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Reolos

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    Bottle Rocketeer
  1. Hi all, I am really loving my career play-through this time through using remoteTech. I am running 63 mods currently, and the ones that apply to my questions are RemoteTech, Community Tech Tree, RealChute and Tantares, I believe. I set up 3 short range Sats at 2848400m for keosynchronous orbits. They each had an L-LG1 Low Gain antenna for their Omni range (4mm), and 3 Reflectron KR-7s (90mm) for transmission. It is my understanding, that the omnis should pick up the signal from the KSC, and the cone antennas will send the signal further. I aimed them each at the Mun, Minmus, and the Active Vessel. I then set up Sats around Mun and Minmus, with a single 4mm Omni, four 90mm cone antennas, and four 25mm cone antennas. The idea was, aim one 90mm each at the SR ComSats around Kerbin, one each for active vessel, and the 25mm's for aiming at each other (the other sats around Mun and Minmus, respectively). These were all set up in 500k orbits, polar and equatorial. Now, here is where I need advice: Are those designs sound? Are the orbits I chose, the right choice? Did I over or under engineer them? I ask, because when I send Scansats out, I still need three cone antennas in order to not lose connection, I can't get away with just omni's. I can send out flyby satellites with just omnis, but I tend to lose connection mid flight, and I ALWAYS lose connection before I can deploy chutes on my return to Kerbin, but Real Chute keeps my probes from dying. I have watched the "Remote Tech School" YouTube series by Grunfworks, but, I think I missed something. Does anyone have any advice? Thank you.
  2. Hi all, I am really loving my career play-through this time through using remoteTech. I am running 63 mods currently, and the ones that apply to my questions are RemoteTech, Community Tech Tree, RealChute and Tantares, I believe. I set up 3 short range Sats at 2848400m for keosynchronous orbits. They each had an L-LG1 Low Gain antenna for their Omni range (4mm), and 3 Reflectron KR-7s (90mm) for transmission. It is my understanding, that the omnis should pick up the signal from the KSC, and the cone antennas will send the signal further. I aimed them each at the Mun, Minmus, and the Active Vessel. I then set up Sats around Mun and Minmus, with a single 4mm Omni, four 90mm cone antennas, and four 25mm cone antennas. The idea was, aim one 90mm each at the SR ComSats around Kerbin, one each for active vessel, and the 25mm's for aiming at each other (the other sats around Mun and Minmus, respectively). These were all set up in 500k orbits, polar and equatorial. Now, here is where I need advice: Are those designs sound? Are the orbits I chose, the right choice? Did I over or under engineer them? I ask, because when I send Scansats out, I still need three cone antennas in order to not lose connection, I can't get away with just omni's. I can send out flyby satellites with just omnis, but I tend to lose connection mid flight, and I ALWAYS lose connection before I can deploy chutes on my return to Kerbin, but Real Chute keeps my probes from dying. I have watched the "Remote Tech School" YouTube series by Grunfworks, but, I think I missed something. Does anyone have any advice? Thank you.
  3. Sorry for the delay, I have been away. Thank you for the advice gents.
  4. Hello all, I love modding this game really heavily, and I am rather fond of parts packs. I do find though, that after 60+ mods, I am running 2,500+ mem. I was wondering if there was a mod that would allow me (Ingame) to remove specific parts while not removing mods, or, if anyone had any advice how to do this in the game folder? I do not have much experience and ability with modding game files myself. Plenty of the parts packs have specific parts that I never personally use, while I use the other parts from those packs in every build. I'd like to be able to remove those that I do not use, if possible. Thank you all.
  5. Hi all. Simple request. I have downloaded contract configurator and some contract packs. They are in my game data folder. I have tried through CKAN and directly. I do not see any changes to contracts at all though. Did I miss a step?
  6. /agree. I basically imagine all Kerbonauts that I rescue are from a rival organization, even though one doesn't exist ingame. Twisted debris from their orbital attempts would be way more gratifying them the Mk 1 pods and inline cockpits we get currently.
  7. Thanks for all the posts guys! I do notice that with SAS I don't have to fight so much to get my angles, but to be honest, I am terrified to turn it off or rely on "F", because I endoed so many of my previous rockets 😠I will give it a try though, I need to trust my design more. I know four stages is overkill. My payload is the one man pod, 2 goos, science Jr, a heat shield, and 3 chutes. Not a big load. I like to keep my twr low, because I don't like fighting with the atmo. The extra stages help with that for me, and I only have 30 pieces to work with at this point... I DIDNT use a gimballing engine, I will next time. I did use 3 of the pretty white triangles for aerodynamics. I had 4, but... 30 parts. I will try the Mod, thanks for the tip. Do they need a CPU on them? Finally, Basic-Syntax, you said you had the apo overshoot problem too. At what point before apo were you firing at prograde? Did that change, or did you just change your design? Thanks again all
  8. I do agree! I just want to be more efficient...
  9. Hi there! I have followed KSP progress on Steam for some time. I missed it in the Summer Sale, but started watching Scott Manly videos about it, and couldn't wait any longer, so here I am, a full price player. 😉 I have been playing a career game, because the progression is what most appeals to me. I have attained my first Kerbin orbit, but I feel like it was rather inefficient, and I'd like some advice. My 4 stage rocket has 1.5 twr and 1.35 twr on the first and second stage. I started my gravity turn East at 100 mps, and then fought it over to 45 degrees at around 10-12k. From there, I waited till my apo was 72k, and killed my engine. About 30 seconds from apo, I turned prograde and burned at full to gain orbital velocity. I was able to pull the peri up to about 60k, but at the same time my apo went up to 130k. I needed to make 2 more corrective burns to circularize. Where can I improve? I am using the terrier for my last stage, and have tons of delta V, I also have a 3rd of a tank left upon deorbit. Secondly, strictly from a roleplaying perspective, I'd like to salvage as much of my jettisoned debris as I can. I don't want to put stayputniks on them though, and I don't have the confidence yet to leave my main craft in a deteriorating orbit to maneuver the discards. Are there any mods or workarounds to help me with this? Thanks for a great game and a great community, Squad. You guys rock!
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