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Freds

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Everything posted by Freds

  1. If you have a ship in orbit, and have enough TWR to land on Duna and delta V to come back to kerbin, you can try to use it. Or you can always launch a rescue mission, with a bigger and more powerfull landing craft. If you have a return vessel from the original mission in orbit, the rescue ship can stay in Duna's orbit. I'm very careful with my Kerbals - i have the 'no kerbal die, no kerbal are left behind policy', so, my kerbaled missions usually involve a rescue plan when possible - even if it means to abandon some part of the mission. I usually send 2 landers, except when landing on Eve or Tylo.... If something bad happens there.... they will be stranded for a long time....
  2. Oh God! Surviving mars, update for oxygen not included, update for factorio, and now update for KSP. Now all i have to do is to find time to play all this games!!!!
  3. If you use Karbonite and MK2 Expansion mod, you can get off Eve using a small spaceplane. There is lots of Karbonite in Eve's Atmosphere, so you can collect fuel as you fly. I found that the 'Sledgehammer' Air-Augmented Ramrocket of the MK2 Expansion are very effective in Eve once you get above Mach 1.5 and at high enough altitude, can be very useful to get off the atmosphere. Even with this mods, is still very difficult to get to Eve Orbit.
  4. I never minded when to break sound barrier.... My cargo space planes are designed to take off at mach 0.35 with full cargo, and then goes into a step climb until 12000m . At 12000 m its just a small climb trying to get the maximum horizontal speed possible, until reach 18000m. At 18000m, another step climb until 150000m. The droptanks (I never do cargo SSTO - IMHO droptanks give extra deltaV and cargo capacity without add extra complexity) usually are enough to raise apoapsis to 120000m with full cargo. My crew transfer spaceplanes are SSTO, i just go subsonic until 10000m to save fuel, and then goes fullspeed until the LF only tanks are near depletion. After that, it is the same as cargo planes - climb to 150000m, circularization, etc.
  5. Almost all my missions to Eve are unmanned and one way only - only one time i done a manned mission , and it was incredible difficult to bring the Jeb and Bob back. I Just put everything inside a 2,5M service bay, install heatshields on both sides and its done! (It is a very simple configuration: It is just the service bay with a 2.5 Heatshield and a 10M heatshield on each side. Inside the service bay there is a probe core, Communotron 16-S, 2 fuel cell array, a ROUND-8 Toroidal, and all the science equipament i can fit in it.) This configuration is so light and the heat shielding is powerful enough to permit direct atmospheric entry from interplanetary transfer - just need to enter the atmosphere with periapsis near 55Km - no need to orbital capture burn. When i want to land in a specific location, i use a Mk3 Karbonite powered aircraft, equipped with parachutes and a science rover in the cargo bay. When it is near my landing site, i just activate the parachutes and it lands! After the landing, all i need to do is to open the mk3 ramp and decouple the (useless) rover.....
  6. I only use cheats in 2 cases: In my sandbox game, i use cheats freely to test design concepts - its a way to save time. In my career game, i only use cheat if something bad happens due to a bug.
  7. I think i found an incompatibility with Astronomer's Visual Pack: The Follow terrain option in the vertical speed control doesn't work if the astronomers is installed: If i enable Follow Terrain, TCA always think that the selected altitude is below terrain, detect an Obstacle on the Course and then fly up forever, until Follow Terrain is disabled. With Follow Terrain disabled, TCA works correctly. English is not my primary language, so i recorded 3 videos that explain the problem. Video 1: Astronomer + TCA with Follow Terrain: https://youtu.be/YsBff4XvnI8 Video 2: Astronomer + TCA Without Follow Terrain: https://youtu.be/8CDalcGb7_c Video 3: TCA without Astronomer : https://youtu.be/Mu169v2CAgw I isolated the problem with the clean install add/remove mod method: When i remove the Astronomer Visual Pack + Astronomer's Visual Pack 4K Textures, TCA works. When i install, TCA breaks Other mods have no effect on TCA. All mods was installed from CKAN.
  8. Landing on runway require some practice, especially because KSP don't have an ILS or another way to guide you along the path, so, its easy to miss the runway. Try to land with less than 6m/s of vertical speed, and with the slowest horizontal speed you can maintain. Touch the back landing gear first. When it touches, keep pressed the down key to try to keep the nose up, until the front landing gear touches the runway. Then press break to stop the aircraft. I play with lot of mods, and some of them helps a lot when landing, for instance, "NavUtilities continued" (https://forum.kerbalspaceprogram.com/index.php?/topic/162967-130-navutilities-continued-ft-hsi-instrument-landing-system-v070-2017-jul-06/) can help you to keep you aligned with the runway, "AtmosphereAutopilot" (https://forum.kerbalspaceprogram.com/index.php?/topic/124417-122-131-atmosphereautopilot-1510-looking-for-maintainer/) help you to keep the plane at a course and speed, and is very very useful for any planes, and, of course, kerbal engineer mod, to show all the data about you current status (vertical and horizontal speed, mach, acceleration, etc). One design tip: If you plane can't fly at slow speed ( < 150m/s) or is too heavy to safety land without running out of runway, install some parachutes in his tail, preferenciable below the center of mass: So, when you touch the runway, deploy the parachutes to decelerate and force the nose down. Almost all my heavy spaceplanes can land safetly in the runway with more than 100T cargo using this tecnique.
  9. Installed and reverted - i in the middle of some "missions", with a game with lots and lots of mods. I will wait until the mods get updated. By the way - The module manager's Nyan Cat effects are reallynice!!!!
