Jump to content

Blaarkies

Members
  • Posts

    890
  • Joined

  • Last visited

Everything posted by Blaarkies

  1. I don't know(did not pay a lot of attention to the value). If the @Streetwind and the wiki is correct, then it should actually give less valuable science when landed at Kerbin...i guess it becomes a statue then. It makes sense to get an A Class asteroid, drill it empty, and attach it to some lander. This lander goes and lands in every Minmus binome, Mun binome(maybe even Gilly) and getting all the easy science. I am unsure what happens when multiple asteroids are connected to the same craft though(in terms of science experiment)
  2. No. Only one asteroid sample. You get this by right-clicking on the asteroid with a kerbal in EVA close to the asteroid...you can however get a different sample depending on where the asteroid is: Bring it back to Kerbin, but repeat the sampling when you enter Kerbin SOI, again when you are in low Kerbin orbit, again when you are in Kerbin Upper Atmosphere, again when flying over KSC, again when closing in on the VAB,...wait STAHP!!! (jokes aside, you get a unique sample from the asteroid for every new situation/planetary binome it arrives in)
  3. But this can only happen while the lab is in the same binome as the science...otherwise we just stop by LKO from every Jool trip to pass the experiments through the lab(that seems pointless)
  4. Do you like building nuclear tugs with either 6 MK1 LF plane tanks, or one MK3 LF plane tank? ...yeah it's not that bad, but i would much rather just use a 18t Rockomax silver drum(with LF only) instead
  5. Upgrade SPH and runway from the very start, ignore the VAB...it's easier to build rockets in the SPH with the extra free camera controls. Then shift-click the rocket, tilt it upwards and launch. Also rovers...
  6. You could build a 5+ stage rocket with at least 8000m/s dv. Starting with a chair bolted to a probe core on a oscar fuel tank and ant engine, and tapering off to 3.75m fuel tank and vector engine. If you double/triple each stage relative to the upper stage, it gets really efficient dv, The whole craft weighs less than 60t. Just add a 10m heatshield and it should be fine...but it\s not a SSTO by any means
  7. How about a satellite in a kerbin polar orbit, with a Pe of 70km, Ap of 83 000km(SOI edge), and the Ap being directly above the north pole? 90% of the time, it will be +5000km away from kerbin and will catch sight of KSC. If you drop a relay on the mountain east of KSC, and one more relay on the mountains 200km north of KSC, then you will have near permanent connection .
  8. That sounds like FAR is installed actually(Ferram Aerospace Research). If you are using RO because you like realism, then don't edit the atmosphere...you need to add drogue chutes that deploy before the main parachutes
  9. KER is calculating your RAPIER's airbreathing mode, but Eve has no oxygen in it's atmosphere. To fix this, switch all rapiers over to closed cycle in the editor.
  10. @chrisb2244 is correct, only one kerbal has to plant a flag(all other kerbals in physics range will also get flag-planting xp)...i am unsure whether they have to be unboarded, standing outside the lander on the Mun surface. Maybe it works for all Kerbals, even those withing craft? 2. Open map view. Click Kerbin -> Focus view...or just double-click like a madman on Kerbin On the right hand side is some button that opens up extra info of the selected planet/moon Read through the details(atmopheric height, mass, etc.) until you get to SOI (Sphere of influence)...thats the Ap you are looking for. It's like 86 000 000m, or about twice as far out as Minmus. I would suggest burning for an elliptical orbit of about that height. A tiny bit of RCS thrust should push the Ap outside of the SOI. You will instantly see this as the Ap disappears and turn into an escape icon. Once you pass that marker, just burn 100m/s back towards kerbin(ignore the navball if the solar reference confuses you, just point the rocket visualy towards kerbin). Wait 5minutes and you should be entering the SOI again
  11. Anyone tried a ground based link up to North Pole yet? I disabled the ground stations and the occlusion percentages(so that relays links cannot pass through half the planet), and I found that dropping a simple probe on the mountains just east of KSC helps out a lot. LKO craft get signal about 30 seconds earlier before they switch over to a direct KSC connection. I we could build a surface relay up to the North Pole, and place the biggest baddest multi dish comm array there, we should have the core/Kerbin connections sorted. Even the Mun will only get in the way once every 100 orbits...to be honest, I just want to build a Square Kilometre Array on ice
  12. Oh no sorry about that. It was like, an alternative option The sane thing to do is obviosly to make fuel, but for that you need the extra parts like solar panels, radiators, ISRU, fuel tanks big enough to provide +- 200m/s dv in one sitting, an engine to do that in less than 10min(alternator engines could help here), and of course reaction wheels to handle the loaded mass of the roid. Launching all that into orbit is a bit more difficult than a simple Nuke tug(with the drill and ore drum)...that is, if you ONLY want to complete the roid contract. But free fuel already in orbit is well worth the effort in hard mode careers
  13. The cat only appears on the lower part of the screen, right? There are these amazing "lifehacks" videos on youtube that show how to hide the bottom part of your monitor using an old book, strengthened with a ruler, using a dynamic decoupling contraption made out of duct-tape and tooth picks. If it hides the bottom 25% of the monitor...that is like 75% solution in my books!
