Zhetaan

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About Zhetaan

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  1. Zhetaan

    KSP Weekly: The Ghost Particle

    In the interests of polish, perhaps @SQUAD would like to consider adding a 'Don't Show Again' checkbox to the science collection warning dialogue from Mystery Goo and Science Jr. modules? Bug Tracker Link
  2. Zhetaan

    Powering Space Stations.

    Consider leaving the resource panel in the screenshot; that and the other UI elements will help to show that the station has sufficient control and power storage. It's not that we don't believe you; it's that showing the information means we don't need to ask. Your power situation unfortunately leaves something to be desired; if the panels only produce 6.8 EC/s at absolute maximum output and your lab consumes 5.1 at minimum output, then you will have problems because it means that your daytime recharge rate is at most 1.7 EC/s. The closer you orbit Kerbin, the more of your orbit is spent in the dark, and if you do not have enough panel to charge the station in the day to make it last the night, then you will run out of power every orbit. You can make your panel situation better by boosting to a higher orbit (one where the darkness time is one third or less of the orbital period), but while that means you spend less of a percentage of your orbit in darkness, it also increases the total time spent in darkness, which necessitates more batteries. My suggestion to you is to dock a power module to the lower docking port (have docking ports on both ends so you don't lose your docking point) that consists of at least three of the 1.6 solar panels in a column arranged in trilateral symmetry (for a total of nine panels), a few Z-400 batteries (I prefer to arrange them between the solar panels), and preferably a level 2 or better probe core (that list starts with the Okto-2, I think). The level-2 cores include normal/antinormal hold, which is helpful with docking and can be exploited for better power control, too. If you set your station to normal (not north), then with the panel arrangement I described, you will never run out of power in daylight (I leave provision of sufficient batteries for night and eclipses to you); the minimum power output of a trilateral set is just over 1.5 times the maximum output of any one side, so each side needs to produce only two-thirds of your total. If your current set of four can run the station in full sun, then you need two and two-thirds panels on each leg of a trilateral set, which is why I specify three. That said, @bewing has a point: because you're running 1.3.1 or earlier (the 2.5-m RCS tank gives it away), do please understand that if you really have found an EC bug, there's no official support for it. We'll help you as much as we can, but the developers have moved on from this version.
  3. Zhetaan

    Multiple Experiment Storage Unit

    I mod my science a bit so what I do may not work so much for you, but I prefer to take a Scientist, two experiment containers, and one of each experiment that requires cleaning (Goo or Science Jr.) in order to wring almost every drop of science that I can get from each biome without needing to pay for (and lift) a separate experiment for each trip. The experiment results go in the two containers and the command pod, and getting multiple results is simply a matter of cleaning out the experiment each time. I do this because the value of the experiment, especially in terms of science return versus cost-of-rocket, drops catastrophically each time I return to a previously-visited biome, so while it may be worthwhile to collect second-run and third-run science, it is definitely most worthwhile to get that science on the first trip. The Science Jr. in particular is expensive and heavy; the experiment containers are not. This means that one Scientist and two containers turn one Science Jr. into three. Add biome-hopping capability and each new biome adds a multiple of three: visit two biomes and one Science Jr. collects the science of six; three biomes makes one Science Jr. into nine. I can imagine a robot probe that has three Science Jr. experiments and returns three experiment containers for the recovery science, but not the experiments themselves to save mass; however, I would never actually build that probe: it is enormously more expensive to get that kind of science from a probe because probes cannot reset experiments, so getting three-repetition Science Jr. data from a probe requires sending three Science Jr. experiments on that probe. If you're running a probe program then go for it; it's cheaper to send three Science Jr. units at once than one at a time because you only need one antenna and probe core, but for a Kerballed program, I find it a bit silly.
  4. Zhetaan

    R&D Building Biomes bug?

    That makes some sense. Personally, I think it would be interesting to be able to destroy individual parts of a complex rather than have the damage add up to some 'all-or-nothing' break point, but I certainly do not want to have to write the code. The reason it piques my interest is because every other building upgrade only adds something to the previous tier. The South Complex is the only one out of everything that disappears during an upgrade. You're right about completionists who want it all having a problem, though; I've seen some people actually bemoan the fact that, even with cheats, there's no way to get 'SunSrfLanded' science.
  5. Zhetaan

    R&D Building Biomes bug?

