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NFunky

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About NFunky

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    Piano player

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    On tour somewhere
  • Interests
    space, science, music, my girl, my dog

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  1. Thank you guys for the advice. I've used Flyby Finder for RSS before and it's great, but I kind of didn't want to use any external tools with Stock. I do think that next time I try something like this, I'll definately work on my launch window. I'm thinking transfer earlier and faster? Anyway, I was able to get a return trajectory using about ~500 m/s in maneuvers. Since it took me a lot of trial and error, and I learned a lot from the experience, I thought I'd include some pics too. (I apologize for the links, the embed image function isn't working.) First thing I want out of th
  2. So I've got the old Explore Eve contract here. I could have just packed a ton of fuel and done the whole 'go into orbit of Eve and wait for the return window' thing, but I decided I'd try to do it the hard way. So here I am on a Hohman transfer to Eve, with aroun 900 m/s dV, and I'd like to get back to Kerbin in under 10 years if possible. I guess what I'm really asking is how to properly set up an Aldrin cycler orbit with Eve and Kerbin? I'd like to be able to fly-by Eve (near or far, doesn't matter) and return to hit the Kerbin atmosphere in as little time as possible. Again, I have
  3. Thank you guys. I am looking at the legacy RT files, but I'm not much of a coder, so it'll be slow going. Seems to me like it would be fine for the spacecraft to auto-orient to a selected target. That was essentially what I was planning to do with the stock system, only using the SAS's "hold target" thing. In stock comms, when you lose LOS, you can still issue SAS commands. The old RT system actually sounds more elegant than tat, so I'd be fine with it.
  4. Yeah, it's physical orientation I'm talking about, and yes, with the use of PersistentRotation in mind. Ideally, I would like to use a mechanism similar to celestial body occlusion. If possible, cause parts to occlude comms the same way. I am hoping something using the stock comms, or even solar panel phyhsics would be doable, but I'm open to any suggestions. I have never coded an actual mod before, but I'd be willing to give it a shot. Any modders want to tell me how to get started?
  5. Hey guys, I've been looking around, but can't seem to find anything like this. I love playing with extreme realism, and one thing that is very important in real life is spacecraft attitude for communications. I would like to either find a mod (or if need be, develope one) that requires orienting non-omni antennas toward either the DSN or a relay. I want to require GEO satellites to point their dishes down toward the planet (using PersistentRotation makes this possible). Ideally, if comms are not oriented correctly, the spacecraft would act as if their was a loss of line-of-sig
  6. Just for those who are curious, I did discover a partial answer to my first question. It appears that FAR has a config file specifying wing and control surface lifting area, in the FerramAerospaceResearch.cfg file. For modules FARWingAerodynamicModel and FARControllableSurface, there are two values. "MAC", the Mean Aerodynamic Chord, is basically the leading-to-trailing-edge width. And "B_2" which is the root-to-tip width. Not quite sure if there is a value for wing thickness, but I couldn't find anything obvious. HOWEVER, I'm still very curious about the real shuttle's glide slo
  7. Hey guys, you're a bunch of smart people, maybe you can tell me if this seems right. Overview is, I'm working on a small mod that rescales all parts to 2x, for use with RF and RSS (not RO). This allows me to pretty much build stock-ish craft that have reasonable performance in RF and RSS. So, got a question about FAR, aerodynamics and rescaling. Does anyone know if I change the rescaleFactor, if that will automatically inform FAR we are dealing with 4x larger surface areas? I have been trying to build a Mk3 Space Shuttle, and am running into some interesting problems. I basically
  8. The game runs quite well on the Pro 4. Touchscreen works perfectly in game as well, aside from the no-right-click thing. I can't for the life of me work out why it doesn't, but I'll keep trying things and post if anything works.
  9. Hi all, So I just got a new Microsoft Surface Pro 4, and it actually runs KSP with all the RO mods really well. I'm really enjoying having the touch screen during gameplay, and the screen can detach to make a tablet, so I figured I'd see if I could at least do VAB stuff in tablet mode. Long story short, everything runs fine, but the right-click gesture (which seems to work in every other program) doesn't do anything. I can place parts fine, but I can't rotate the view or bring up part tweak menus. Has anyone had any experience with this sort of thing? Is there a way to get KSP to
  10. Thank you! I'll check out that link today. Strangely, even though I made all the suggested corrections, but it still says it found 25 errors. I've updated the dropbox file with the corrected version, so if you has any more suggestions, I'd be grateful. https://www.dropbox.com/s/3kftdve3lzxbhc2/Kerbalism Overhaul.cfg?dl=0
  11. Hey all, I'm having some trouble doing a bit of simple game tweaking. I have an install with a collection of mods that makes KSP very realistic, without using Realism Overhaul. As part of this setup, I've written a custom cfg file that tweaks a number of stock settings, as well as things like Real Fuels settings, etc. My problem is, when I start KSP, i get this message during the loading screen: ModuleManager: 6313 patches applied, found 25 errors related to GameData\Kerbalism Overhaul.cfg The strange thing is, everything seems to work once the game loads, so I'm not sure wha
  12. I really appreciate the advice. My dudes ended up dying, but only after making Mars orbit and were bravely doing research until the end. So I got good science, and you're right, now I have a depot with hydrogen fuel, food, water, oxygen and a bit of hypergolic RCS fuel. Also, I can dock my next mission to it and use it for extra living space while waiting for the return window. Thanks again!
  13. Just a heads up, unfortunately it looks like MechJeb won't plot maneuvers in a heliocentric orbit. The vessel has to be in a planet's SOI, or the planner gets stuck at "Computing: 2%".
  14. Thank you guys! This is fascinating. While I hate to lose this mission, this incident has made me understand yet another reason why Mars is so much harder than the Moon. Are there any plans for manned Mars missions that include abort provisions? I know that was a very important part of every phase of the Apollo missions, so I assume NASA (or whoever) would want as robust an abort protocol during as much of the mission as possible. BTW, great call on MechJeb. I don't really ever play with it, so I forget about it's powers of education sometimes.
  15. Hey all, So I'm playing an RSS install, but this should apply to Kerbin-Duna as much as it does to Earth-Mars. I've got a manned mission on its way to Mars, and about half of the way there, several coronal mass ejections blasted my crew (Kerbalism) and they are now suffering serious radiation poisoning. I need to abort the Mars trip and get them back to Earth as soon as possible. As I said, I'm about half the way to Mars, so the the Earth is already pulling ahead of both my spacecraft and Mars in its orbit. My ship has about 5500 m/s dV, but I'll need about 1000 of that to capture
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