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Bender222

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Everything posted by Bender222

  1. Just incase you havent put it together completely yet ( some poeple havent) You can use your time to apoapsis to more precisely project/guess your altitude in the near future. I launch manually without mechjeb and I follow Ferrams guidelines link in the OP. up to the point where you cross 45 degress at 1km/s and 35 kms altitude usually find that my apoapsis is a bit over 50 km by then.I like to wait a little (at ~60km altitude you are mostly out of the atmosphere and it is easier to steer without flipping) just to be safe thenwork my waygo all the down to near 0. From there you can do whatever you decide. the time to apoapsis is going to above be 1 or 2M by then and will start to count down. It is too far off and your ground stage has too much twr for the time to reach 0 yet. After you seperate into your upper stage, you are going to have a lower twr and the number is going to countdown faster. Remember that the periapsis is affected more the closer you are to apo. When your time to apoapsis gets too low pitch up a bit to slow it down so that you can more easily control it. When your periapsis lowers to -2MM or so you can let your time to apoapsis lower past 0 untill you finish the rest of your burn. Once you pass the apoapsis, your apoapsis and your craft is going to start slowly falling. Dont get below 100km or you are going to hit the atmosphere and start burning. Note that you should have an apo of 150 or higher until the very end to be sure that you dont get lower than 100. If your altitude/apoapsis is lower, then pitch up more/pass the apoapsis later if you think its going to get alot higher dont pitch up so much or go past the apo a bit sooner. Its something you really get more with a bit of practice. if you play with a few things you can manipulate certain variables and fine tune the numbers so that you can achieve a near circular orbit right from launch. you might decide an initial apo of 150 is too high and you want to see just how low you can go before you burn up and avoid hitting the atmosphere, or the opposite. The lower the orbit the less fuel you use.
  2. The file structure of fasa is not like most other part mods. I cannot seem to be able to seperate the engines. Can someone more knowledgable do this for me please?
  3. Hm I guess I can't do that anymore then . Ill have to wait to go full orbital or something when .90 RO gets all patched out and I restart.
  4. maybe its not proc parts, I've just noticed similar costs when I design a craft for a specific task, I have been using procedural tanks exclusively now. As far as restarts I was referring to the one modeled in Ksp with the engine igniter mod. I tried to use the stayputnik core for one of my science flights without a reflection like the sounding rocket core because it kinda looked better but it would shut the engines off right as I left the pad. at the the moment the highest Isp vacuum engine is the block e ruskin on with the toroidal tankbutt. I find its possible to load up as muh as 4800 m/s of fuel and a capsule or equivalent weight payload and keep ~.7 Twr. Btw My career start kinda evolved from spending several days tryng to advance through career mode without the the rp-o contracts (texture replacer-...?) and once I figured it out and they were restored I restarted and there was a flood of science because I was doing what I had previously earned.
  5. Any rocket made with procedural parts with the performance of juno is going to cost atleast 7000. All kerolox/hydrolox fuel need to be cryogenic and storable propellants like for the aj10 are pressure fed and need to be set to service moduIe. When I launched I would stop my launch burn with a periapses already at ~80 km so I did not need to position a de-orbit burn , all I needed to do was tumble and reorient so that descent mode could take over. I used a little bit of thrust at the end of my launch burn to make my capsule tumble from prograde to retrograde and then flashed the thrust to reorient myself. When I do this my tumble would stop and I would seperate. Then after seperation, I was close enough to where the retrograde would be when I hit 80km that descent mode could easily orient me correctly for a smooth slow descent and recovery. note that I do not use engine ignitor but I believe aj10 has 2 or 3 restarts. I only had to do that a few times though as I had enough science to unlock proper rcs so I didnt need to work so hard. Also the Stayputnik probe core does not have a biult in 200k omni range antenna for remote tech liek the other probes, or is it just the sounding rocket?