    @a5cent: I've had the best luck by driving up to a building, stopping just in front of it, and then driving forward to nose into it slowly (so as not to break anything important). I get more consistent results when I set the various science experiments to activate with an action group (you don't need custom groups for this; I tend to use 'Abort'); once you have the science, you can move data around at your leisure. @pincushionman: I don't have a better map, but I can tell you that the microbiomes add on to what was there before with the exception of the VAB South Complex, which appears at level 2 and disappears at level 3. By the by, @bewing, what's the story behind that? Did the developers include that single piece of permanently missable content solely to troll the completionists? I've seen quite a few career games where the VAB was kept at level 2 specifically until the last science experiments could be unlocked, all to ensure that that precious 2.3 points or what-have-you of South Complex science made it to the archives.
  6. It's certainly possible. You can always fly outside the transfer window; just don't be surprised if you run into the wall of too little delta-V. As others have said, you have to trade delta-V for time. Actually, you have to trade delta-V for time twice, because there are no brakes in space. Burning for extra speed to get home will have you hitting Kerbin's atmosphere at faster-than-nominal interplanetary speeds, and may require a braking burn to ensure you survive your return. There is an easy way to ensure that you get an encounter on return for a near-minimum of delta-V (near-minimum is subject to interpretation, but let's go with the terminology), but it requires two complete orbits, and that adds to the transit time. What you do is burn away from Duna to rendezvous with Kerbin's orbit and pay no attention to where Kerbin actually is: you aren't looking for an encounter on the first orbit, you just want a periapsis that is on the Kerbin orbital line. Once you are on that line, you burn to raise or lower your apoapsis (possibly lowering it so much that it becomes the new periapsis) so that you get a Kerbin encounter on the next orbit. If this strikes you as similar to orbital rendezvous with a space station, then you have much to go on: burning for capture is essentially the same as rendezvousing and matching orbital velocities with the target planet. Ensuring a near-minimum of time is another matter entirely; keep in mind that most orbital manoeuvres are normally performed under constraints of fuel rather than time. Perhaps that changes when you add life support (there are arguments for using less-efficient windows if the extra fuel needed for the fast route masses less than the extra food needed for the slow one), but without knowing your rocket's capabilities, I cannot advise you on the suitability of any particular route. Eventually, given infinite (and massless) fuel, the most time-efficient transfer involves constant thrust with a midpoint turnover, but even that requires that you consider your rocket carefully: constant thrust with an Ant versus a Rhino makes a difference, after all.
  7. Zhetaan

    Transporting Cargo Off of Eve?

    FMRS certainly solves the reusability issue, then. To your most recent point, because Eve has an extremely thick atmosphere, you can get the most out of an airship's lifting capacity there. Since your cargo hauler is only limited by how much tonnage you can SSTO from whatever altitude the air bladder's service ceiling happens to be, the higher the ceiling, the better off you are, and Eve's atmosphere gives you the highest potential service ceiling. Of course, there is a law of diminishing returns: more mass will reduce the ceiling, but more bladders will raise it, so you'll have to perform tests to see what the optimum is. You may end up lifting less than you'd prefer in order to have the rocket capability you need, but you'll probably be able to reduce the number of shipments by quite a lot if you have enough performance testing. If need be, getting to the high atmosphere will let you use K+ engines to get to orbit, which is perhaps parasitic, but if it works, it works. Good luck.
  8. I was thinking Michael Jordan. Space Jam is that much closer to reality....
  9. Zhetaan

    Transporting Cargo Off of Eve?

