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SnakyLeVrai

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Everything posted by SnakyLeVrai

  1. well, 1) no idea 2) only the black containers can store ore, fuel tanks won't store it. 3) it doesn't matter where you put the tanks (fuel, ore, monoprop...), your drills can also be attached to the fuel tanks, it's ok 4) they only work when needed, if your solar panels provide 100% of the needed EC, fuel cells won't work. If they only provide 50% of needed EC, fuel cells will provide the rest. They only provide the required EC (when you right-click on them the menu shows what they provide -- when they don't provide anything they show something like "95% capacity", not sure why).
  2. Good to see you've found the butter zone If you notice the way rockets are made in real life, they mostly are long, thin tubes with a big ass engine at the end. The extra distance from CoM helps making thrust vectoring more effective, hence a more stable rocket. My gravity turn starts right on take-off and, when looking at the navball, I try not to point the nose away from the green circle of prograde vector. If I did, the drag from the tip of the rocket would flip me. It means you indeed have to start your turn real early. Take some angle when you don't go too fast at first, because the speed will make drag stronger and you'll flip your rocket. It goes easier above 35km, atmosphere thins out and drag decreases a LOT. See example below:
  3. You can max warp but, unfortunately, high orbits require more dV to get out of a planet's SOI. Example: I am currently flying a mission to study Kerbol. It's a long burn out of Kerbin (I don't have a lot of thrust), so I burn in two times. starting from a 500km circular orbit. 1st burn gets me to a higly excentric orbit, then I wait uintil I get back to periapsis to burn my way out of Kerbin. Well, I've noticed that by lowering my periapsis to 90-100km will save me 200m/s dV. And Lowering the periapsis costs me only 7m/s because my apoa^psis is real high. Theroretically, I'd save even more by lowering to 80, 70, ..... 0 km, but there is this atmosphere thing Be careful not to lower to much, you don't want to hit the atmosphere this fast
  4. Congrats of being a new father Yeah you can connect Mk3 ramp to any cargo bay and put a rover back in there. I've experienced issues due to the fact that the wheels were spanning a little too large, so it wasn't easy entering straight in and docking it back in place properly.
  5. That's a good mission concept well done I like your ramp! Wings are great for engineering stuff!
  6. Thanks I've used mostly stock parts and there are mainly 3 mods: Infernal Robotics's hinges parts to fold the catwalk before launch KAS' winch for the lift (the lift consists in a Hitchhiker module, it's as simple as it gets) Tweak Scale to double the size of the beams, for the structure of the tower -> the big delta wings are hiding this in the screenshots. There are long beams to make the supporting skeleton of the tower inside, at each corner. You can see it in action here, I've made a video of it (you can skip to 1:30 if you don't want to see the rest - it's an older version of the space shuttle here) : Thanks I've found long and thin SRBs to be very good structural parts for such purposes. I've made a long spaceship with several satellites side-attached to a long "structural booster" that is much less wobbly than a attaching 2 or 3 beams on top of each other.
  7. Maybe you can also split fuel and oxider like so: oxidizer stays in the Mk3 tank at the back part of the liquid fuel goes into the wing strakes : fill them up and leave the rest in the Mk3. If you have any monoprop tank, leave them stuck as far front as you can
  8. oh. Look at the last pic on your imgur gallery (the one showing your shuttle from the back) : on the OMS, it's the rearmost part you've connected to the FL T400 tanks, the bell of the thud engines passes through it. You don't need that part except for aesthetics I presume
  9. FL-A5 adapters yes Could work, but that's ugly What will happen to the whole balance when you will have a payload in the hold? Best is to keep CoM as close to the hold's center as possible.
  10. You can replace the Thuds by Terriers, that'll help shifting the CoM forward a little and you'll be able to pitch the nose down a bit. Remove the FL-A5 adapters (I suppose it's the tiny FL-A5, if not it's the rockomax brand adpater 2, i don't remember). And if the whole OMS structure is made of tanks, empty them to save the weight... maybe you can even replace them with parts that weight less (empty FL-T400 weight more than the Structural Fuselage). See if that helps.
