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eatU4myT

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Everything posted by eatU4myT

  1. I posted in the TAC-LS thread, but haven't got any response, so wondered if anyone here could help. The 2.5 and 3.75m greenhouse parts from SSPX say that their inputs include "Minerals: 0.0 per day". They also have storage for Minerals. Are they supposed to use minerals? Have I got some conflicting mods going on? Thanks
  2. You definitely need this mod: ...but it won't help with the existing Kerbal. Probably Alt-F12 them back to the appropriate specialisation? Or maybe just boot them out of the space program - they didn't have what it takes...
  3. Revamped textures for Bop and maybe one other celestial body, revamped textures for a few parts that haven't been done yet in stock but the Restock ones will probably be better anyway, and a fix for... Maybe one outstanding bug? No, let's be optimistic and say two.
  4. I'm not the expert, as you can see from my question above yours, but my experience so far is that no, excess waste won't kill you. The only ill effect you suffer is that you loose the option to recycle that waste back into something useful.
  5. If you mean should this be stock, then yes I do. If you mean could it be made as a mod, then it already is - Kerbal Health, TAC-LS, USI Life Support, Snacks, Kerbalism, and probably others I don't know about all add aspects of this!
  6. Sorry to self-reference, but after reading around it seems as though this is definitely not working as intended, and I'm wondering what I've got wrong. Don't want to end up at Duna before finding out I'm missing something crucial! Anyone know how it should look? Thanks
  7. Naah, it's definitely not best to consider anything as an intrinsic property of a conic section. Might be right, but definitely not best!
  8. Think this is confusing eccentricity with inclination? Eccentricity is always "relative to a circle", and doesn't depend on celestial bodies?
  9. KER at least (and MechJeb too I am almost certain, though I've never used it) will be able to show you the eccentricity of your current orbit, for KER it should be in the Orbit infobox. As for the eccentricity after a planned manoeuvre, I must say I've never found it that important to know. If the proposed trajectory after the manoeuvre shows you will get into orbit around Mun (rather than encounter/escape flyby) then you know eccentricity is less than 1. If the orbit is going to be perfectly circular then eccentricity is 0. I think in the tutorial it is probably using the criterion of eccentricity = 0.8 to ensure that your Apoapsis is low enough (does the previous step in the tutorial require you to get an encounter with a Periapsis below a certain altitude?) In practice, it is probably more helpful to look at Apoapsis/Periapsis altitudes, and with an eye on how they compare to a body's SoI, space high/low boundary, atmosphere boundary if it has one, lowest safe orbit etc. So, for Mun, once you have an encounter you need to burn at Periapsis enough that your planned trajectory changes from a flyby to an orbit, and then you want to keep burning to bring your Apoapsis down to a more useful altitude. Want to orbit without accidentally escaping when you use RCS thrusters? Don't need to bring the Ap down very much at all. Want to orbit so you are always in space low? Bring Ap down below 60000. Want to land? Bring Ap down to 10000. (If your Ap is high when you bring Pe down to surface level to land, you will be hurtling towards the ground very fast. If Ap is around 10000 then your speed at Pe is much lower, and your Ap is still high enough that you won't crash into any Mun mountains!) Note that in any case when you are burning to bring your Ap down, if it gets lower than your current Pe then they flip, and you start reducing your Pe instead. That's fine, reduce you Pe to whatever is useful and then go round half an orbit to start amending your Ap again.
  10. Various small issues have been identified from our Mun trip, but nothing show-stopping, in fact probably nothing that will be changed on this ship just improvements to make for if/when a sister-ship is launched. Visiting Duna next! I know I've already posted pictures of this ship, but I've just learned two things - firstly, that you can set a multiplier to the resolution of screenshots, and secondly that you can make the interior of the vessel visible in flight! Revolutionary! Also, because even saying it every day isn't enough - @Nertea, you are a god among men!
  11. I've been using the greenhouse modules from Nertea's Space Station parts mod, alongside TAC-LS. They work fine, but I noticed they have in their description that they require "Minerals: 0.00/day". They also have storage for Minerals. But they don't seem to need any to function, and don't use any if present? Any thoughts? Thanks
  12. Thanks! Though I think I like the second one better... Maybe that's because it doesn't snap itself in half! In either case, they only look as good as they do because of Nertea's parts! I was looking at the pictures - there's Near Future Propulsion, Electrical, Construction, Solar, Space Station Parts Redux, Heat Management (I'm probably getting the names wrong here)... The lander is mostly stock, but if you include Restock as a Nertea mod then the parts not made by him are the Universal Storage bits, and... The struts?! Just amazing how comprehensive his mods are!
