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Warzouz

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Everything posted by Warzouz

  1. I'm planning a my first landing on Laythe My station is at 500km from laythe. My laythe lander is a 16T rocket based SSTO which should be able to do the round trip. 2 basic jet engines and a LV30. I've added some small chutes to help reducing speed (I'll still need a boost to avoir crashing). I've tested it on Kerbin. As my initial option was to place the station at 70km. But I've decided to set up at 500km. I think I'll use one of my tugs to truck the lander to a lower orbit, then try to land My question : how do I manage to avoid falling into the water (my SSTO is not a plane) ? Is it better to start at low circular orbit and horizontal aerobrake or should I start on an eliptic orbit and drop form high altitude ? For now I don't car too much where I land on Kerbin and where I went to Duna, there was no problem either. Any insight ?
  2. Oui, mais l'O2 est justement un comburant, et du combustible, il y en a pas mal dans un vaisseau (tissus, peau...). Si la concentration d'O2 est suffisante, ont peut avoir des combustions très facilement. L'accident tragique d'Apollo 1 l'a démontré. Excès d'O2 et une étincelle = 3 morts. Mais le danger principal est effecivement le souffle et les débris.
  3. I'm relatively new to KSP, so I play nearly vanilla. I add some mod to ease things : things that are tiresome to do (multiple lauches, execute nodes), things I fail to do correctly (such as rendez-vous), things you couldn't do without (planing multiple missions) So mainly KER, MechJeb, Docking indicator, AlarmClock. Oh, and I added Chatter because is fun.
  4. Yes, it over compensate, but as the ship wobble, it enters some sort of resonnance. The torque add to the wobble. Generally, in this situation, cutting the SAS stops the wobble and you only have to steer manually. SmartAss doesn't have this issue. Steering muche smoother. Even if I have tall ships with few struts, there is nealy no wobbling.
  5. I've noticed most of my wobbeling is due to the SAS. The SAS steers the other way only when passing the target (node, direction...), not before to smooth things down. So it steers back and so on until resonating wobbling. To stop wobbeling, I ususally deactivate SAS or use Smart ASS from MechJeb. I've event noticed that SAS is incapable of handling high torque vessels (such as mini-tugs). It even isn't steering at the correct target, but still "vibrates". How do you handle wobbeling ? Further more, I think that some landing tip over are liked to the SAS module, especially on low gravity moons. Do you share this thought ?
  6. I agree. athmo of Laythe is way higher than 15km. I recenlty aerobrake at laythe. At 10 or 15km, you become a permanent resident of Laythe...
  7. OK, I removed 240 parts in 2 hours with KAS mod. This was quite fast and a good training for EVA. I'm down to 720 parts now. I reduced graphic options a little bit and now, it's totally manageable. I'm around 5 to 20FPS now, and context menus respond immediately (which was the main trouble). I could even remove MechJeb parts by editing the KAS a config file (copy paste and renaming). KAS is now removed. Job done !
  8. I tried with Bill, no special menu appear. No option. Only EVA. I must be another mod. I'll try with KAS Works perfectly with KAS. Already removes 50 items. Sadly I can't remove the big batteries.
  9. I'll try that mod too. I've counted around 250 useless parts I could remove. I'll try tonight. BTW, I don't think massless parts are not significative. They still ned to be rendered or lighted, and they provide functions (batteries, engines, generator). They can break under impact. They are only non massless for calculating drag and mass (as I understood). BTW do I need ladder on Vall ?
  10. I assembled a 13 mission space station over Laythe. When finished It had 950 parts... and a lot of lag. I'm a new to KSP and forgot about that. The trip went well as each part was shipped individually. I have a lot of docking rings : 20 on the station core and 2 ont the each of the 12 pieces (30 to 35 total). Every thing went smoothly until I reached 400/500 parts, then lag started. I'm looking to ways to remove parts directly on the station. I also added too many lights...