  11. Taking off from the runway, with your SSME configuration will always flip the nose up. I suggest you install RCS Build Aid and look at the "engine" tab. The yellow arrows will show you the thrust vector of each engine and, in the RCS Build Aid panel, you'll see there is a HUUUUUGE torque applied to your craft (it will be shown by a big, red, circle-shaped arrow, showing the direction of the torque. My shuttle can use the SSME for taking off the runway, only if I disable the top engine (I don't use the OMS either). For this, I have made sure the 2 bottom engines are centered and lined up with the CoM and DCoM (Dry CoM = CoM when fuel tanks are empty). This is why I don't have OMS: the 2 bottom SSME engines are my OMS. Not realistic but effective. Now to reentry problems: Well, space shuttles fly as well as bricks. So it's only normal that you'll stall pretty quickly, because they don't produce enough lift for their weight. Your CoM and CoL look quite acceptable but a little too far back. I only replaced your Hitchiker module by a rockomax tank (the 720 units of fuel version), so I could balance the CoM to make the shuttle stable at an angle of 40° to 50° above prograde vector during reentry. Then I pour every bit of fuel, monoprop and stuff at the front to make sure it won't flip. Although, your OMS shows some intriguing caracteristics. Its angle may generate a downwards drag that could tend to pull the aft down. Also, it could weight a lot, pulling the CoM back too much. By choosing lighter engines, empty tanks and removing the adapter, you'll have a much lighter OMS. You may then be able to push your wings front a little so the CoL is not too far back, re-balancing the whole thing. That may help solving some problems there. Look how far front are my shuttle's wings. CoM is farther to the front too, due to a heavy Cupola module at the front of the hold, and a tank. -> http://forum.kerbalspaceprogram.com/index.php?/topic/128220-satellite-retrieval-with-space-shuttle/
  12. It is indeed a complex thing. The RCS Build Aid mod is a wonderful aid for RCS balancing (and also main engine alignment). Not only it will show you the effect with the current CoM, it will also show you the effect around the DCoM (Dry CoM = with empty tanks), so you can fine tune it between the two CoM.
  13. You're welcome Also if you click above the heads of the two Kerbals at the back, you can see through the 4 little windows, two of them looking inside the hold, the two other in space It also works with other cockpits. The Mk2 cockpit "click zone" is at the base of the black border, between the two front windows. There is another one behind the left seat, so you can see the two Kerbals from behind
  14. I see. You followed the Kerbal Training Manual by the letter My shuttle design doesn't have a specially purposed OMS. I designed the main 3 engines in a way that the two bottom ones are centered and aligned with the CoM & cockpit. I just disable the top engine and it works like a charm, though it doesn't look like the real deal then... (pics here). I guess I'll have to make more flight tests and write a manual for my Kerbals then... Thanks for confirming my fears Nice shots in your video. I assume you used camera tools?
  15. Nice job Speaking of landing the space shuttle, do you have a reliable method to pinpoint your landing site? Even with the use of the Trajectories mod, I have huge inaccuracies (due to the fact that I angle the shuttle 40° from prograde , until I get slower that mach 3.5, to avoid overheating).
  16. Hi all, Here is a picture report of my last mission, a training at satellite capture with a Space Shuttle. That will be useful to me later, as a probe will return from Low Kerbol Orbit with a lot of science, and the probe couldn't survive reentry. Main mods used are: Infernal Robotics KAS & KIS Kerbal Engineer Redux and other helpful sciency indicators ... but I use stock aerodynamics. I have made a launch tower too, using Infernal Robotics to fold the catwalk and KAS to move a lift up & down, so the Kerbals can get into the shuttle... I use the awesome Trajectories to help pin-pointing the landing. It works well for ballistic reentries, at little less well when you fly a spaceplane... It's still guesswork for me now. Then the landing was unfortunately not on the runway... But another version of the shuttle made it (a crew transfer version).
