• Content Count

  • Joined

  • Last visited

Community Reputation

763 Excellent


About HvP

Profile Information

  • Location Array

Recent Profile Visitors

3,869 profile views
  1. You said you've been using KIS and KAS to put these components together. I know that the contract system will usually accept vessel components connected by KAS as legitimate as I've done it many times myself. Did all of your Kerbals launch with these vessels after the contract was accepted? If you transferred the Kerbals over from craft that are older than the contract then it's possible they may be carrying items in their inventory that are also older than the contract. I don't know if Kerbal inventory items count against the contract but it's worth checking. When all else fails, and you are certain that the contract should be successful, then you can force it to complete by going into the Alt+F12 cheat menu, look for the contracts tab and then click the button next to the appropriate contract to mark it complete.
  2. For a base or station to be considered "new" every single part of the whole base has to have been launched after you accepted the contract. It sounds like something connected to your base had already been launched before you accepted the contract. If those older parts are not essential to the contract requirements then you should be able to disconnect them and then the contract will usually complete successfully, but it's not guaranteed.
  3. There are also two decouplers in the structural category. The Small Hardpoint and the Structural Pylon can be very useful for putting a little distance between boosters and separate cleanly.
  4. Ideally, you add up all of the numbers between your starting point and your end point, remembering to add extra for any inclination change corrections you might need (typical inclination change amounts are listed next to the colored bar.) And also add the numbers again if you have to retrace your steps. For example: 3400dv to launch into Kerbin orbit + 950 to reach the edge of the Kerbin system + 980 to get a fly-by of the Jool system + 270 for a mid course inclination change + 160 to capture into high orbit of Jool + 620 to get a fly-by of Vall + 910 to get into orbit around Vall + 860 to land on Vall + another 860 to take off from Vall again + another 910 to escape Vall's orbit + another 620 to reach a high orbit around Jool again. Then work your way back down the Dv tree for each of your other destinations. There is however a LOT of variation possible. You can use gravity assists from other moons to alter your course. You could do aerobraking in Jool's atmosphere or at Laythe to reduce your dv requirements considerably. There's some bad news, however. It's basically impossible to do the mission you're attempting without bringing along mining equipment and ISRU converter to make fuel along the way. Tylo and Laythe each have extremely different landing and take-off requirements that a single ship is going to have difficulty handling efficiently for both. Tylo has no atmosphere and its gravity is about the same as Kerbin's. You basically need a fully fueled ship as big as what you use to launch from the surface of Kerbin for the landing AND fully fueled for the trip back up. Laythe, on the other hand, has an atmosphere nearly as thick as Kerbin's. And while that means that you can descend quite easily with just parachutes, you won't be able to get much thrust out of vacuum optimized engines for the re-ascent. I'm not saying it can't be done. But my choice would be to make a mothership that stays in orbit of these moons and have a couple of different landers optimized for their task.
  5. @Boyster Let's go back to basics and try to understand what the navball is trying to show you. Regular airplanes have a navball like that in order to show the pilot their attitude relative to the ground. Here is a picture of one in a simple plane's cockpit. You can see it in the top row, second from the left. There is a gyroscope that keeps its orientation constant relative to the horizon. The center marker on that ball corresponds to the nose and wings of the aircraft and it's just fixed to the glass of the instrument panel covering the ball. But the ball "floats" inside that instrument panel so that the brown colored ground always stays down and the white lines always stay parallel to the horizon. So when the plane banks left or right, or pitches up or down, it looks to the pilot like the ball is rotating and turning around behind the center marker. But in reality a gyroscope keeps the ball level, and it's the PLANE that turns around the navball. Now, try and imagine you took this plane to space and were sitting in the cockpit. What would you see on your instruments if you couldn't look outside the spacecraft? You can't just poke your head outside and look around. The blue half of the navball is the part above the horizon of the planet. The orange/brown half of the navball is the part below the horizon. In other words, if your center marker (the level-flight-indicator) is below the horizon line (the part that divides the two colors) then your nose is pointing more towards the ground than the sky. If your center marker is in the blue part of the ball then your nose is pointing more towards the sky than the ground. This is no different than being in a plane's cockpit flying through the air. These instruments were designed to give the pilot information about where they are pointing because they COULD NOT see much outside their craft. And it's incredibly useful at doing that. You can accomplish almost any maneuver by looking at just the navball alone, and ignoring the camera view. The only time you can't really do that very well is when docking, and that seems to be what's confusing you. The navball is there to show you your orientation in relation to your direction of travel AS IF you were viewing it from inside the cockpit. Remember, the camera has NOTHING to do with the navball. The camera just lets you look around. It isn't intended to relate to the navball orientation. And there is a simple experiment you can do to prove this. When you are docking normally, to the front of the ship, and you need to use your RCS to move left then you would want to look down the ship towards the front. If the camera is locked in place then when you tap the left key you will see your RCS thrusters fire on the right side to push you left. Ok, great. But, what happens if you need to move the camera around to look backwards along your ship? When you are landing a ship upright on the Mun you will be doing this. In the final stages of your landing your navball will show mostly blue because your nose is pointing up away from the surface. But you will want your camera pointing down towards the ground so that you can see the terrain. Maybe there is even a base on the surface that you are trying to land close to. In this case you want to look backwards, but now when you tap left to go left your camera is turned around. Now the thrusters appear to push the other direction. But they aren't really, your view is looking front-to-back now. You have to mentally separate these two perspectives when you are operating your controls. It's not always easy, but you need both frames of reference in this game.