    There is a trick to VTOL craft. The main thing is to remember that you fly VTOL craft all the time: they're called rockets. Design your VTOL with rocket principles in mind and you'll have an easier time. If you're building a more 'traditional' jump-jet-style VTOL (for some dubious value of the word traditional), then yes, they are some of the most difficult craft to fly, especially out of the atmosphere and into space. That is because these craft are built around the flat-pancake principle of rocket design and then further complicate matters by trying to respect horizontal aeroplane principles, as well. That's a problem because getting the most out of in-atmosphere horizontal flight depends greatly on having lifting surfaces, but as the vessel flies upwards, those same lifting surfaces are great flat plates that produce nothing but drag--drag that, given that the vehicle is flat, is close to the 'nose' of the vessel, thus encouraging instability and loss of control. The same problem occurs with the engines because they are at the same height as the centre of mass, so maintaining vertical flight becomes a Sisyphean task. Almost everything in a VTOL suffers from positive feedback (especially at low velocities), which in terms of engineering is a Very Bad Thing and generally requires a computer to have even a hope of stable flight. On the other hand, if you build it after the same fashion as a rocket, then imbalance issues, though not instantly solved, are at least familiar. That being said, don't expect to haul hundreds of tonnes of karborundum to space on a reusable cargo lifter from the surface of Eve. That sort of thing is better suited to the two other places you can obtain it. My preferred method is to mine hundreds of tonnes and put it all on a single-use cargo lifter, then send another when I need more (or go to one of the aforementioned other places if sustainability is my chief concern). It's also possible to have a partially-reusable cargo lifter, though that requires creative use of docking ports and other such nonsense. Airships will work on Eve--or, at least, they did in earlier versions. I don't know whether the current version takes atmospheric density into account, but if it does, then Eve is actually one of the best places to use airships. It's certainly the best place with a solid surface. However, one item of caution is that I do not know how the airships work with drag--I assume not well--so getting said airship out of the atmosphere may be the greater challenge. Of course, jettisoning the balloon is always an option, but if you want something reusable, remember that the jettisoned part counts as an aircraft in flight and will be deleted by the game when you go out of range unless you perform some very creative aerobatics.
  10. Zhetaan

    Transporting Cargo Off of Eve?

    If you have Karborundum engines, then you also have Karbonite engines. Also, @OhioBob made Eve Optimized Engines but do please remember that neither of these will give you SSTO capability, which you will need for reusability. Freight Transport Technologies has electric fans that may be able to get a cargo craft high enough to light an engine capable of finishing as an SSTO. It also includes a power plant capable of delivering the electricity that these fans need; I don't know whether you can use the fans to build up enough momentum to escape the atmosphere entirely and then circularise with a vacuum-rated engine, but if you can, then that is probably the best way to do it. It's not normally the most efficient trajectory to go straight up and then burn horizontally, but if the straight-up burn costs no fuel, then that approach becomes much more attractive.
  11. USI's Karbonite and Freight Transport Technologies have a few propeller engines, as well.
  12. @Ol’ Musky Boi: Gravity assists are relatively easy to intuit, but very difficult to accurately execute. Your current problem is that you are coming to Kerbin from behind (meaning Kerbin's retrograde), but far more important is that you are leaving Kerbin's sphere of influence to Kerbin's retrograde. Without seeing the in-system trajectory, I can't do much to refine the path, but I know this to be the case from the result. When it comes to gravity assists, the key to getting the most assist is that you must leave the assistant's sphere of influence along its prograde or retrograde line (or a line parallel to it; exact colinearity requires that you travel through the assistant). The ideal assist also comes in along a line parallel to the prograde or retrograde, but moving in the opposite direction. I assume that you know this much; I'm simply reiterating for thoroughness. The issue is that sometimes, you don't want (or cannot get) all of the assist possible. Cases where you don't want it would be, for example, when you have a specific destination in mind and don't want to overshoot it. In the stock system, this is usually more of a problem with transfers between moons than between planets. Cases where you cannot get it would be the Mun, for example: the Mun can provide some assist, but it doesn't have enough mass to warp your trajectory all the way round unless you have such a low-energy trajectory that you cannot get anywhere in the first place. You need to approach from a different vector to use the Mun; this is half of why @Laie's picture above shows the assist the way it does (the other half is that when you're starting from low Kerbin orbit, you're always going to have a radial component to your Mun encounter velocity unless it's a perfect Hohmann transfer anyway). Other cases where you cannot get it would be high-velocity intercepts: the higher your initial velocity, the less assist you can get because the assistant cannot warp your trajectory so much regardless of its mass. In the picture above, the Mun is providing an assist to leave Kerbin's space on an interplanetary trip, so it's more important to leave Kerbin's sphere of influence in the correct direction for an efficient Hohmann transfer; leaving the Mun's sphere in the Mun's prograde would provide more assist, but in the wrong direction, and encountering the Mun at a point where its prograde and Kerbin's prograde align requires a trajectory that is too low-energy to make it to another planet if you're approaching the Mun from low Kerbin orbit. As a side point, if you look closely, the Mun assist pictured above is perfectly positioned for what it is. The angle between approach and departure is bisected by the Mun's prograde vector, so the assist gets everything it can within the rather severe limitations imposed upon it by the Mun's status as a low-gravity body and the trajectory's status as a (relatively) high-energy interplanetary departure. In your case, you are coming in from the outer system, which limits your options for an apoapsis-boosting assist because your orbital velocity at your craft's periapsis is going to be higher than Kerbin's velocity (it has to be, or you wouldn't be able to return to the outer system). That means that you cannot let Kerbin catch up to you, and that's a problem, because the ideal assist in this case is one where you enter and leave Kerbin's sphere from the prograde direction--and getting that direction requires that Kerbin catch up to you. Therefore, the solution is a less-than-ideal assist where you approach Kerbin from an angle. The preferred angle in this case is one where you meet Kerbin from sunward and use it to throw you out in its prograde direction; in other words, from Duna, you need to burn to lower your solar periapsis below Kerbin's orbit and catch Kerbin on the outbound leg. Of course, burning to go below Kerbin's orbit wastes fuel, so you'd need to be certain that the amount of assist you get from using that fuel is greater than you'd get from a direct burn. For my part, I think it is going to be difficult to get what you want. Duna-Jool windows are relatively rare (transfer window frequency drops the farther from the sun you go, naturally), and Duna-Kerbin-Jool windows would need to be even rarer than that. Given that it's a less-than-ideal assist, as well, I don't think you can get enough from Kerbin to go all the way to Jool in one pass. There may be a D-K-K-J or maybe a D-K-D-D-(D-D-D-D?)-J assist in there somewhere, but you will need to find it.
  13. Zhetaan

