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Bender222

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Posts posted by Bender222

  1. what he says is true. Usually when I finish my first I have 50 science and 35 more after my second. Try using the science alert mod to help you not miss any biomes.

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    What "assemblyfile" is it you're talking about?

    So you would prefer smaller stack chutes over smaller radial / cone chutes?

    I would prefer a smadeffault sized stack chute that matches the avionics core. Later when you have acces to the action groups you could then enlarge it just like the others.

  2. @mecki: you probably already know this, but others reading this may not, so I think it's a good time for Real Chutes 101:

    First, enter the VAB, pick a real chute and place it anywhere.

    In the top left corner you have the button to switch to the "action groups" mode. Click it.

    Now click the parachute you have placed in the VAB. This should open a big Real Chute menu on the left side of the screen.

    There is plenty of options you could tweak manually, but for now it should be sufficient to scroll down and click "apply". This will automatically adjust the size of the chute to the mass of your payload and your desired landing speed.

    Actually, I think we need to add a tutorial on such things to the wiki, might do it myself over the weekend.

    with .90 you need an upgraded Vab just to use action group menu. By the time you have the money to upgrade it once you probably have access to larger diameter cores. that is of course If you don't use the modified assemblyfile (thanks Nathan)

    I agree that a .3m stacks chute (with proper node and not an invisible gap between parts) would be awesome. Possibly make the stack chute start at .3m so it is not even required to use action groups on those early sounding rockets.

  3. I'm running into a small issue and I can't seem to figure it out. I am trying to design rockets for the early satellite contracts and I don't seem to have adequate engines for the upper stage. The best choice at the moment would be the aj10 but its thrust is way to high for any logical probe I can make. It says a probe with a battery and an antenna (I actually use 4 like sputnik)but when I add a service module tank and fill it with 4700 ish delta-v worth of fuel I end up with an upper stage twr of over 2. The only other engines that I have are the alternate configurations of the wac-corporal but they cannot gimbal and therefore cannot be controlled beyond the atmosphere which is especially important since I have to hit specific orbital parameters.

    Bobcat soviet engines aren't integrated into the tech tree, If I were to get on irc or something and learn what to do, would that be something that would be wanted/integrated into rp-0?

  4. To fix this, under the main post there is a spoiler labeled option-b and modlists. It right above the career mode option. You download the remote tech 2 settings file and place it into the remote tech folder, replacing the old one.

    The rss settings are not ticked by default in ckan so he can just go tick them and install.

  5. I am using mechjeb to display the delta-v and twr of each stage. SO are you saying I should try shifting more fuel to the lower and less in the higher? So, maybe 5000/4500 instead of 4800/4800? If I were to do the GSO insertion would a completely separate stage for the orbital maneuvers be a good idea or should you try to just enlarge the others? As far as GSO goes what I was attempting in .25 was first launch into a parking orbit, create a maneuver node at the DN to raise apoapsis to 35,786 so when you get to apoapsis you should be on the AN and change inclination at the same time you circularize. I was using a maneuver node to do both. but then I would Mess soimething up and reert to retry it and end up not achieving orbit with the designed stages or having a ton of extra fuel. I am thinking I need to work on my ascents. I have never used the mechjeb autopilot but I am starting to use the Smart A.S.S to more precisely control.

    It has occurred to me that Having a few more engines to choose from might make it easier for me size stages correctly. As far as I have experienced the limit thrust tweakable does not function in RO. I don't believe Bobcat's soviet engines are updated yet and I dont feel like trying to manually prune the fasa pack for just the engines. Are there any recommendations? preferably integrated into rp-0

  6. For my first mission in my.25 careers I usually used a sub orbital aerobee like sounding rocket with a barometer and themometer carried internally to escape the atmosphere and complete 3 contracts There are 3-4 different biomes you can hit on the way up and transmit data from each experiment in each one. Doing similar in .90 I was able to end the mission with around 50 science. Not bad for such a cheap rocket (with no heatshield, it cant survive re-entry). I take that and unlock the orbital rocketry tears and launch a sputnik like probe to orbit for my second which gave me enough to unlock the capsule/heatshield. For my third mission I orbited a human. For the next missions I used the heatshield to enable mystery goo stuff to survive re-entry. I am going to see if this is possible in .90 as I have only done my first mission.

    I upgraded the mission control now because I am going to need to do it anyway to unlock manuevering nodes again which i am going to need if I am going to try combining inclination change with circulation burns for a planned geostationary constellation. tring to think ahead here, when are you guys having to upgrade your VAB? 30 parts seems like a bit low with all the crap you dont use taking up space.

    I ran into this weird issue. I biult a rocket and launched and while I was still on the launchpad I reverted because I forgot to stick on a thermometer once I did so I tried to launch again and it said I was too heavv,, so I removed the thermometer and tired again and now I cant launch at all. the total vessel mass readout in mechjeb says just over 20 tons. ZWVe1Kp.png I ended up just making another craft to reach orbit anyway but it would have been nice if the first one worked.Im on my third mission now and evven though I havve enough science to unlock the capsule/heatshield I am going to hold-off because there are a ton of new contracts I can do with what I have already.

  7. What I keep running into and then thinking I have it solved is being consistent with my launches. Sometimes, Ill have 1-200 dv left after I reach the desired orbit and other time I have as much as 500. A few times I might not even reach orbit at all. This is even with the exact same launch vehicle. I then may have to build a different Lv to support a different mission and it seems to make things even more variable despite trying to align the dv and twr of the stages as close to identical to my original craft as possible.

