Blasty McBlastblast

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Everything posted by Blasty McBlastblast

  1. Pass-out missions can be beaten by flying in a tight banked horizontal circle... (e.g. around the flagpole.) A pair of juno engines should provide sufficient power
  2. Hi @Nervenkobold_GER and welcome to the forums! It sounds like you have discovered that most RO engines have limited ignitions and/or ullage requirements for fuel. From the wiki: Restarting an engine is a tricky prospect, requires just the right conditions, and even then most engines only have a limited number of restarts. Issues such as freefall causing propellants to float away from their feed lines complicate the matter. To solve this, LVs use small motors called "ullage motors" to settle the propellants before igniting their main engines. Spacecraft often use RCS for this purpose. Assuming propellants are settled, the engine must be able to ignite; most first stage engines have only one ignition (often provided externally), though some upper stage engines have multiple ignitions. Because of their simplicity--needing neither to ignite their propellants nor spin up a turbopump--pressure-fed hypergolic engines have effectively infinite ignitions. Indeed, that's all RCS is: sets of small hypergolic (or catalyzed monopropellant or cold-gas) pressure-fed engines. https://github.com/KSP-RO/RealismOverhaul/wiki/False-KSP-Lessons#myth-rocket-engines-are-infinitely-restartable
  3. @neistridlar another fine review Our BS designers are currently considering your recommendations for sepratron boosted drink service, perhaps even adding "rocket fuel" cocktails! On another (maybe related to performance) note, do you know if the drag-cube bug afflicting airplane plus parts has been resolved? I've been holding back from playing with this mod until i hear it has been fixed...
  4. The contract window button is located at the top right of your screen in flight, In map mode you will be able to see the orbital paths of everything (even planets if you zoom out with the mouse wheel). You can centre your view on other objects by pressing "tab", pressing the tilde (wiggly line ~ above tab) will return focus to your ship. (note: unfortunately you can not tab to stranded ships until after you have approached them) Rescuing stranded kerbals from orbit is quite a challenge early on, in real life even NASA tried and failed to do this with the Gemini 4 mission! You will need to master getting to space, achieving a specific orbit, arranging the rendezvous, and then space walking or docking to transfer crew. Scott Manley has a nice video tutorial on how to rendezvous (the game version is old, but the method is still the same). Don't feel bad if you need to cancel these contracts for now (you can do this from the Mission Control building) to progress with your career. Upgrading the tracking station is almost prerequisite to doing rescue contacts as it will allow you to target the stranded vessel and plan your approach, without any targeting you will just have to eyeball it. Possible, but very hard!
  5. It was a kinda cool video, but i have a question: why not use the capsule's internal decoupler? As a side note, the capsule pictured rolled around the KSC for about 10mins before coming to rest for recovery!! I wonder what happens when you roll it down a mountain side....
  6. @Kodiax welcome to the forums To beat those early "test at altitude" contracts try the following: Make sure you have the correct test part on your ship! Pay attention whether the part must be activated by "staging" (space bar) or "run test" (right-click part in flight) Use a liquid fuel engine (not an SRB) to give yourself better control, Place some stabilising fins nice and low, this will keep things pointed upwards even without pilots or SAS. During the flight: Open the contract window so that you can see the details min & max speed (below i had from 150m/s to 240m/s) min & max altitude (below i had from 8,000m to 11,000m) Check yo' staging! Take off like normal, then throttle down the engine so that you don't over-speed, Gently climb to the testing altitude, reducing thrust to maintain speed, Eyeball that contract window, when everything turns green do the test! Bonus tips: Sometimes you will get a contract to test an engine in flight, but this does not mean that you need to haul an extra engine to stage at the right time! While on the launchpad activate the engine via right click (instead of staging) and then throttle up to take off, you can now stage the engine later in the flight to do the test. To test SRB in flight you couuld use the tip above, but the easiest way is to empty out all of the heavy solid fuel in the VAB and then use a liquid fuelled engine to haul your payload to the correct height & speed.
