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Ncog Nito

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Posts posted by Ncog Nito

  1. 13 minutes ago, Vanamonde said:

    That depends on how well your craft handles heat. Some parts are more vulnerable to it than others and radiators can help, so there isn't a single answer to your question. 

    Probably not well.  No radiators, except on the solar panels.  Multiple antennas, Lab, Hitchhiker Pod, a couple of 2 kerbal lander pods, a cupola.  Its a science station put into solar orbit for a contract and I want to do a "close approach" for some extra science.

    Just looking for a ball park number here...

  2. 21 minutes ago, Aegolius13 said:

    Is your ship sitting on the drills,  or on landing legs?  Looks like your legs are not extending.   Sometimes the drills will push your ship up when deployed (only the bottom portion can go below ground level),  and make it move around a little as they drill.  Maybe try extending the legs, or mounting the drills higher.

    Well, I re-extended the landing legs and they are about 1/4 Kerbal height from touching the ground as the drilling process is running.  I had raised them after deploying the drills because the drills lifted it off the surface.  So, what your saying is I am going to have to reposition the drills that much up or the gears that much down? 

  3. Hello All.  I have established a mining operation on Minmus.  I have 4 drills going on the craft with 4 medium thermal control systems cooling the units, and everything looks like it is running smoothly.  However, when I go to leave the operation and head back to the tracking station, or anywhere else for that matter, it tells me that I am on a collision course and cannot leave without reverting back to a previous save.  Anybody got an answer to this problem?  Here is a picture of my setup:

    3Uyz7rZ.png

  4. 15 hours ago, KerikBalm said:

    because these threads come up really really really often, and it would be nice if we had a sticky for them. Its a bit annoying to see so many eclipse threads by newer well meaning members who think they've seen something rare and special, but in reality KSP eclipses are so common that they are an annoyance.

    A sticky thread for eclipses would really help

    Sorry to annoy you...I thought it looked cool.

  5. Got a math question for those more intelligent than me.  I am trying to transfer fuel from my refueling station to another vessel.  I don't want to "fill er' up", I just want to transfer enough to get to where I am going.  I also don't want to over or under estimate the amount of oxidizer I need compared to the liquid fuel.  Can someone give me the math, or direct me in the right direction, to figure up the liquid fuel to oxidizer mix ratio?

  6. 37 minutes ago, The Flying Kerbal said:

    I'm trying to figure out why my rockets always seem to go into a very slow, gentle spin while flying through the atmosphere during launch.

    Now I am the first to admit that when it comes to rocket design I'm not a prodigy of Wernher Von Braun, but at the same time, with the number of rockets I've stitched together these last few months I would expect to get the odd design right - even if only by sheer chance!

    This roll is not so serious as to pose a major threat to the launch, but it's just annoying constantly needing me to correct it with the Q & E keys.  I've tried rockets with control surfaces, gimbals, RCS during launch... you name it but still this rolling persists.

    I suppose it's possible this is something in the game - a bug maybe(?) - but as I don't see messages from other people complaining about it I don't believe it is.  I had thought it was related to the amount of acceleration the vessel was experiencing during the flight to space, but I've tried every possible level of throttle, from full heel-to-the-steel and the vessel resembling a blast furnace with all the heating effects, to a level were it was barely increasing velocity, but all to no avail.

    As I've said, it isn't really spoiling things, but it is irritating, especially if I'm trying to launch into an inclined orbit to match that of a ship I'm planning to rendezvous with (for example), something I'm pretty rotten at at the best of times.

    If any of you have experienced this, know what causes it and how to counter it, I'd really appreciate if you share your thoughts with me.

    Thanks all. 

    I have had this same problem in the past.  Would you by chance be using a design that has 3 boosters and 3 tail stabilizer fins?  If so, I found that adding a 4th of each of these, to make the craft more symmetrical, tends to stabilize the annoying roll you mentioned and made the launches much smoother, and a little more efficient since your not having to make adjustments the whole time.  This is just from my experience, I am also no prodigy.

  7. Hello to you all an this Monday morning.  I hope everyone had a pleasant weekend.  I have an unusual question, perhaps bug, I need answered or pointed in the right direction for.  I have a contract to put a satellite in a designated orbit around Minmus.  The satellite I dispatched for this contract is called Minmus Satellite IV.  While in route to Minmus to complete the contract another contract became available to alter the orbit of Minmus Satellite IV that was orbiting Kerbin to a different, and outlandish, orbit of Kerbin.  Is this a glitch?  It's asking me to change a orbit on a satellite that isn't even in a completed position yet.  If it's not a glitch, what's the reason for this?  I have had other contracts to alter orbits on satellites, but they have been satellites that have been in set positions for some time.  I am slightly confused about this and could use a pointer or two.  Do I accept the new contract?  Do I decline it?