    Consulting all the launch guides and advice I try to stick with a two stage lv with 4500/4500 delta-v for my launches and then when I have additional stages for after launch burns I just stick those on the top like a payload and maintain the twr and delta-v of the first two stages. I have a problem with having an extra 500 ms of fuel left over after I achieve orbit. That seems like so much of a waste and it just bothers me. Similarly I have an issue of not making orbit at all despite using all of my fuel (of course). When I have additional stages intended to be fired after I achieve orbit (like placing geostationary satellites) It just feels "wrong" jettisoning a tank with 500 ms of fuel left so that you can more accurately obtain the correct heading with rcs without having a big unwieldy, and mostly empty tank still attached to the back. I guess I still have not completely learned the effect of the variables in my ascent.

    Perfectly placing a geostationary satellite is one of my ultimate goals and it seems like it should be a lot easier. If you look at my post history you can see the subject brought up multiple times. Each time I do I get an answer and I think Ive got it but then I come back and I just have more questions.

  8. I ended up using the thrust plate adapter to cluster 9 .2m srbs together (8 on the side nodes and I stuck another in the middle) one thing I was not expecting was the cool explosions about 5 seconds after seperation. BTW, its possible to use the cash advance from the sounding rocket contract to upgrade the contract building, then you can grab the rest of the contracts (don't even need to get the human orbit one either) and easily be able to complete like 5 contracts with a rocket costing like 2-3 grand. Then just get into orbit/etc with another 2-3 grand. I am still working on doing that as the engines I had previously gotten used toin .90 are different or no longer there.

  9. I used the cash advance from the human spaceflight orbital contract to upgrade the building once then i could grab all of the contracts like i did before and make back all the money I spent on the upgrade. no sure what I am going to do once you make human spaceflight contract only available after you get the capsule. Looks like with that file you Pm'ed me, this won't be a problem anymore

    I had a hell of a time with srbs and the aerobee. Especially since the engine does not gamble so any steering you do right before you leave the atmosphere cannot be canceled out and you just tumble. Ive had limited success with spin stabilization but that adds its own limitations. the subs start out at 1 meter diameter which is way bigger than id like but when you try to shrink it it jumps straight to .2 and won't budge, it would be fine if the rocket diameter was .2 but it's .3. I believe that we have had a similar conversation before but I am am not sure how to go about this.

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    ctt and tech manager work fine with .90 Can only the author Make them available on ckan or something? If thats what is holding this up I volunteer to do as much as I can to move it along. Manual instal is such a pain and it would be great to be able to avoid it next time and prevent others from having to do it.

  10. Hi,

    I have installed realism overhaul and all its addons successfully with it working fine in a sandbox game. I thought i'd give career mode a try and attempted to install this. I have downloaded Tech Manager Community Tech Tree and Lack's SXT, I then got RP-0 and deposited the contents of the master folder inside the Kerbal Space Program Folder. I assumed this would work for me but apparently when I select Community Tech Tree from the Tech Manager GUI instead of starting off with the parts that I see in BevoLJ's videos I start off with a command pod, some solid rocket boosters, a 1.25m energia vacuum engine, the whole Juno 1 rocket set, most of the procedural parts excluding the fairings, the explorer one core and solid rocket upper stage set, the sounding rocket avionics package and a few stayputnik variations. I also know that list is not what it is supposed to be because I had it working in 0.25 using ckan. I am sorry if I missed some vitally important step but I can't for the life of me figure out what i've done wrong. In advance thanks.

    I just did this, SXT and Ven's are available on ckan so I installed those. Techmanager is not listed so I used the zip from the ckan download folder of my .25 install. Community tech tree aswell. I read the readme for techmanager and it said that "it was expecting the .cfg of the particular tree in one of either 2 places and that one of them would not give the same starting parts" or something similar, so, since the community tech tree folder just has one file (the .cfg) I stuck it in the Tech manager folder with the other .cfgs for the other trees it comes with. So far everything is the same except that I cant seem to be able to accept certain contracts. Its possible that this was done on pupose so that you cant grab all the contracts before your first mission anymore. (since I haven't yet done that)

    when making my rocket I found that the interstage adapter was the best way to create a space to internally carry some science instruments.satwxKS.png

    Is there a way to toggle decoupling on it so that you don't have to just have an extra unused icon in your staging controls?

  11. Anyone familiar with linux able to get the -popupwindow functionality to work similar to the windows version? I was told it did yet I cant seem to get the same results. I can make ksp full screen in the options but then I cannot alt-tab .I can maximize it in windowed ,mode but then the top bar offsets the window and blocks some important buttons. Using ckan to set the parameters I can succesfully use that but then the shift key does not work for any of the hotkeys in the ab, I didnt launch so I dont know yet if I can still throttle. Any solution?

  12. i have notied that the tech lvl on the srbs is able to be upgraded when you have unlocked tiers in tech tree.

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    trying out Ro in .90 and a lot of my "go-to" engines are not there anymore I am curious to find out what I am going to do after aerobee ( new model is much improved over that square ) now attempting a manual instasll of rp-0 as it is not avvail in .90 ckan (whats the holdup?)I see that community tech tree and tech Manager is also not listed. Is there something I can do to help put it in ckan? Since tech manager/ community tech tree/ and rp-0 arent listed on ckan I tried a manual install. all seems fine but when I go to get contacts the accept button does not function so I cant accept any more contracts. What was odd was that I was able to grab two but beyond the first two I have not been able to accept any others.

  13. I am using .25 since rp0 is not listed in .25 ckan. ckan is not installing the correct version of several important part mods. tweakscale and procedural parts both. KSPAPIExtensions.dll is for .90. pops up saying incompatiable on startup. In game there are no size/shape controls for any procedural parts and the nozzle on the procedural srb is as big around as the casing and is seperated from the main body by a large gap.

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