  11. I'm in a mission to Eeloo at the moment. I waited for the correct window but instead of firing at the ejection angle on the equator then do a plane correction at mid course, I fired with an inclinaison. To be able to fire with an inclinaison on the correct ejection angle point, I had to launch with the opposit angle on the other side of Kerbin. I circularised, did half an orbit and eject burn (with high TWR to avoid messing everything). When quiting the SOI, you get you effective inclinasion with the sun, which should match Eeloo's. In other word, I had to time my launch, rotate to the inclinaition angle then turn right (not east), circularize, do half an orbit to cross the equatorial near the ejection angle. Burn at that point. I had to redo that several time to get it right. The angle was too steep, or I launched too soon, so I didn't get the correct ejection angle on the other side or Kerbin. On my first attempt, I tried 11° (the inclination of Eeloo's orbit), I ended with 4° outside SOI (too low). The I tried 60° (too high), and finally 25° which seems to be roughly right, (a bit too steep). I corrected at mid course for a 400dv, instead of the usual 1300dv. Arrival in 1 year. This is my first trip to Eeloo.
  12. EVA is quite OK, it's the contextal menus and the big camera changes which are a pain. I'll try. But building a 13 launches space station around Laythe was already quite long. It took me nearly 20h, even I used MechJeb for rendez-vous and 80% of the launches. Encounter, course corrections, double aerobraking. I counted 12 manoeuver nodes per ship, not including the rendez-vous (auto-piloted by MechJeb). I did the final docking, because I like that a lot !
  13. Ok, 1- Add KAS mod 2- Reload the save 3- EVA and remove parts 4- Terminate them in Space center 5- Remove KAS Have I understood correctly ? I like this solution, which is kind of RP. I read elswhere to redo the station as a whole and stick it back with HyperEdit, but I have other ongoing mission. Further more, I tried HyperEdit before, and the ship always explodes. I knew that putting Bill Kerman at the head of this mission was a "stupid" idea
  14. Well, I did a nice mission to Jool, assembling 13 ships in a 500km orbit around Laythe to explore the moons of Jool. I felt the trouble after docking my second (out of 5) SSTO : the station part number went sky high. After docking the crew transport ship, the station has around 950 parts... Also, I added too many lights... So now it's a pain to manage. The FPS is manageable (it's not a first person shooter after all...). But parts and menus take a very long time to react. Questions : - What options can I reduce to impoove the situation a little bit ? - Are there mods to remove parts on the fly ? I'm thinkng about broken struts, useless engines, RCS, batteries and solar pannels.
  15. OK, Done ! Well, a 1000 parts space station is finally not a very good idea...
  16. I finally opted for 500km. The view is beautiful... I'm assembling the station now...
  17. @TriggerAu I want to thank you for this wonderful mod. You have eased a lot my 14 launch space station to Jool. Well, it would have been impossible to keep track of so many mpieces without. Further more, you GUI is a model of simplicity.
  18. No insight about placement of a station for outward flights around Laythe ? I've read that elliptic orbits are neat, but I want MechJeb to do only what I'm capable of doing, so I prefer circular orbits.
  19. I'm currently building a station around Laythe, mostly because it's such a nice view ! I've fired 13 overfueled missions to Jool. I'm currently aerobrakiong them to Jool then Laythe (it's easier than I thought), I'll assemble them when i've decided which altitude to put the core station. The goal of the station is to create a base of operation to explore the Jool moons. I want to send enought fuel to refuel each ship 4 times. It's my first mission to Jool. Parts to be assembled àLaythe (each is a separate launch) : - Core station (lab, cabins...) (manned) - RCS tanks + station small tug (unmanned) - 6 autopropelled Orange tank (delivered full) (unmanned) - Ferry with Tylo SSTO and Bop SSTO (manned) - Ferry with Vall SSTO and Pol SSTO (manned) - Tug for Tylo shipping Laythe SSTO (unmanned) - Tug for Tylo and secondary Tylo staged lander (unmanned) - Passenger ship (the rest of the crew). Total 13 launches The station is not assembled yet but will probably weight 400T. I've already inserted only 5 out of 13 ships into laythe orbit. I'm not too sure about the station orbit altitude though. I had planned for 70km, but I'm considering 500km as most of the flights will be outward and not to the surface of Laythe. Further more, I think the 500km view is nicer I launched the passenger ship and the station manually, but used MechJeb for the other ones. I plotted all nodes myself) but executed most of them wit MechJeb (well I letMeckJeb planned the last 6 fuel tanks, but I had to make 500dv corrections after that). I play KSP for less than a month now, so I feared to not be able to aerobrake twice at Jool and Laythe. So I overfueled my generic two staged rocket. I did part of the last Laythe inclination correction with the last fist stage engine... Maybe if I dock with the second stage still attached, In could gather more points My generic heavy launcher is Second stage : 40T 3800dv (4 LV-N and 4 dumpable LV45 for boost). I can switch to medium to low TWR. This stage weights 50T (I think) First stage : 100T 6000dv for take-off with reasonable/high TWR. It weights 1000T. As I said : a bit overfueled, I said I designed a smarter stage before which was able to carry 70T to 90km orbit. But my second stage was only 3 LV-N and i hadn't enought TWR to do a quick escape burst. As I was managing 13 launches (+1 addition Jool probe mission unrelated to the station), I wasn't sure I would be able to handle multiple burst for each escapes. So I oversized everything to make it easier... Pictures will come when the station is built.