  10. Time to create a tar.gz with my current install, and update ksp!
  11. Has anyone tried to attached this parts in an asteroid? Does it work? I'm planning a kerbaled mission to an asteroid tonight, and i was thinking about installing some SEP modules to it. I'm at work now, so i cant test now
  12. This picture reminds-me that i never landed a Kerbal on Vall for extended mission (rover + science base).. i landed one time for a touch-and-go mission ( land, plant flag, go back to orbit)..... I think this will be my next thing to do in Kerbal!
  13. I have a series of launchers in my subassembly library that i use for common launches. Most are 2 stages, with the same design rules: The first stage stops burning at 35/45km, with enough speed to raise the apoapsis to 80/90Km. Then the second stage kicks in, putting the cargo into orbit( most of the time ). The 1st stage returns to kerbin with parachutes (i use stage recovery mod), the second stage, sometimes stays in orbit, sometimes burns into atmosphere... depends on the weight of the cargo. The 1st stage are a mix of LF/OX + SRB + wing attached to the the bottom part of SRB for extra stability. The SRB Thrust are adjusted to stop burning a few seconds (5 - 10 )before the rocket fuel ends - i prefer this kind of design because it dont need to stage SRB radial decoupling, and the extra node helps in the placements of the return parachutes. The 2nd stage are simple: Just an engine, a fuel tank, a procedural fairing and a decoupler. If the stage is based on 3,5M (or bigger) parts, it has 4 vernor attached ao allow vessel orientation.
  14. I use probes to one way trips, satellites for communication network and scansat, and for very difficult missions (like Tylo or Eve returns). Almost all other things are manned missions. (Jebediah loves to plant flags on moons and planets!) What i do most of the time is to put a research space station in orbit, collect science on planets/moons and, then, transmit the pure science back to kerbin. In order to complete the research display in the research center, i do science missions twice - one sample for the Lab, another sample to kerbin (Experiment Storage Unit is nice for that kind of thing!).
  15. If something fail during the launch, i just hit esc->revert. But, if i have an Kerbaled vessel designed to do atmospherical missions, i usually have the cockpit attached to a decoupler (or separator) with at least 3 radial parachutes - 2 normal and 1 drag (in Duna, due to the thin atmosphere i double the number - 2 drags and 4 normals). No sepratron needed. If something bad happens, i just kill the engines and activate the emergency group. The entire front session is separated from the ship, and, (usually) lands safe.
  16. In a mothership docked in a space station on Eve Orbit, waiting for the arrival of the brand new Eve01 space plane, which was designed especially to land and return from Eve.
  17. It worked perfectly!! Tested with a ship with 2 chutes setted to "drogue mode", for high altitude deceleration, and 4 in "main chute mode", for low altitude deceleration!
  18. FAR -> Last dev version. KJR -> Last version available on CKAN ( 3.3.1 ).
  19. I made some tests: We already know that Realchute 1.4.2.0 + FAR + KJR == Problem. Real chute 1.4.2.0, without FAR and without KJR --> Works OK. Real chute 1.4.2.0, without FAR and with KJR --> Works OK. Real Chute 1.4.2.0 With FAR, without KJR --> Problem happens. But now the interesting test: Real chute 1.4.1.2 With FAR, with KJR -> Works OK. Maybe the problem is with the "FAR compatibility update. Addresses changes to FARAeroUtil.GetCurrentDensity()" part of the changelog..... or maybe it is with FAR GetCurrentDensity function... . The tests was made with the same quicksave, with my prototype spaceplane flying over EVE.
  20. The same happened with my EVE space plane. It is designed to land with parachutes (so no need to complicated landing procedures), but, when i open the parachutes.... the same issue happens . Just tested without KJR: The bug still happens. Tomorrow i'll try without FAR.
  21. What? An DLC for the best game in the world? I will buy it as soon as it is released on Steam!
  22. I have both installed - Space Y is another must-have mod - greatly reduces de complexity (and number of parts, memory, cpu...) needed to launch that monster.....
  23. This mod is in my "Must Have" Mods!!! It allowed me to create really useful spaceplanes, and, a new playstile. This spaceplane is one of my favorite spaceplanes: It is a Cargo Transporter - Its mission is to go to Kerbin's Orbit and dock at the KSS1 Space Station, parked at a 2500Km orbit. Below a ugly, heavy, unaesthetic thing: the Mothership NAUM (Naum is my cat's name - she helped me in the design by walking over the Keyboard sometimes...). Lots of mods are used: Nertea's mods are used for functionality parts (2 small reactors, capacitors, MK4, Heatsinks...), Uzbio Welding for the big body, Atomic Age engines, KIS/KAS Container, Mechjeb is essencial for piloting that monster (10 minutes burn are common...), and lots more....
  24. It depends.... if my objective is to send something that will never return (a small satellite, for example), i always use rockets. If the objective is to send something that i need to bring back sometime, and it fits into a cargobay, to i usualy use a Space Plane. I have almost no SSTO in my fleet, because i think its best to put 2 inexpensive droptanks with extrafuel to increase the range and maximum payload weight of a ship. I have done the Jool5 challenge (An fly by to all jools moons with one ship), so, to do the mission, i used 2 ships: An spaceplane with a smaller Xeon powered spaceship in its cargobay. The mission happened this way: Spaceplane took off from KSC Runway, drop its tanks at, aproximally 50Km altitude, parked in a 250Km parking orbit, released the Xeon ship. Xeon ship goes to Jool's moons and get back to Kerbin's orbit, re-docked in the Spaceplane, and lands on KSC Runway.... Mission cost: +/- 20000 credits (2 droptanks, +/- 10000 each) + Fuel costs. Mission rewards: lots of science, credits for the mission and lots of fun (which is the more valuable reward of all! <3 )!
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