  6. I am not using any part mods at all other than the engines from sxt and ven's revamp, to top it off im using remotetech too. It is quite possible and easy to get the crew capsule by the third mission. As I have done it twice. This is with default normal diffaculty career settings. Grab all the contracts you can at the start. On the first mission with wac corporal and an srb first stage (antenna is needed) ascend north sub orbitally with a thermometer and a barometer and hit every single biome on the way up (use science alert mod to help you catch every one)(should be atleast 4) Since you dont have a heatshield it wont survive re-entry but dont just leave because you may get upper atmosphere over highlands biome before you burn up. After that mission, between the contracts and the science from the biomes you should easily have enough science for the first unlock. With the new parts you can build A rocket capable of reaching orbit with a small probe with several antenae and a battery with enough power to last a long time. Also add a thermometer and barometer so you can get several other biomes on the way up. Grab any new contracts and ascend east utilizing the gravity turn. Try to place the probe in an orbit with a periapsis above 200. The barometer is useless in space but you can still transmit situation reports and temp readings (and serve as a relay if required in the future) so, warp around till you have a connection And try to grab any biomes you can. Then exit to space center. With the transmissions and contracts you've completed you can now unlock the capsule. Note that since the rcs thrusters arent known yet the biult in rcs does not work so you may have to get creative if you make any mistakes. After the payout from that you now have a large amount of money, With 1.25m heatshields (which were unlocked with the capsule) you can now make a few sub orbital probes with 3 goo canisters that can survive re-entry( each can get 3 biomes (I do not think they are the same as the thermometer, situation report, and barometer as I think flying in LEO no matter where you go is all one big biome. You can then unlock science jr (only one fits on a 1.25m heatshield) and do the same. Ive made it this far without worrying about upgrading the launchpad at all and everything is fine. Needless to say if I did I would have the money to do so. I am aiming to put a geostationary relay up (not necessary but I have the money and I want the challenge/experience),5 but I am waiting on hydrolox and solar panels/ dtms antenna. from there I am looking at the rescue contract and then the moon stuff. If you are ever short a few science for an important unlock you can just go to the tracking station and fly your second mission which should still have plenty of power, just warp around till you hit a biome and get your free science with the probe report or thermometer.
  7. I manually launch since Mechjeb never works right and I don't have the time/patience to do it over and over and get it to work. I like to use two stages for ascent. Both with about 4800m/s of delta-v (note that for the upper stage I use the vacuum number) I usually end up with ~100-500 delta-v to do a few small orbital maneuvers and to de-orbit depending on my launch direction. I find that I like my bottom stages to have an SLT of 1.3. My upper stage can get away with as little as .75 TWR. When Launching I fly straight up till my speed gets to about 100km/s then I pitch 2-3 degrees (halfway to the first mark on the navball) Sometimes that is enough and my rocket follows the prograde marker till it gets to 45 degrees all on its own, but if it is not at the first mark by the time I get to 8kms high I manually adjust it so that I hit the 45 degrees mark at about 1000km/s speed and 35km in altitude from there I wait till my altitude gets to about 60kms (doesn't take long) Since I am mostly out of atmosphere at this point I don't need to worry much about flipping. I pitch all the way down to near zero degrees and wait until my time until apoapsis gets to about 10. I pitch up to control it and slowly work my way back down to zero degrees as my fuel burns and my TWR gets higher. I have found that if you pass the apoapsis about 15 seconds before you need to stop your burn you can mitigate the big jump that happens at the end of the burn and achieve nearly circular orbits directly from launch. I do not know if this is the best way but it is close and its what I have picked up from playing RO. Also, you can use the thrust plate adapter to cluster multiiple smaller engines instead of a single large one and not have to use fins.( but I see you are using 17 engines. that is alot of processing and control authority. What are you launching that is so heavy? Ever considered splitting it up into multiple launches and assemble it in orbit?
  8. Do you not have the rp-0 contracts or is the return crewed orbit the first and only contract you see? I just started a fresh career and it wasn't until my second mission that I went orbital and my third before I had a crew capsule. I find that I use probes a majority of the time to accomplish missions in Leo. I used a crew capsule three times (1 of them crashed and killed jeb because I was alt-tabbed typing this and didn't arm the parachute). once in a standard eastern ascent and then another in a northern ascent so that I can maximize my science gain by getting the poles. There are plenty of non orbit contracts you can do before orbit contracts. I have not updated the pad yet and I have done almost everything inside the Earth Sphere of influence except Geo and it has been fine so far. I currently have $300,000 and I have unlocked every tier that costs less then 50 science. I think you might be trying to accomplish too much too soon.
  9. you are using too much ram find a way to shrink your footprint.
  10. the "science Alert" mod is very useful, especially for the situation reports and other science experiments that are 100% antenna. I find that you can hit 3-4 different biomes on the way up whereas before I would have only guessed 1 or 2. You can also use it to initiate a science experiment so that you can transmit it the next time you get a connection.but it has an issue with viewing the science archive though.
