency. Technically you could go into the save file and edit the contract there, I guess, but unless you're building a mod that has missions to visit and conquer random colonies it's easier just to use the cheat menu.
  20. Welcome to the forum Kerman! I think my first post ever (or at least one of them) was about rescuing the rescue craft for the rescue craft for the tourists I sent with Jeb to the Mun...my advice is bring more fuel than you think you'll need for rescue. A lot more xD Or check out the Victor Terra Phlogistonic Lab over in crafts and grab a Heimdall for the rescue if you've got the 160-point science tier unlocked - the next craft down on my list, the Minty Thrush, doesn't have enough delta-V for it, sadly.
  21. https://kerbalx.com/direstorm/Heimdall-17-RM-1-Muninn For those who have mastered everything the Thrush has to offer and are looking for a mid-career heavy-lift workhorse, VTphL is pleased to offer the Heimdall Reusable heavy lift rocket. In its stock configuration it's designed for munar biome science expeditions with an orbital mothership. Crew safety is paramount with a 3.5-G full envelop launch abort system capable of returning all crew in the primary capsule safely to the KSC from as far away as Duna. This is a large, heavy-lift rocket with a 40+ ton payload to LKO, and although the initial investment is steep the great majority of the hardware is recoverable. The stock payload features two relay satellites, an orbital mothership, a munar descent module and a munar ascent module and is rated for three crew total (launch with two empty seats). Recommended itinerary is to launch to LKO, land the primary stage for recovery, jettison fairing and nose cone, then engage the transfer stage to a lunar impact. While en route, decouple the lander and return capsule and dock them, then adjust orbit to a very low munar orbit. Launch relay satellites and adjust relay satellites to a high munar orbit. Extend solar panels and communicator dishes. Transfer crew to lander, choose landing site, and initiate landing procedures. Once landed, the landing module will serve as a ground relay and science station out to a range of about 3.6 GM. Collect science into one of the science receptacles on the ascent module, wait for orbital rendesvous, and launch to encounter the return capsule. Dock with return capsule and transfer crew and science, then jettison lunar ascent module. Once jettisoned in orbit, the lunar ascent module will serve as an additional relay satellite and emergency orbital supply facility for life support and fuel. With all crew and science safely aboard the return capsule, adjust your apoapsis out away from the Mun's direction of travel until you reach munar escape (This is called a free return trajectory), and then continue adjusting your Kerbin periapse down until you reach about 30km altitude about a hundred KM past the KSC. This is a hot re-entry, but your heat shield should easily be able to handle it. Once touched safely down, congratulations! You have been to the Mun and back again. The primary lift stage is extremely powerful and it can be difficult for a novice to achieve an efficient orbit with the primary stage. Throttling down after 12km can improve your gravity turn significantly and it's not recommended to allow your apoapsis to creep past 75 seconds ETA. When in doubt, aim for an apoapsis of at least 100 km to give yourself time to circularize the upper stages before engaging boost-back burn on the primary stage. Every stage of the rocket has a generous margin of error in its delta-V available for a munar landing mission, allowing novices the luxury of practicing their descent without necessarily splattering their lander the first time they attempt a suicide burn. You may have enough fuel remaining in your transfer stage to attempt a landing. Do so at your own risk, however, as the most likely result is that you will run out of fuel prior to touchdown and you may wind up being forced to jettison the lunar descent module without being able to use it as a ground station. You may have enough fuel to visit several munar biomes and get far more science with short sub-orbital hops, but again please do so at your own risk. A scientist can reset the Mystery Goo and Science Jr. experiments. VTphL hopes you enjoy this intermediate-level stock craft. Once you've mastered the Mun, you should be able to take it to Duna, although the Duna Express is perhaps a better choice for those more advanced missions.
  22. https://kerbalx.com/direstorm/Minty-Thrush VTphL is proud to introduce our latest offering for the amateur bottle-rocket crowd, a simple design capable of flying three kerbals to Minmus, deploying a research satellite, landing for flags, footprints and soil samples, and returning all three Kerbals safely to the KSC. Note that because there is no heat shield, multiple reentry orbits will likelyl be required. Don't forget to collect science into the handy dandy science collector after every stop in your journey; while there is a high likelihood of each capsule surviving the same cannot be said of the delicate instrumentation on the exterior of the rocket. Due to regulations surrounding the Duna Outpost Mission Architecture, VTphL was unable to test a complete Minmus run. However, our expert pilots were capable of docking an alternate pizza-and-snacks payload to our brave Duna kolonists waiting patiently in LKO for a transfer window, using a cargo delivery configuration with identical mass and worse aerodynamics. Remember, bottle rocketeers, start turning no later than 6 km in altitude and have an offset from vertical of at least 45 degrees by 12 to 15 km altitude; otherwise your Minty Thrush will be doomed to cut its glorious flight short with only sub-orbital science. Curious about the other three ships in this picture? From left to right, those are SLV-2 "Artemis", SLV-3 "Prospector" and SLV-8 "Gullinkambi". Check out a full recounting of the DOMA Arigato kolonization effort, with links to ship downloads and tons of screenshots -
  23. KAS/KIS and MKS both have solutions for attaching craft to the surface. KAS has, if I recall, a concrete pad you nail to the ground, and then you run a pipe from that to your craft to lock it in place. Or MKS Kolonization has a part called the Landing Stabilizer which is a landing leg with a toggle to attach craft to the ground, which more or less turns it into a piece of terrain. There are multiple parts in MKS that do this, but I always try to include a couple landing stabilizer legs so I don't forget to bring that ability along, and they also make pretty decent, wide landing legs even without that ability. I generally use wings instead of spring-based landing gear, simply because I've had more than one craft clip through the ground and explode when I load them, which makes it very hard to do mining bases. They hardly ever do that if they're tethered, though.
  24. A sat with a single rated antenna has the power listed for the antenna. Two satellites with a single 100g relay dish each can always talk from Jool to Kerbin, and a probe with a 100g direct link can always talk to KSC if it has line of sight. 2 identical dishes have a power of 1.68 times a single dish, and 4 dishes have a power of 2.8 times a single dish. So four 15G communication dishes on one sat have a range of 42 gm, which if I recall covers everything but Jool and Eeloo. With 20 x 100GM satellites, you'd have a power of 945 GM and you'd be able to talk to a level 3 tracking station from 486 GM or to a probe with NO antenna and only the 5k onboard from about 68 MM - within the kerbin SOI, for example. Note that "What you can talk to" depends on the power of BOTH vessels (or the vessel and the tracking station), so if both vessels have the same power, the rated power is the range they can talk. It's reasonably accurate over close-ish values to take the average, but the actual math is the square root of (the first vessel's power x the second vessel's power).