  20. Hi, I'm in a mission to Jool, some Jool-5 of my own (thus I do multiple travel flight that meet in Laythe SOI. My goal is to build a space station capable of refueling several mission to each of Jool moon. The flotilla is composed of : - 1 space station core leaded by the well known engineer Bill Kerman (hope he won't wreack every thing...) - 1 ferry for the Bop and Tylo SSTO landers (both landers are crewed during travel) - 1 ferry for the Pol and Vall SSTO landers (both landers are crewed during travel) - 1 tug for Tylo carring an alternative staged lander (not crewed during traval) - 1 tug for Tylo carring an airbreathing SSTO Laythe lander (not crewed during traval) - 1 RCS tank with a mini station tug for easy movins stuff around (not crewed) - 6 self propelled orange tanks for refueling (not crewed) - 1 crew tranport for the reste of the team. (not usefull but RP) - A 6 probe carrier for polar orbit (not meant to meet at Laythe though) All those missions are powered by an overfueled 2 stage laucher designed for 40T payload to Jool without aerobraking. I manned the passeneger and station launch but let MechJeb to the ascending for the rest... All ships were launched with a mostly 20 minutes delay. I planned all nodes manually (except for the 6 fuel tanks for which MechJeb did a loosy job, i had to correct with 500dv) Hopefully, after the long travel, the 14 ships where spanned on 300 day in the second year, so I could managed them in sequence for aerobeaking at Jool (target 115 to 120km), then Laythe (target 22 to 23km, or a bit less). I've already collected 5 of the 13 ships and my space station is now in an elipic orbit around Laythe. The station has enough fuel to manage a least 4 trips to each moons (one more for tylo with the non reusable lander). This is the objective : create a space base I can use to visite Jool moon whenever I want without waiting for the launch windows and the tedious travel. I'd planned to stick the space station à70 or 80km. But now I hesitate between 70, 100 or 500km. What do you suggest for the altitude of such a space station ? PS : I've chosed Laythe beause it's a nice place !
  21. Yes I know, maybe I'm too greedy for the first Jool visit.
  22. I'm Warzouz Kerman and playing with KSP since beta 0.9. This is a very cool game which consumes a lot of my time and my thoughts even I don't play it. I have been a Minecraft player for a few years and I've administered a mid-sized server. But now, the hype on Minecraft has passed away... Time to go to new fields of exploration ! I came to KSP by watching Scott Manley videos, through Elite Dangerous playlist. Well time to blast some kerbals ! I've been to the Mun twice, to Minus three times and managed to send a double mission to Duna and Ike. I'm waiting for my Sun Explorer to come back and while waiting for an Eve window, I decided to plan some sort of Jool-5 challenge of my own. I'm planning to build a big refueling station around Laythe (because it's nicer...) bring some orange tanks along, a station tug, and a passenger return vehicle. I plan to have 5 landers (all are SSTO) to be capable multiple missions. The full mission will fire 12 rockets which shall go by their own to the orbit of Laythe and be assemble there. But I'm quite bothered with my Tylo lander... So I want to build a SSTO capable of gathering basic science. Trucked from the space station by a dedicated tug, it will have fall (let's hope for a controlled fall...) from orbit and get back to be trucked again by the tug to Laythe station for refueling and debriefing... My basic design is a 15T, 6000 d-v ship with 2 LV-N engines. I used 4 LT-2 landing struts because I failed to master the cubic struts trick. I added a material bay and a goo canister. The Tylo-TWR is 1.02 up to 2.17. Do you think this strategy is viable ? Thx for the help
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