  8. Good day to you all.  I am in the process of deploying orbital survey scanners into polar orbits over all 3 of the Kerbin celestial bodies.  I have one each heading towards the Mun and Minmus, but the one for Kerbin is completely setup at 750 KM and have conducted my scan and received 10 science points.  My questions are 1:  What are the significances of the different color maps? (i.e monochrome, inverse, heat green, heat blue) 2:  How do I interpret where the resources are?  3:  What I am I doing wrong?  4:  Can more the one scan be done?

  9. 1 hour ago, FancyMouse said:

    They can get deleted for various reasons:

    1. In (almost) subortibal trajectory - if periapsis is below some altitude (different for each body, different from 0/atmosphere top), it will be deleted. This applies to all vessels, not only just debris

    2. There is a global setting of max debris. I don't know what the number currently means, but it used to be that, if the total number of ships+debris exceed the number, then any new debris will be automatically deleted.

     

    1 hour ago, bewing said:

    On your Main Settings screen, under the "General" tab, 2nd column, is the setting "max persistent debris". Default is 600 afaik.

    The more stuff you have in orbit, the slower your game will run, and the bigger your savegame files will be. It's not a huge effect, but it's noticeable. So there is this setting. I would be a bit surprised if you hit the 600 limit -- that's a lot of debris. But when you get close to it, the game will start automatically terminating the oldest debris first.

     

    Ok, @FancyMouse and @bewing, would tracking 648 asteroids have anything to do with it?

  10. Hello all.  When I first started my career if I didn't ejected my stages or other disposable parts properly that they would stay in orbit as debris.  Now, I know that you can terminate those parts in the tracking station, but, in order to have more realism I chose to leave those parts floating about.  However, I have noticed recently that when I eject parts from my spacecraft that should stay in orbit they have been just disappearing after a bit.  Have I accidently change some kind of parameter in my game or is this some kind of bug?  If this is something I accidently changed can someone tell me how to change it back?  It would actually make for some nice self made missions to go retrieve those parts, now that I know how to do that.

  11. 15 minutes ago, egoego said:

    The question mark shows you anomalies (Eastereggs and stuff like that). I am not aware of an anomaly on the crawlway, but your picture shows your are not quite there yet (it could be the black obelisk that is visible just north of the KSC).

    I rolled over it while on the crawlerway.  I just didn't backup before I did the screenshot. 

  12. On this topic I would also like to pose a question.  The holding tanks do not mention a weight when the containers are full.  So, how much does the ore weigh per unit?  I have a contract to extract ore, but it doesn't say anything about having to process it.  Is it feasible to extract say 1500 units of ore and return it to Kerbin?  Her is a picture of my intended mining craft:

    M5AwodB.png

  13. Hello again fellow Kerbals.  I have a rover that I have been testing around the KSC and I have been trying to learn how to use the Kernet aboard my Rovemate.  I have located a "?" mark on the Kerbnet that when I am on top of it just happens to sit right in the middle of my crawlerway.  My questions are: 1.  How do I interpret this map?  2.  How do I figure out what the question mark is?  3.  What can I do with this info?  Here is a picture:

    hpioseD.png

     

  14. 2 minutes ago, bewing said:

    Yup. Or, there's the entire concept of multiple maneuver nodes that hasn't really been discussed. You can do a lot of "theoretical" orbital maneuvering by putting a maneuver node on an orbit ... and then a maneuver node on the resutling orbit ... and then a maneuver node on the result of that one ... ad nauseum. So you can either know in advance that it's going to work -- in which case you don't need to do much planning-ahead. Or you can plan ahead with a sequence of maneuver node burns.

     

    Thank you @bewing.  That's what I have been trying to figure out!  I.ve been under the assumption that you had to plan this all out from one maneuver from Kerbin.  Now it makes sense.  Plan several out along the flight path to your destination.  Also, thanks to the rest for the valuable input.  I will take a look at @PLAD post history as @HebaruSan suggested as well.  It was all much appreciated.

  15. 36 minutes ago, bewing said:

    Gravity assists: When you do a gravity assist at planet X, you end up going in the same direction as Planet X with a lot more speed. So you aim. You say, I want to be going in the same direction as planet X when I get right here at point Y on the orbit of Planet X. And then you plan it with maneuver nodes like any other interplanetary trip -- to hit Planet X at Point Y. You want to hit it at a nice low altitude, and then you make adjustments at the Pe. Note that the adjustments are suprising -- to give yourself a stronger gravity assist to go faster to your destination, you burn retrograde at the Pe, for example.

     

    So, @bewing, what your saying is, don't try and set the entire flight plan from Kerbin?  Let's say, plan Kerbin to the Mun, with a low Pe.  Then from the Mun Pe, set a new maneuver, on top of the theoretical maneuver, to adjust course to your next target, like Duna, and so forth?  This is just an example, and, sorry, just trying to get mechanics down right.

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