  17. Whoopz it looks like there is an issue with the round tanks (at least 3.75m size) - maybe other tanks have been contaminated? I had this logisitcs base on Kerbin's surface. It had two 3.75m size round tanks, golden texture, containing Monopropellant. After updating to 0.1.2.0 from ... (?? no version number found in the old "Kontainers" folder), the monoprop was converted to Karborundrum (even though I don't have Karborundrum installed) and the texture switched to the black version, instead of the golden version. When comparing RndTank_02.cfg files I noticed you added Karborundrum (and others) in the MODULE{...} sub: New version: MODULE { name = FStextureSwitch2 textureNames = UmbraSpaceIndustries/Kontainers/Assets/Tank_KP; UmbraSpaceIndustries/Kontainers/Assets/Tank_08; UmbraSpaceIndustries/Kontainers/Assets/Tank_09; UmbraSpaceIndustries/Kontainers/Assets/Tank_00; UmbraSpaceIndustries/Kontainers/Assets/Tank_01; UmbraSpaceIndustries/Kontainers/Assets/Tank_02; UmbraSpaceIndustries/Kontainers/Assets/Tank_03; UmbraSpaceIndustries/Kontainers/Assets/Tank_04; UmbraSpaceIndustries/Kontainers/Assets/Tank_05; UmbraSpaceIndustries/Kontainers/Assets/Tank_06; UmbraSpaceIndustries/Kontainers/Assets/Tank_07 objectNames = Tank textureDisplayNames = Karborundum;Xenon;Argon;LFO;Water;Chemicals;Organics;Mulch;LH2;LiqudFuel;MonoPropellant useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4;5;6;7;8;9;10 repaintableEVA = true nextButtonText = Next Cargo prevButtonText = Previous Cargo } MODULE Old version: MODULE { name = FStextureSwitch2 textureNames = UmbraSpaceIndustries/Kontainers/Assets/Tank_00; UmbraSpaceIndustries/Kontainers/Assets/Tank_01; UmbraSpaceIndustries/Kontainers/Assets/Tank_02; UmbraSpaceIndustries/Kontainers/Assets/Tank_03; UmbraSpaceIndustries/Kontainers/Assets/Tank_04; UmbraSpaceIndustries/Kontainers/Assets/Tank_05; UmbraSpaceIndustries/Kontainers/Assets/Tank_06; UmbraSpaceIndustries/Kontainers/Assets/Tank_07 objectNames = Tank textureDisplayNames = LFO;Water;Chemicals;Organics;Mulch;LH2;LiqudFuel;MonoPropellant useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4;5;6;7 } Looks like the modifications you did scrambled the order of the resources... Well, it's no big deal, I'll correct my logistics base by hand... My other tanks ("5m Kontainer tank" with LFO, "5m Kontainer" with RocketParts) are OK.
  18. Ah, you did not update the link to 5.2.93 in the front post... had to correct the last digit in the URL to get the good file http://taniwha.org/~bill/Extraplanetary_Launchpads_v5.2.92.zip -> becomes -> http://taniwha.org/~bill/Extraplanetary_Launchpads_v5.2.93.zip
  19. You're welcome too often I've seen people disappearing after solving the problem without telling how they did it, so, I merely practice what I preach
  20. It just got weirder then. I have not downloaded any mod that is supposed to deal with contracts, because I play science career only, and there are no contracts to modify:cool: ... So, it's one of my mods, which has a contract option, but then I just don't know which one well, thanks anyway!! I'll keep looking. ------------EDIT-------------- [h=1]Okay nevermind, it's on the official Kerbal Space Program 1.0.5 New Issues Repository , more specifically Asteroid Day logspam.[/h]So, I've just updated the Asteroid Day mod and the logspam has disappeared. Sorry for the trouble
  21. This is probably caused by Action Groups Extended, I've experienced the same thing. This issue has been addressed; kudos to M. Diazo. New 1.0.5 compatible version here -> http://forum.kerbalspaceprogram.com/threads/74195-1-0-4-(Jul09-15)-Action-Groups-Extended-250-Action-Groups-in-flight-editing-Now-kOS-RemoteTech
