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michal.don

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Posts posted by michal.don

  1. 2 minutes ago, sevenperforce said:

    The vehicle was yawing and rolling really hard well before landing engine burn startup. I'm thinking that the grid fins didn't have enough authority to keep the vehicle properly oriented, which meant there was too much propellant slosh to get the engines consistently lit. 

    Ok, so I got it the other way around - it wasn't instability because of the engine-outs, but engine-outs because of the instability.... :) Thanks!

  2. 2 minutes ago, sevenperforce said:

    Looks like the grid fins don't have enough control authority. I'm guessing Superheavy broke up from aero.

    I might be wrong, but I think that the graphics showed some engines shutting down? Maybe tthe gridfins just did not have enough control authority to handle the engine-outs?

  3. 6 minutes ago, Beccab said:

    Late reply but, the issue is that an SSME before firing must be chilled down and capable of "bleeding" LH2/LOX when commanded by mission control in order to be started correctly; three RS-25 are working correctly, but engine #3 isn't doing it which led to some delays in the countdown and now the half an hour unplanned hold. This is the part that should have been tested in the Wet Dress Reharsal number four, but wasn't because issues with the fueling operations interrupted the countdown too early making this the first complete hydrogen bleed test on Artemis I (and probably the first time it's done since 2011)

    Thanks a lot for the answer! Makes sense, but really starts to sound like bad news.

    Michal.don

  4. 16 hours ago, Death Engineering said:

    Welcome back, michal.don!  Just curious.. what, if any, mods did you install to increase difficulty/realism?

    I did not add any other difficult mods than Kerbalism and KCT. To be honest, I'm not even sure which features are added by Kerbalism and which are included in the "base" JNSQ suite. But it really feels like a simplified RP-1 - engines have limited ignitions and sometimes fail, parts have a limited time before they break/cease to function/need to be repaired, crew members suffer from stress/radiation/claustrophobia on their missions. The mass ratios tend to force you to build rockets that generaly look and feel like the real word ones. But it's not as extreme as in RP-1, where you can spend several days (real time, not game time) and not even reach your first orbit. If you're interested, I can share my full modlist when I get home, but it's pretty much these ones and a bunch of QoL and part mods :)

    Michal.don

  5. Hello, after a long break from KSP, I'm playing a JNSQ carreer and I have to say - I'm enjoying it immensely. It's a nice sweet spot between stock and full RO in difficulty. I'm getting to the later nodes in the tech tree, so at this point, I think I should start using the more complex resource chains (I haven't touched pretty much anything else than the scrubber for life support) and experiment with ISRU. Do you have a suggestion for an (if possible a rather light one) engine mod adding hydrolox/methalox engines, compatible with the JNSQ/Rational Resources/Kerbalism combo?

    Thanks,

    Michal.don

  6. When I was running this challenge a couple of years ago, I also thought about making an Armageddon themed mission (the commander level required having a Bruce Kerman piloting the shuttle and I Don't Want To Miss A Thing blasting from your speakers on a loop), but never thought about having an entire series of missions dedicated to asteroid hunting. I really like that, extensive asteroid research makes sense and the shuttle is a spacecraft pretty well-suited for these kinds of missions. And using the infrastructure you've put in space in several different missions is a nice touch!

    I'm curious if this idea gets implemented somehow, I'll be watching closely :)

    Michal.don

  7. 1 hour ago, swjr-swis said:

    Same result. Plane will keep going as if nothing's up and will obviously do so indefinitely. I have literally done nothing but close the fore bay, set SAS to ORB PRG, and released the brakes, zero prop/rotor management or even flying.

    I have to admit, I have no experience in regards to atmo/phantom force exploits in the game  (I usually just build rockets :) ). Could somebody please briefly explain what's going on here and how that works? If that's deemed as hijacking the challenge thread, I apologize and will ask the question in a different thread.

    Michal.don

  8. Not exactly mission reports, but surely two of the best things I've ever read on these forums:

    It hasn't been finished (yet?), but still, absolutely worth reading.

     

    First part of a trilogy, the first two parts are complete, the third one is still in process. I thing the "Something of the Kraken" is my favourite thing around here, have read it multiple times :) Beware, this comes with some serious reading time, it's properly long :) 

    Michal.don

  9. 3 minutes ago, Beccab said:

    Uncrewed starship should be about 7 tons heavier than the crewed Shuttle (plus the landing propellant), so the crewed variant will definitely be much heavier

    Thanks for the clarification, I guess we'll see the record broken several times in the near future then.... :)

  10. 18 minutes ago, RCgothic said:

    We need to be clear what we mean.

    I should have made it clearer, I specifically meant the "largest thing we've tried to reenter" bit. Of course Starship would be much heavier when reaching LEO, but it seemed to me the reentering mass would be quite similar. But then again, in some cases the Starship might reenter and land with significant payloads (crew?) and become the heaviest thing ever reentered with significant margins.

  11. 11 hours ago, tater said:

    Size wise, for sure. Almost certainly mass as well, because even if on the light end of what the dry mass could be, it will still also have what, 20t+ of landing props?

    I'm not sure about that - do we know how heavy the S20 is? I believe the "final" starhip will be around 150 t, but what about this one? Will it still beat the 80-ish tons the space shuttle had?

  12. I have to agree with the JNSQ recommendation. It's based on the stock system, so it feels familiar, but rearranges the planets a bit and adds a couple of new ones. It's a bit upscaled, so the rockets look and feel more realistic. It's harder to get anywhere, but not as hard as in RP-1. In combination with a life support mod, it makes planning an interplanetary journey a complex undertaking, but still the "fun" amount of complex, at least for me :) And the planet pack looks absolutely stunning! 

    I don't think JNSQ is compatible with 1.12 just yet, but I thinks it's more than worth it in the older versions as well, I think my current JNSQ build runs on 1.8.1.

    If you decide to give it a go, let us know how you feel about it :)

    Michal.don

  13. Just now, sturmhauke said:

    I do plan on reviewing everything just to see where we're at, but yeah I'll take that into consideration. In the meantime I've got more data structures, algorithms, and high level architecture to brush up on.

    Yeah, real life can sometimes be a proper pain in the rear end, I hope you are doing well despite the heavy workload you are struggling with right now. Good luck with your project and don't forget to take care of yourself and treat yourself a bit from time to time ;) 

  14. On 6/7/2021 at 8:28 AM, Fulgora said:

    After quite some time in the making I am (again somewhat proudly) presenting my submission for STS Mun-2 to STS Mun-4 which completes the surface base that I have started here.

     

    I don't post here too much lately, but I'm still keeping an eye on this challenge.... :) @sturmhauke, when real life permits, I'd suggest you take a look on this, I believe this one might very well be "Skunkworks-badge-worthy" :)  Awesome job!

    Michal.don

  15. Quick update....

    I designed (in my opinion) a pretty cool Mun base, consisting of three modules, which is assembled by a robotic arm on the surface. Programming the arm and testing took a couple of hours, and when I was happy with it and installed the arm subassembly into the shuttle, I found out that the KAL controler programs were not copied with the arm. That sucks, big time.

    Does anyone know if that is intended, did I make a mistake, or is it some sort of a bug?

    Michal.don

  16. So finally, time to claim a badge I did not have yet - a commander badge for asteroid hunting!

    Last time I tried, there was a bug that made all of the asteroids 150 tons heavy. Not a good thing. This time around, I chose a small A-class, which was much, much easier to land.

    This one is robotics-free, I will probably amend that in my Mun missions soon :)

    Michal.don

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