  14. This is really something awesome to watch while on the HypeTrain : http://apollo17.org/
  15. We choose to do all the things, not because they are easy but because they are hard!
  16. I am getting this idea about adding a tiny probe+solar panels and 2seperatons to each "ejectable" piece of every rocket. This way, you will mostly have enough dv to hit some planet/moon I guess 1.2 will show if it is viable
  17. No worries, the only reason i said it was...because i have did the exact same thing many times before. Until i took a step back and actually calculated the "efficiency" of my backup system. Yeah, i was shocked However, if you only use a capsule(+heatshield for re-entry)...then by adding a single Linear-RCS thrust port on that capsule, and filling the capsules MonoProp leads to a totally viable backup system. There is no extra dry tanks being added this way(the capsule is already the dry tank), so filling it up is probably very mass efficient.
  18. That is like bringing a bicycle along on a week long road trip. Sure if you run out of fuel, the bicycle could help...but bringing 10 liters of extra fuel in a jerrycan would take you much further than the bicycle. If you need some extra dv just-in-case, than add a LFO tank, then lock it. Once in an emergency, unlock it and go much further than RCS would ever have. Even when this happens after you dropped your engines, you would still get more results from an Ant engine, which weights far less
  19. Use decouplers instead(they stick to the old stage at least...just double check the painted-on arrow one more time). But yes, the stage will still be floating around though :/
  20. Everyone fears that it sounds very similar to the N1. Back then, if one engine gently exploded, the others followed suit. IIRC, the superdraco engine are "contained" so that an engine explosion doesn't damage an adjacent engine? If they can do the same with the Raptors, then they are definitely safer than anything we are currently using
  21. Kerbal : the green person Kerbin : the planet on which said green person lives...or at least where they have the best life expectancy On a serious note, have you tried hard difficulty? If you find that easy, set all rewards down to 30%, don't use MPL, get the "contracts rewards modifier" mod to remove science from contracts. It is definitely possible to complete the tech tree this way, but it forces you to shave off price and weight of every single launch(the building are still a grind though, their prices is proportional to the "Penalty %" sliders)
  22. That should be possible. On-rails orbit doesn't calculate anything in the background, yet when you come out of timewarp, the ships are exactly where you would expect them to be by now...except Mun encounters after 50 years of course. My point is, imagine putting the rover on an on-rails orbit, but relative to surface, and moving 0.5m/s...now when we come out of timewarp, it gets "landed"(like hyper edit does) onto the surface at the position it should be at. That will be at least as realistic as what happens to the rest of our in-orbit ships during timewarp
  23. Thats close but the physical ore needs to be tracked(I would never take my Minmus miner back to Kerbin just for a contract). They could label a craft based on ore obtained: - Miner gets new ore from drills on Minmus...Miner is now marked as having Minmus ore - A lander that came from Mun(that is marked as having Mun ore) comes in and fills up on Minmus ore...Now the Mun lander is "infected" with both Minmus/Mun ore type labels. - These labels are applied on any ships that the ore is transferred to(docking), and only removed when all ore tanks from a craft are empty - Now to complete the contract, the Kerbin vehicle needs to dock with something that came from Minmus(something that attained the Minmus ore label at least). Just leave that Minmus type craft at KSC to redock each time now... This system can still be cheated, just more effort. Now, add numerical amounts to these labels and we see that the bigger problem is need a GUI with which we can transfer "Mun ore" instead of "Minmus ore"...that becomes silly
  24. Epic! Connect it to a building tier? Strategy center place, you can plan tiny contracts(nothing bigger than small kerbin space stations) at tier 2...but at tier 3 you can plan anything, surface bases and all. But the bigger the contract is(and thus its total funding), the less chance you have of the entire funding even being available?
  25. DV is very dependent on your craft's dry mass. That is why a tiny 3x stage probe can have 9000m/s, but we know it will never budge an asteroid. This is because when you clamp onto the asteroid, suddenly your dry mass increases by 20t(class B ?). To find the DV required, you need to add dry mass to your craft in the VAB and check what the numbers show. 1. Complete the design of the ship(only the stage/piece that reaches the asteroid). Remove fuel until you have the same amount that you would have had upon reaching the asteroid 2. Now add "9.5~42.5 tons" of locked fuel tanks(ore tanks also work nicely). That is the mass of class B asteroids 3. Read the new total DV. Thats the number you are looking for. For step 1. i would remove 1500m/s dv worth of fuel since i launch the roid vehicle from low orbit. Thats about 1000m/s to escape Kerbin SOI and then 500m/s safety margin to do the deep space burns. * You can bring with a tiny empty ore tank + a tiny ore drill to hollow out the asteroid. Just "jettison" the mined ore from your tank until the roid is empty...the roid should become at least 80% lighter -> more dv for you
×
×
  • Create New...