    Too Much Science!!!!

    If you have a specific goal in mind and the science you have to transmit will let you meet that goal, then go ahead and transmit it. You can always send a new mission using those fancy engines later if you decide that you want the 36,000 science--especially so, because as a science save, Karborundum doesn't cost anything in the VAB. Remember that, so long as you use new labs and are willing to get new samples and results each time, you can keep farming the same place for the same total science return--in other words, you can get as many multiples of 36,000 science from Gilly as you're willing to send labs and grind the experiments--of course, you may succumb to boredom before that. For reference, I usually run both Community Tech Tree and reduced science return in order to both require and balance the use of the lab; I have an experimental save where I decided to try 40% return (that's slightly harder than Hard) and that seems to work okay for me. I tried 10% but that was tedious; I have nothing but respect for the nanocrystalline diamond players, but no thanks: I choose life.
  14. Zhetaan

    Need help

    The main difference between a beginner Duna lander and a Mun lander is in the transfer rocket; most serviceable Mun landers will work as adequate Duna landers; just add parachutes to save fuel (and remember that you will still need to land with the engine; parachutes will slow you but not necessarily to a safe speed on Duna). Before you go any farther, yes, you probably want to go to Duna as your first interplanetary destination. For the transfer rocket, you need extra fuel but not necessarily a larger engine. If you have the Poodle, it's a great vacuum-rated engine and will easily give you all of the thrust you need. It may be overdoing it for a Duna mission but while experienced players can run Duna missions with milligram tolerances in their rockets, for a beginner, I'll say that while it's not ideal to take too much rocket, it is generally better to have it and not need it than to need it and not have it. If your issue is not so much in the construction of the rocket but rather in the piloting of that rocket, then you can get a small-scale version of interplanetary transfers by going from Mun orbit to Minmus orbit. This will let you develop a feeling for how these kinds of manoeuvres work. Treat Kerbin as the 'sun' and the two moons as 'planets' and you'll start to see how interplanetary transfers are different from planet-to-moon transfers. There are transfer windows between the Mun and Minmus approximately every seven days, and if you miss, you won't be lost in space, unable to return to Kerbin.
  15. Zhetaan

    How to test grabbing units?

    To expand a bit on @bewing's answer, grabbing units only work on rocket parts, not celestial bodies. Asteroids, because of the way the game code works, are set up as a kind of rocket part, but Gilly is a celestial body. The only stock part I know of that grabs the ground is the launch clamp, but good luck getting one to Gilly.