TanDeeJay

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About TanDeeJay

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  1. Yep done that! Also, when trying to insert into a polar orbit to match my mun polar orbit station from a kerbin orbit, I ended up in the opposite direction...
  2. Is that signal strength based on when tracking was stopped or distance from the space centre? But arent asteroids that you've docked with treated like a ship instead of an asteroid, so that whrn you delete it it truly deletes it and not just stop tracking with the signal strength decay? Which would mean deleting depleted asteroids would stop them being navigational hazards immediately
  3. Yes, as long as the tracking center remembers where they are. Once you stop tracking them it takes a while for them to disappear from the tracking station but they do eventually disappear... My question was about what happens to them after they disappear from the tracking station. Are they still there and a potential navigation hazzard or does the game truly delete them? My main concern was that equatorial orbit space getting poluted with depleted asteroids.
  4. l learnt from this why you should build rovers with a good set of reaction wheels. I probably could have recovered the roll if I'd had reaction wheels. A lack of reaction wheels on that rover limited my driving speed to about 15m/s too so that 5 hours of science collection was quite painful. I can safely travel at least 5 times as fast with reaction wheels...
  5. LKO opposite orbit collision seems impossible due to physics calculations being too slow for the extreme velocity difference... I wonder if I put a couple of class E asteroids in opposite equatorial orbits closer to Minimus ( even outside Minimus' orbit if possible), to bring the velocity difference close enough to make a collision detectable by the physics engine...
  6. This is one I learnt too late... after I'd crashed a rover descending into one of the highland craters on the Mun after about 5 hours of real time driving the rover to different biomes collecting science... I'd been using quicksave, but accidentally hit F5 just at the start of the fatal roll... so all I could do with my quicksave was to watch repeats of the loss of hours of work... By the time I found out about those autosave backups, I'd already progressed with the game far enough and re-collected the science with a biome hopper that it was pointless rolling back that far, and besides, the relevant autosave backup had probably been autoremoved by that time... Since then, that autosave has saved me from some embarrassing mistakes... like when I hit 'Z' instead of 'X' while docking... I now shutdown the main engines before I start docking...
  7. That was absolutely awesome! Which version of KSP was that in? ( that is, would a similar set-up work in 1.6?) I've seen that much flex tear some of my stuff apart. especially when multiple modules connected to a single asteroid. But your suggestion on the video of turning off the reaction wheels once you connect to an asteroid sounds like it would be worthwhile trying... recently, I have watched in horror as my convert-o-tron module parted company with the claw that was attached to the asteroid
  8. just tried 2 probes at 80km, one prograde one retrograde... velocity difference when they passed was a little over 4500m/s. didn't have the camera angle right, so briefly saw about 3 frames with the other probe zooming past... at that speed, once less than 4k, they are past you in less than a second... you might be quite right about moving so fast that the physics calculations miss the collision. I have the Electric engine on my probes with 21k delta V, so plenty of dv to play around with
  9. That was why I asked the question... I have a couple of asteroids I've depleted the resources of which are in prograde orbits... 1500km and 2500k orbits so was wondering if I deleted them, they would then cease to be... I just tried in the tracking station to delete the 2500k orbit asteroid, and it gave the warning about terminating a ship also killing any crew on board, so your right, it does treat them like debris. but tracked asteroids that have not been captured, just stop being tracked, and remain visible from the tracking station for a while.
  10. Thats just it, I have a couple of asteroids in orbit that have run out of resources, that I have declawed, which was why I was wondering what happens. I have had a collision with some space debris, but that was because I was oriented in a prograde direction when I decoupled an empty 3.75 to 2.5m fuel tank adapter I was using for aerodynamics... the decoupler ejected it quite a distance, and I promptly forgot about it and then started burning prograde, and the empty fuel tank then prompty took out a solar panel on my ship . I've seen Mun and minimus get in the way when I've been trying to define maneuvers. I imagine that a gauntlet of prograde orbit asteroids which don't show up when defining maneuvers could get in the way without you knowing until its too late. Normally asteroids are not in a prograde orbit, so would be far less likely to be navigational hazards, but so far, all the asteroids I've caught I've pulled into a prograde orbit... thus poluting that prograde orbit space... so... what happens when you launch prograde and retrograde into LKO? 2 ships flying past each other at 5k/s...
  11. Just a question about asteroids. I'm wondering what does the game engine do with them once you delete them in the tracking station? It states that "you might not be able to find them again"... Space is big and finding an untracked object is of course like finding a needle in a haystack, or is it actually suggesting that the game engine removes them from the object list so you reallly won't be able to find them again? I have this qestion because I have a number of ore-depleted asteroids in orbit around kerbin, and wondering what to do with them. if I delete them, does the game still internally track them, so that they could be a navigational hazard whenever I head away from kerbin? I guess this all comes down to what are asteroids (at a technical game-engine level) are they objects that are created when you 1st start the game, and there are a finite number of them in the solar system? or do they get randomly generated everytime the game engine decides you "detect" an object?
  12. That was INSANE! I LOVED the look on Jebs face! When he was surrounded by rentry flames, he seemed to be enjoying himself... A bit later when the flying asteroid was under control and gliding quite well, he seemed to be terrified for a bit Oh dear, now I'm going to have to try this Was that your video? What version of KSP was that done in? Now I want to download that clouds mod, and the city lights
  13. At least it was a probe (unmanned I assume) so no kerbals were lost in the incident
  14. So, I was searching for an asteroid to catch and found this A class asteroid that will hit Kerbin just below the equator in about 90 days. It got me thinking... a slight nudge from me and it would hit the equator. Has anyone managed to get an asteroid to land on (or near the space center?) (Multi color artifact at the top of the image, is (I believe) a fault with the high performance graphics card on my laptop, not a KSP bug)
  15. Rendezvous with a class E asteroid in my un-tested asteroid catcher with 2 nuclear engines. Underestimated the burn length to intercept, and overshot by about 15K. That oft practiced maneuver to rendezvous with another ship didn't prepare me for the much lower TWR combined with a much greater dv... Then when I finally caught the asteroid, I discovered I was 4dv short of being able to pull the asteroid into orbit. Needed 862 dv to stop the asteroid escaping, but only had 858 dv available. Damn those Class E asteroids are big!