  13. I used to, as well, but I realised that I was holding myself back - reloading when something went wrong without thinking through all the options for recovering the situation myself, and leaning a new skill along the way.
  14. SCANSat is one of the most immersion-enhancing mods out there, I think. Rather than reading up on it, send up a satellite to make yourself a lovely colour map showing where the biomes are!
  15. I always start again - with the caveat that I'm usually within Kerbin's SoI, so it doesn't cost to much in time or funds to start over!
  16. Well. We'll call that a learning opportunity, shall we?! For a variety of reasons, the crew of the Discovery are now sitting on a very crowded station in LKO, awaiting recovery. The main reasons being 1) I apparently forgot everything I knew about aligning CoT with CoM, 2) The SAS/RCS system was hopelessly inadequate, and 3) I forgot rule one of clustered Vectors - lock the gimbals! In short, the ship started spinning beyond its ability to recover, and the Vectors trying to fix it ended up ripping the back third of the ship off. So, here is the... Discovery II? Not settled on that yet. More strutting, better balance, more comprehensive RCS: I thought I was being clever mixing ion power for dV and chemical power for TWR before, but I think that was just making things complicated. So, four Colossus engines, four Hermes reactors and a whole hunk o' Lithium. TWR is only 0.2, but dV is in the region of 19k: We're just heading to Mun this time, we'll do things properly and test the ship out before doing anything irrecoverable! I reduced the crew to 6, and discovered I could cut out nearly half of the living space, all of which I've kept in-line this time. I've also balanced the lander with an equal mass of drop-tank, I'll have to move fuel back and forth as the mission progresses: Question - I was surprised when the radiators got up to about 75% during engine burn, despite resting at 16% with the reactors just generating EC. Does that mean the reactors get hotter when under higher load (despite unchanged generation amount), or does it mean the engines are getting hot enough to need their own radiators? Either way, I'm glad I put two radiators on each reactor even though I only expected to need one!
  17. Hopefully these images work, I've not tried linking from Imgur before. My first Kerbal-ed inter-planetary mission. The Discovery is setting off for Duna, and if everything works out it will be refuelled when it return to Kerbin and then head off to other planets. 9 Kerbals in the crew, and I've installed Kerbal Health for the first time, so I'm hoping that the design is capable of keeping them in one piece!
  18. I'm still at "land a Kerbal on a body outside Kerbin's SOI". Landed on Mun/Minmus, and orbited Duna and Eve, so landing and returning from Duna is my next goal!
  19. That's all stock, they are called manoeuvre nodes, and are very useful for planning when and where to use your engines to change your orbit! The m/s gauge is showing how much dV is needed to complete the planned manouver. The icons left of the navball are the settings for the SAS stability assistance - each one tells the craft to try and stay pointed a certain direction. In sandbox, this stuff should be there all the time. In career mode, the number of SAS icons varies as VoidSquid mentioned based on the capabilities of the probe/pilot, and the manoeuvre nodes are only available after upgrading some buildings (mission control, tracking station).
  20. Or, since there are only 17 choices with responses, trim it down to just them and an "other" choice?
  21. Kerbal Alarm Clock is the only one I genuinely couldn't play without. I've never tried playing without Kerbal Engineer Redux, but with the info that is now in the stock game I'd probably find I was fine without it. I always install ScanSat, but that's at least partly because the yellow octopus flag is the one I always choose... I recently installed the mod that allows docking ports to rotate, and that has revolutionised my space station OCD, I think I would struggle to remove it but could definitely play without it if it broke or something.
  22. Are there any working boat parts mods in versions since 1.8? (or in fact since 1.4?) Thanks
  23. French Kerbals could be Kermont, and South America ones could be Kermandez. CCKP ones might more accurately be Kermanova.
  24. I have just entered a Duna window, and sent of a little fleet of probes for a first trip to a new planet. The first one out is a relay, which is headed for a nice high eccentric polar orbit of Duna with a big relay antenna, while all the rest have smaller direct antennae so will be using this first relay to phone home. So... 1) Have we ever actually launched a dedicated relay satellite, whose sole purpose was to enable other satellites to contact home? 2) What combination of antenna/dishes do/would they have? Obviously in the game, the big relay dish just does the job for me, but I presume in real life I would need one big powerful dish pointing back at Kerbin, and then... What? A number of smaller dishes tracking the satellites that the relay was supporting? An omnidirectional antenna that could talk to all the satellites in range?
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