  22. Hi, Thanks for the fast update A question though - I've got a massive error spam, and I've spotted it happens whenever I'm in the space center, the tracking station or some other building. And it happens when Kerbal Stats is working. Anything you recognize in there? I'm still trying to understand where it comes from, so many it's not KS related at all. Full KSP log: https://www.dropbox.com/s/7ur8jinztw3l3h8/KSP.log?dl=0 Extract with the relevant stuff: [KS] OnLoad[LOG 20:24:14.569] Loading Depletion Nodes [LOG 20:24:14.570] DepNodeCount: 0 [LOG 20:24:14.571] Loading Biome Nodes [LOG 20:24:14.572] BiomeNodeCount: 3 [LOG 20:24:14.573] Loading Planet Nodes [LOG 20:24:14.573] PlanetNodeCount: 3 [EXC 20:24:14.595] MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. [EXC 20:24:17.384] MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. [COLOR=#008000]... this error looping[/COLOR] [EXC 20:24:29.961] MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. [EXC 20:24:29.980] MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. [LOG 20:24:30.001] Flight State Captured [LOG 20:24:30.030] Saving Achievements Tree... [LOG 20:24:30.032] Saving Achievements Tree... [LOG 20:24:30.033] Saving Achievements Tree... [LOG 20:24:30.034] Saving Achievements Tree... [LOG 20:24:30.035] Saving Achievements Tree... [LOG 20:24:30.036] Saving Achievements Tree... [LOG 20:24:30.036] Saving Achievements Tree... [LOG 20:24:30.037] Saving Achievements Tree... [LOG 20:24:30.038] Saving Achievements Tree... [LOG 20:24:30.580] [KS] OnSave: SCENARIO { name = KerbalStats scene = 5, 6, 7, 8 } [LOG 20:24:33.393] Game State Saved to saves/default/persistent [WRN 20:24:33.427] [HighLogic]: =========================== Scene Change : From SPACECENTER to TRACKSTATION ===================== [LOG 20:24:34.640] IR: [ServoController] destroy [LOG 20:24:34.645] IR: [GUI] destroy [COLOR=#008000]... (many things loading)[/COLOR] [LOG 20:24:42.161] 11/12/2015 8:24:42 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize [LOG 20:24:42.162] 11/12/2015 8:24:42 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize [LOG 20:24:42.163] 11/12/2015 8:24:42 PM,KerbalAlarmClock,ScenarioLoadDone. Alarms Count:17 [LOG 20:24:42.164] [KS] OnLoad [EXC 20:24:42.201] MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. [EXC 20:24:42.279] MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. [LOG 20:24:42.322] [PlanetariumCamera]: Focus: Kerbin [EXC 20:24:42.348] MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. [LOG 20:24:42.380] Trajectories: attaching camera listener [EXC 20:24:42.414] MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. [EXC 20:24:42.486] MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. [COLOR=#008000]... this error looping[/COLOR] [EXC 20:25:43.924] MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. [EXC 20:25:43.999] MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. [LOG 20:25:44.031] Flight State Captured [LOG 20:25:44.057] Saving Achievements Tree... [LOG 20:25:44.058] Saving Achievements Tree... [LOG 20:25:44.058] Saving Achievements Tree... [LOG 20:25:44.059] Saving Achievements Tree... [LOG 20:25:44.060] Saving Achievements Tree... [LOG 20:25:44.061] Saving Achievements Tree... [LOG 20:25:44.061] Saving Achievements Tree... [LOG 20:25:44.062] Saving Achievements Tree... [LOG 20:25:44.062] Saving Achievements Tree... [LOG 20:25:44.618] [KS] OnSave: SCENARIO { name = KerbalStats scene = 5, 6, 7, 8 } [LOG 20:25:47.439] Game State Saved to saves/default/persistent [LOG 20:25:47.459] [Tracking Station]: SetVessel(null) [LOG 20:25:47.460] [PlanetariumCamera]: Focus: Kerbin [WRN 20:25:47.483] [HighLogic]: =========================== Scene Change : From TRACKSTATION to SPACECENTER ===================== [LOG 20:25:47.484] 11/12/2015 8:25:47 PM,KerbalAlarmClock,Scene Change from 'TRACKSTATION' to 'SPACECENTER' [LOG 20:25:47.851] 11/12/2015 8:25:47 PM,KerbalAlarmClock,Destroying the KerbalAlarmClock-KACTrackingStation [COLOR=#008000]loads stuff, then same error until I leave to Main Menu and quit.[/COLOR] Thanks for any help you could bring - even if you don't think it has anything to do with KS, at least that will be one less suspect on the list!
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