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Crixomix

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Everything posted by Crixomix

  1. Most definitely. Because it's essentially the same as the second case, but you get to slow down for free!
  2. Beautiful answer. I had done the hyperbolic excess velocity part wrong. Thanks for the help!
  3. I did the math. All the ugly math. I wasn't able to take any of the gravity assist stuff into account, so I'm not sure how big of a deal that is. But it looks like you save about 240dv by making use of the oberth effect. I did it all on paper but I'll double check it when I get back to an excel spreadsheet at home.
  4. Let's say I want to park a satellite in a huge orbit (40Mm) around Duna. Is it more efficient to plot an intercept that has a Duna periaps of 40Mm, and then circularize at that point? Or to plot an intercept that gets as low as possible (60km) and then burn into a elliptical orbit which has an apoaps of 40Mm, then circularize at the 40Mm. Obviously the second one takes more time but I don't care about that, I'm wanting to know more about the Delta v. My initial brain logic (very fallable) says that by burning close to Duna, you take advantage of the oberth effect, shedding your speed faster, and it will end up being a cheaper overall dv cost. Am I right? Also, if it is more efficient, is it significant at all? Or is it something stupidly low like .5% cheaper dv.
  5. FWIW I have this same problem cannot control antennas, science, or solar panels with ship manifest. It's still useful for moving science around, but not being able to access these parts is painful cause I'm used to it. I'm sure it's one of my many mods that's causing it, but you'd think it would at least see the stock science experiments or the stock solar panels. It's literally blank on all three control screens. I can provide more info in a few days, currently on vacation, but I figured I'd chime in that I'm having the same problem.
  6. Could anyone help me understand why the engines modified with this patch aren't making sound? It seems like such a small thing but it's really a bummer. I do have a heavily modded install but I thought maybe others have found the problem and solution before. I didn't read every post but I scanned through and didn't see it.
  7. Guys. I've either got a bug or I'm dumb. Currently on a mission to Ike. I sent a probe droid cluster, one for science, the other two to set up a relay for 100% coverage of duna/ike. When they got there, I detached the two relay probes, each with 3 communotron dishes (the 40GM range ones). With the 3, I selected "Probe Deep Space Alpha", the other relay, and the science probe which will be sent to ike. Probe deep space alpha is in a 47Mm polar orbit of Kerbin, it has the 45 degree cone pointed at kerbin (which has it's own network), and then it has three of the 40Gm dishes pointed at "active vessel", "duna", and one of the relay probes around duna. SOMEHOW, I'm losing connection to the active vessel around Ike right now. There's nothing in the way. When I switch to the probe around Kerbin, it HAS connection, and I confirm that the 40GM dish is pointed AT the vessel I want to control (and it says "ok", it's not blocked by anything"). So then I go to the vessel which I just confirmed is in range, and confirm that its dish is pointed at the deep space probe around Kerbin, which it is. And the ship has power. So why on earth is there "no connection"? There's two vessels which each have a 40Gm dish pointed at each other, with nothing in between, both have power, yet there's no connection. Am I missing something? I've used remote tech for a while and thought I understood how everything worked but I could be wrong. I just don't have any idea what the issue is. EDIT: At first I wondered if it's some weird bug that has to do with detaching 3 autonomous probes from one launched vessel. But that can't be right, because I can't even get a direct connection from the original vessel back to Kerbin. It's off and on. Seems to go off for like 30ish minutes every few hours or something. Thanks for help. EDIT II: Figured it out lol. So the deep space probe only had a connection when I was controlling it, because a bunch of satellites had "active vessel", but when I wasn't controlling it, it only worked when it could point to mission control, because I hadn't calibrated my kerbin network to always point at the deep space probe.
  8. Yup. Stock probe cores. They control ships just fine when it's the only command pod a ship has. But when I have a ship with both a crewed pod and a probe core, it never works. It's really messing my game up too.. :/
  9. No. I don't think that's it. I've been flying unmanned probes to other planets It's only when I have empty command pods that the probes won't seem to be able to control anything.