  6. Sort of. NavHud projects the sphere of the navball into space around your ship. It's like putting your ship into the center of the navball. The camera just lets you look around the inside of that sphere. What's important to understand is that you can move the camera independently of the ship's orientation. Don't think of the navball and camera as connected at all, except in "Locked" camera mode. The game just normally allows you to move the camera around in arbitrary directions because sometimes you need to see whats behind you or underneath you, etc. But ignore the camera for a moment. In the NavHud projection look for that level-flight-indicator . See how it moves around in front of your vessel as you turn as if there's a rod attached to the nose of your ship connecting it to that point out in space? Now look at your navball. That symbol shows you the exact same thing - where your nose is pointing and in what orientation. The only difference is that NavHud allow you to rotate the ship within the lines of the "navball" that it projects into space around you; while the stock navball rotates the ball behind your direction indicator. As @VoidSquid said, I really don't think there is a way of assuming what orientation your camera is to the ship's navball unless you orient it with already known components like a hatch or markings that you took note of in advance. Except of course if you turn on "Locked" camera mode.
  7. Well I think the disconnect in expectations comes from the fact that NavHud projects the orientation of your craft out into space. Your navball represents what you a pilot would see on their instrument panel sitting inside the spacecraft. You can't turn the navball to orient to the camera; so you must turn the camera to orient to the navball. Which is what the "Locked" view does. I think that's all I can leave you with for now. Sorry we couldn't be of more help.
  8. I see that now. Your previous image didn't show the docking mode setting turned on. This is helpful because it shows me several things. First, notice that the orange cross-hairs in the docking mode window has moved to the left side of the square? Also, the RCS thrusters are firing towards the right side of your craft. This will push you left. It's doing exactly what its supposed to do. Surely you want your ship to move left when you tap the A key to move left?
  9. I just want to mention this because it is easy to overlook. In normal operating mode, pressing the "A" key will TURN your ship with yaw, NOT translate sideways. You should use the "J" and "L" keys if you want to move left and right without turning the nose of your ship. "I" is up, "K" is down, then "H" and "N" move you straight forward and back. Otherwise you can switch to docking control using the console in the bottom left: That gives you the option to switch between translation (left,right,up,down) and rotation but most people find this an inconvenience. It's easier to just get used to using the HJKL keys.
  10. The navball is ALWAYS aligned with your ship's control point. It is the control point that defines what you see on the navball. Changing the control point changes the navball. This symbol in the middle of your navball is the level-flight-indicator. That shows you where the control point of your ship is facing. The dot in the middle is always forward. The left arm is always left, the right arm is always right, and the "V" in the middle always points to the ventral (or underside) of your vessel's control point. Usually, your control point is a command pod, probe core, or docking port near the nose or aligned with the nose of your ship. But it doesn't have to be. If you choose a control point that is a rover stored horizontally, or a docking port facing sideways, then this indicator will change to orientate itself with THAT point of control. The "Locked" camera is the ONLY camera that aligns itself with your control point. After you switch to the locked camera and drag your view so that you are looking straight towards the control point of your craft then left/right/up/down on the screen will correspond to those same directions on your navball's level-flight-indicator. https://wiki.kerbalspaceprogram.com/wiki/Navball
  11. @Boyster Every control point in the game is programmed with a "forward" and "backward" direction, along with an "up" direction. This is all the game needs to be able to determine the orientation of your ship. You can test this by experimenting with test craft on the ground at the KSC. Make a rover with several control points attached in different orientations. Maybe it has a probe core facing forward and a docking port facing upwards and another one facing backwards, etc. Now right click on those control points and chose "Control From Here" in the right-click menu, and see how that changes your navball. You also have the option to change the internally programmed orientation of command pods and probe cores by switching their forward/reversed control in the right-click menu.
  12. Do you mean how to get your navball to show your distance and orientation to the target? To do that you click on the small green window set in the top of the navball. It's the one that says "Orbit" in it with the number showing your orbital speed. When you click on it it will switch to show "Target" and "Surface" numbers. When it is in "Target" mode the prograde/retrograde markers change to show you which direction is towards and away from your target.
  13. On this point it isn't so simple. Heat management when exposed to sunlight is a very tricky thing for satellites. Painting it black would possibly cause a lot more thermal loading that has to be negated with other hardware that are likely to be heavier and more expensive than simply leaving the surface shiny enough to reflect a lot of that light away. And that's not even considering the solar panels that obviously cannot be painted, which will be reflective from certain angles. Visible reflections from satellites are usually from the solar panels anyway as they tend to have the greatest surface area. Having said all of that, I'm also concerned about the light pollution of the night skies and the difficulties that Starlink will introduce to observations. I used to be very interested in backyard astronomy until I became so frustrated with the light pollution in my area (Dallas/Ft.Worth) that I simply just gave up. I have a great deal of sympathy for anyone who's having their observations ruined by this new satellite network.
  14. The deployed science experiments can't send back any data if there isn't an available commnet link back to the KSC. If your surface station is on the other side of the Mun then it's possible that a relay satellite is sometimes in position to intercept and pass on the science data but at other times it could be in the wrong position to enable a link back to Kerbin.
  15. So I just tried the replay and was getting the same garbled clicking on the audio. Then I noticed that the speed control was glitching back-and-forth between 1x and 1.25x playback speed for some reason. Selecting 1x playback speed in the twitch settings fixed the problem.