  11. ksp for windows is only stable with the 32-bit client which is probably what you are using because there are a lot of problems with the 64-bit one. Many of the dependent mods in RO specifically state that they do not support the windows 64-bit client. The issue with the 32-bit client is that it is limited to 3GBs of ram so having 16 available makes no difference. The linux 64-bit client however is stable and it functions fairly well. I am even able to use the 8k DDS RSS textures. I am currently using it and testing RP-0. The only big issue I have run into is that texture replacer disables the RP-0 contracts for some reason, but you don't need to install it so its all good. Note I am using the .25 version of ksp and everything is installed through CKAN (except ven's stock revamp and the ven's-sxt patch).
  12. I think you should enable ground level experiments and eva reports at the north and south poles.
  13. You select Community tech tree. Now for a question from me, I have decided on placing a geostationary comsat just for the experience because I understand that it is to necessary to spend the resources to do so. I am unclear on the best maneuvers to do so. For example would it be best to launch to a LEO parking orbit then change inclination and then hohmann transfer and circularize. Or, is there a better, more efficient way to do this? Cant you combine launch and inclination change so that your parking orbit is already equatorial so you just hohmann?(How?) What about skipping the transfer orbit and going straight for the Hohmann with the inclination change mixed in so all you have to do is circularize? at GEO?
  14. My game has not crashed once today. Yesterday it was crashing every hour or so. this is .25
  15. the contracts make a huge difference. For my first mission I flew north since I wasnt going to orbit anyway and there is a relay station in virginia. On my second mission I put a dontstayputnik in orbit with four communotrons like sputnik. (I added a thermometer and a barometer to the outside of it too. i took the typical east route and since i hadn't gotten the water biomes yet, I was able to grab them on the way up. In orbit, I completed a ton of contracts and just warped around and got more science from biomes since it was free. I ended up with almost 100 science when I got back to the space center.
  16. no, if you want career get rp-0 thats what its for.
  17. the Fasa engines without tank butts are awesome but the parts are not all in an "engines" folder and I never had the time to sort through the other folder to separate them.
  18. It should not matter as procedural fairings are available from the beginning and they resize themselves to fit any payload. There is also the "fairing base ring" (sic) one but it seems that it is not resizing itself the last few of my installs.You can get Rve from github (google "RVE github") I have been unable to get RVE to even show clouds, I followed all documentation (even using rbrays .dlls) regular Eve from ckan seems to work fairly well (remove the city lights) Mechjeb has problems with the atlas style staging, I'm not even sure how you got it to display two separate thrust stages As far as I know the engines work in either career or sandbox and there should be no reason why they shouldn't. To make the curved tanks under the stages I use a second procedural tank set to cryogenic orange texture nd the smooth cone shape.I set the top to be slightly smaller diameter then the first procedural tank.
  19. it only crashed once in an hr or so atleast its better.
  20. The dependent mods are not marked, have they all been updated? Nvm Ro is stillf or .25. I just tried a fresh install and it seems KSPAPIextensions is still the wrong version.
  21. The kspAPi extensions thing is making it really hard to use procedural parts. My game keeps crashing in the Vab.
  22. I had pruned all the sxt parts except the engines because the Op said there were no RO configs. In doing so I got rid of alot of parts that make the early game alot easier. I still think though if I had the starter contracts instead of skipping to ones that require 60 science worth of tech tree development I'd be ok. When I reinstalled Everything (this time with a bit more sxt parts) I still had the return crewed craft from orbit as my first contract. My game keeps repetedly crashing qhen I try to change the tweakables. looks like im going to have to wait till it is update to .90 to play
  23. trying to fix my install I did another fresh ckan install and tweakscale is still installing with a kspapiextendsions that is incompatible.
  24. which requires 40 more science. I guess you can disregard everything Ive said recently, alot of stuff seems to be different or wrong with my install so its making trivial things super hard. I am going broke trying to get enough science to unlock the second tier. Does the built in RCS on the capsule not work until you have the other thrusters unlocked too? I did a normal ckan install but ppicked up sxt engines and ven's revamp to go along. As far as I know it should be working.
  25. I really think you should have access to a heatshield with mystery goo, otherwise you dont get nearly enough science because you cant return from space.
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