  7. Hearing rumours of rare mountainous splashed-science, mission controllers hastily dispatched Jeb with all the experiments they could gather! After a continent spanning detour (due to a missing decimal point when setting the custom waypoint) Jeb arrives and spots his target A fancy barrel roll was used to enter into the extremely steep decent required! To maximise the landing area Jeb hugs the cliff face, with flaps deployed and reverse thrust engaged to slow the plummet descent... Maintaining ~100m/s as the water looms up allows enough air over the control surfaces to pull up sharply, splashing down safely with metres to spare! At this stage Jeb learns a terrible truth: the so-called mountain lake is sadly only a coastal biome. Seems we could have left the science at home! Takeoff is achieved at a comfortable 25m/s thanks to lots of wing area set at a generous 5° AOA (thanks to feedback from @neistridlar in the regional jet challenge) Climbing out was easier than getting in, with the single wheesley* proving more than enough thrust to climb vertically.
  8. Today Ellrie Kerman made the sun set in the east while on her way to complete a contract
  9. what the F??? I have thousands of gameplay hours and I've never heard of this... until now!?! If anyone needs me i'll be sobbing quietly in remembrance of all my misaligned craft :'(
  10. could be a flat-kerbin konspiracy? hopefully steam has a method to purge spambot reviews once reported...
  11. how i visualise forum users in my head:
  12. For a stock solution you could place a test-planning probe into a solar orbit, just ahead (or behind) kerbin and with the same orbital period (426d 0h 32m 24.6s (or circular with AP & PE of 13,599,840,256m)), once in position you can use the probe's manoeuvre node to test for and see when transfers are coming up!
  13. nobody has mentioned that there are zero female kerbals working in the VAB or SPH... where are the lady technicians, labourers, and mechanics? don't they want STEM careers?
  14. @XB-70A those are amazing pics!! I'm feeling pretty jealous or your launch-side seats about now! *reaches for tin-foil hat* but did we just watch the launch of a bunch of experimental hunter-killer satellites? While viewing the launch broadcast we get to hear about some of the experimental payloads that will be tested: armour local area sensing for on-orbit anomaly detection mycroft sub-satellite which is highly manoeuvrable + lots of dV advanced guidance navigation & control for use in geosynchronous orbit It seems that these tests will lead to craft that can dodge incoming kinetic attacks, and perhaps become kinetic weapons themselves?
  15. The fourth (and cheapest) option is to combine multiple antenna on the same craft! Having 4x communotron-16 should let you operate anywhere in Kerbin's SOI with the tier 1 tracking station. My rough rule-of-thumb is: 4x antenna = 2x range; 8x antenna = 3x range; however the thread below might be more helpful
  16. i wonder what would happen to an actual grapefruit in space, and if you could transport them (say to mars) through the vacuum of space without need for life support? would the fruit freeze, or turn to dust, or maybe gain new powers from solar radiation? how long would they last? and what would they taste like?
  17. @neistridlar thanks again for another well rounded review! Your valued customer feedback will definitely be incorporated to improve any future BS designs
  18. The zig-zag looks more like a pair of trenches with the dirt stacked beside them, leading from both launch pads back to the blockhouse. Perhaps these trenches contain services for fuel, water, power, launch control, sensor data, etc.. Probably they are zig-zaged to limit damage if an exploding rocket lands on it!
  19. My Kerbals never launch until the second boot is secured.. otherwise the air leaks out of their suit! I'm curious to test game performance of 1.4.1 so I will be launching hundreds and hundreds of craft until everything grinds to a crawl
  20. All parts are Airplane Plus or stock, so I'm not sure why your install is struggling to load parts? But perhaps it is a fortuitous event, as actually I would prefer someone (anyone) else to review my craft! Many of your reviews and posts seem overly negative, combative, disparaging of peoples efforts, and biased towards promoting your own entries. Thoroughly un-kerbal in my opinion.
  21. @Human Person that's some fine progress you have made, well done on upgrading the r&d to level 3 with the bare minimum of flights! Do you think you would ever revert your save to complete the challenge without becoming the "Kerbal Mining Program" ? In my attempt I will have to visit Jool and her moons next (and cheaply!) if I ever want to unlock ISRU!