  10. Hey guys. I've got an issue. I can't control a remote rescue craft. I built a ship with 3 mk.1 lander cans, empty, and a probe core. When it's sitting on the landing pad, it keeps saying "no connection to send command on". Which makes no sense, because I have a probe core installed. Not really sure what to do here :/
  11. Hey guys. So all the TAC life support stuff goes into the "Utility" tab and really clutters it up. However, some mod that I've added (not sure which one) created a "Life Support" tab with a picture of 3 leaves on it. Why aren't my TAC parts in there?? And then the real question, how do I change the .cfg files so that my tac parts ARE in there. I tried changing the category from "Utility" to "Life Support" and my game never loads. So I think I have the reference name of the category wrong. Anyone know how I can find out the reference name?
  12. Hey y'all. Another mod idea here. I think most people dislike KSC science grinding. There's so many biomes! It's not fun after a few trips. So I was thinking how can we remove that grind without removing science? Well we could give people science for upgrading their buildings! It makes sense if you spend thousands of kerbucks to improve a building that you'd learn some things along the way. I'm thinking it wouldn't have to be a lot, but enough to maybe 1 science per 20k spent. Ratio could be changed in a setting. Could even be an exponential formula so that when you get the big upgrades, you get even more science for the expensive nodes. Anyway. Is this possible? Anyone wanna tackle it?
  13. Okay. KSP has a LOT of shortcuts. But I was astounded to learn you cannot navigate the parts menu via shortcuts! I would really really really like to have a next/previous page shortcut, and also a next/previous category. Is this possible? The idea is insanely simple, but I don't know the limits of modding. If someone could make this, that would be incredible. And probably popular. I can't be the only one with so many parts
  14. So we've all seen how ksp doesn't encourage flight with contracts. I personally hate tourism because it takes so darn long to fly that far. We need contracts which require and reward good plane design. Not lengthy flights. So. Ideas. 1. Speed. Not a speed record like you can set with a rocket, but a maintained speed at a certain altitude range. Like "maintain a speed of between 300m/s and 350m/s between the altitudes of 1km and 4km for 30 seconds". 2. G forces! I've personally always wanted to ride in a fighter jet. Not to get somewhere, but to feel the G's! So we should have tourism contracts like "take Sally Kerbette above 10km and experience 4+ G's, then return to kerbin safely". 3. Lift numbers. To build big planes, they could say "maintain a lift of x units between altitudes of 5km and 8km for 30 seconds and return safely to kerbin" 4. Thrust. Same as above but with an amount of thrust. 5. Size. Require any of the above requirements but using a certain weight/part limit. I have no idea how to mod ksp, but I think these contracts wouldn't be too hard to make, and it would be pretty popular because lots of people want to make planes and actually have some direction to what they're doing.
  15. Hmm. I installed all the mods on Wednesday. Has it updated since then? Well I'll try it anyhow. Thanks for the suggestion!
  16. Hmm. I was fearing I might have to do that. If I save my game as "backup" and then load it with different mods and stuff blows up, it will only blow up my persistent save right? So I can try just having ctt and the seti ctt, and then load my game, see if it's fixed, and then install mods one at a time again? When I'm done with that, can I load the backup save and nothing will be broken? (except if a mod was messing up my tech tree, obviously I won't reinstall)
  17. Okay. I'm having some issues. Maybe y'all can help. I installed a heap of mods using CKan for the first time. Mainly kct, kw rocketry, remote tech, tac life support, habitation, community tech tree, and seti tech tree. I also installed some more minor things like KER, docking port alignment, contract mods, etc. My tech tree doesn't look any different. Isn't CTT supposed to add nodes and shift everything around? When I load up my game, all the nodes are the same as stock ksp. Because of this, I can't get parachutes in my game, because I think they're supposed to be in a node in the CTT that doesn't exist in my game. Like, I only have one survivability node, but when I look in the seti CTT files, it assigns parachutes to more than one survivability node. Like there's advanced survivability. In my game, I don't see that node. I just see the stock ksp one that comes after engineering 101. You guys have any idea what I can do? Thanks for the help
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