  22. Flight Fourteen Resting on the pad, Jeb’s finger hovered over the go button for 290 tonnes of liquid fuelled bang! With five Kerbals aboard (including Theolo, a new scientist) things would be more fun than Jeb’s solo flight to Duna. The side boosters separated perfectly, but with no possibility of recovery... Jeb made sure to leave the fairing and core booster on a suborbital trajectory; “combatting Kessler” he said, however mission control suspected Jeb just didn’t want any more debris beating him to world firsts. Bob collected some science for perusal en route, while final adjustments were made for transfer to Eve. Transfer burn underway! Aside from one mid-course correction the journey to Eve was uneventful, with the scientists toiling away in their lab while the other crew bounced about the hitchhiker module. On final approach to Eve the solar arrays were retracted in preparation for aero-capture. Everyone was nervous for this manoeuvre, having never encountered an atmosphere this thick and this fast before! Heat tolerances were pushed to the very limit as the craft dipped down to 80km altitude and captured into a long elliptical orbit. Over the next weeks several more passes were made (although none so deep) for science and to arrange an eventual intercept with Gilly. The mystery cargo was deployed into a parking orbit of Eve in preparation for an eventual landing. The amount of fuel required to circularise around Gilly was unexpectedly high! Mission planners had anticipated some gravity assistance, however Gilly didn’t seem to have any... Concerns that the crew might become stranded were growing, and back at mission control the beard-scratching had commenced as several solutions were tested on paper... Forging ahead regardless of danger, the crew detached the landing vessel and headed for the surface. Landing easily (if slowly) it was noted that a much smaller landing craft might have been used. All three biomes were visited, and the new guy earned his stripes when he was the first to notice the lander tipping and sliding away during a photo shoot! Val handled the ascent (having beaten Jeb in a foot-race to the driver’s seat) and completed one of the slowest rendezvous and docking in recorded history. With the new ship arrangement extra care would need to be taken at each burn to ensure the engines were pointing in the correct direction. While mission planners were determining how bad the fuel situation was, the main ship was left to orbit Gilly and attention was refocused to the mystery cargo. Control of the cargo was limited due to it's short range comms, but after Gilly completed an orbit the main ship’s relay antennas were back in range, and entry into Eve’s atmosphere was able to be set. Things were looking hot, but the extra flames were needed to ensure the cargo got to the surface while still within radio range. Like a butterfly, the baby rover emerges from it's fairing cocoon, tasting sunlight for the first time as it floats gently to the surface. The little rover looks happy on the surface, despite the crushing pressure and scorching temperature! Science was transmitted from two biomes. Back on the main craft calculations were being made to return home, but more and more it seemed that the dV needed (up to 1,930dV from Eve orbit according to the dV map on the wall at mission control) exceeded the amount available. Possible options were devised to increase the dV of the craft: option A - burn the monopropellant, then the LFO for 1,197dV total option B - burn the LFO, jettison the lab and empty tanks, then burn the monopropellant for 1,388dV total (but then have no power generation) option C - ditch the heatshield then do "option B" for 1,481dV total (but then risk a dangerous reentry at Kerbin, and also have no power generation) Things were looking grim, as none of the options would come close to working, until a flight planner devised a bold stratagem for a minimal dV return using the following steps: Escape from Gilly and park in an even higher circular orbit (45,000km) for 130dV Wait for the Kerbin transfer window to open From the high orbit, lower the periapsis to 100km for 330dV using use two burns over two orbits, ensuring the new periapsis aligns with both the ejection angle (location) and transfer window (time) Transfer burn now only requires 120dV to escape Eve! Huzzah! So for the bargain price of 580dV everyone would be heading home, and Jeb would not have to get out and push this time. So long Eve! By shear dumb luck the Kerbin intercept aligned with the descending node, so no fuel was required for a plane change. This bonus fuel was used to place the lab with it's relays into a parking orbit of Kerbin, while the crew parachuted safely to the surface in the lander. funds after flight - 1,160,501 science after flight - 16,924.5 (enough to finish the tech tree, once R&D is upgraded) technology researched - large volume containment, composites, and heavy aerodynamics buildings upgraded - tracking station 3