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jkeller098

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Posts posted by jkeller098

  1. ok so i sent 3 kerbals on a one way deep space mission to explore i have the near future tec mod instaled so for power they have a fusion reactor and a fule recycler but it has ither the reactor provides just a tiny bit to little power or heat. so I have an emergency solar array installed on it so i am wondering what have any of you done thats similar?

  2. On 11/15/2015 at 11:21 PM, Francois424 said:

    Not speaking of mods that adds stuff (such as KAS, life support, and so on) but rather without modifying the stock game, what parts you feel are missing ?
    Try and keep the list short, I'm going to try and do the same thing.

    Let's see :
    - Bigger fixed solar panels (say 2x2 or 3x3... that would correctly attach on wings) and the huge ones from FutureSolar.
    - Electric Propellers (I'd say 3 sizes: 0.625, 1.25 and 2.5 to fit existing fuel tanks)
    - Bigger Nukes (at least a 250 Kn 2.5m)
    - Bigger Ions (again, a 1.25/2.5m of maybe 25/100 Kn)
    - Bigger RTG ( say an inline 1.25m RTG instead of 4-8+ RTGs on crafts or carrying fuel tank(s) + generator )
    - a Nuclear Reactor. That works on Plutonium (only obtainable from KSC so at launch) with very long operating time on a full Plutonium load (Reactor holds maybe 4k PL units and could supply a lot of electricity for very long).
    - A 2 man V-shaped 1.25m capsule.
    - Maybe a big spherical tank for LF only (Something about 3.5m wide across both vertical/horizontal, with 6 attachment points (N-S-E-W-Up-Down)... More practical (space-wise) than stacking bricks of 10k LF from plane parts.
    \--> Don't know how to do maths and calculate how much LF they would hold, but I would use them lots.

    So 2+3+1+2+1+1+1+1 = 12 new parts.
    Not bad and it kinda takes care of everything I am missing in stock game and constantly need to mod for when a new clean version comes up.

    What are your essentials ?

    [Edit]
    On google I found a site that could calculate how many liters a 3.75m sphere could hold... It's 27'611. Considering the 3.75m cylindrical tank (10m height?) only holds 14'400 I feel this is too much for KSP.
    Oh well.

    I agree with all of this please add to base game

  3. oh by landed too hard i ment that the chutes didn't work at all and the kebals had to effectively bail out as there craft spiraled out of control because it lacked a control surface on one of the wings......still need to get better. but they survived and hiked to the person they were trying to rescue. so now 2 kerbals stranded on a rock with only a 1 seater craft thats horribly damaged. ima probably set orbit cheat on the rescuers and try once more this time with control surfaces and better engines. also fingers cross lot of that in KSP.(one seater is all thats left of rescuers craft is the extra seat that ended up being only part to survive along with one pilot)

  4. 17 minutes ago, Zhetaan said:

     

    Indeed.  Welcome to KSP, @jkeller098; you're officially no longer a novice player.  And that's no joke:  you can successfully field an interplanetary mission and both encounter and land on another planet.  That isn't beginner-level.

    However, I will suggest that your rescue mission carry both parachutes and landing rockets.  Parachutes alone aren't always enough on Duna.  Also take an engineer to repack them if you want to use the parachutes again to land on Kerbin when you come back, or else take extra parachutes.  In the meantime, remember that Duna is lovely; try to enjoy the place.  Grab some science and go for a few hikes.  If Ike's in the sky, you can advance the timewarp and watch it librate.

    ok well good to know i am no longer novice despite crashing twice

  5. 1 hour ago, Snark said:

    Sure.  But the problem (and the reason I was asking those highly specific questions) is you keep using the phrase "escaped orbit", which isn't very meaningful.  In KSP terms, it might be either of the following:

    1. "I'm still inside Kerbin's SOI, but I'm on an escape trajectory that will take me outside of it if I don't do anything."
    2. "I have already left Kerbin's SOI and am currently in solar orbit."

    Those are two completely different things, and the advice we might give you would be very different in those two cases.  So, which one is it?  #1 or #2?

    No it's not.  In your current situation, there's no such thing as "under powered", as long as the power is greater than zero-- you're not trying to fight gravity to launch off a planet, you're not trying to boost from low orbit, so TWR doesn't matter.  As long as it has any power at all, it'll get the job done... as long as you have sufficient fuel supply.

    The fact that it's a low-powered engine simply means that the burn will take a long time, that's all.

    Can you post a screenshot of your ship in map view so we can see what its trajectory looks like relative to Kerbin?

    Also, how much dV do you have?  (Or if you don't know the answer to that, we can calculate it for you.  ;)  What's the ship's total mass, and how much xenon does it have aboard?)

    Okay, that will mean that less electricity will be available to run the ion engine, which (depending on how many solar panels remain) may mean that you can't run the ion engine at full throttle because it wouldn't have enough electricity.

    But as long as you have any solar panels remaining, then you have some electricity, which means you can run the engine.  It just means that you might need to run it at reduced throttle (and therefore a longer burn).

    Could you post a screenshot of your ship so we can have an idea of what you're dealing with?

    Sure, that's an option.  But it's not necessarily the "best" one, since different players want different things.  For example, I like it when I have unexpected problems like this, because figuring out ways to solve unexpected problems (a la Apollo 13) is, for me, much of the appeal of KSP-- I get a real sense of accomplishment when I figure out a way to "pull it out of the hole". ;)  So for a player with tastes similar to mine, using a set-orbit cheat would defeat the point of playing the game.  On the other hand, other players have a low tolerance for shenanigans and would view a setback like this as an annoying hassle rather than a fun opportunity, and for someone like that, using the cheat could be great advice.

    My own advice to @jkeller098 here would be:  ask yourself what you like.  Rescuing your mission without using a "cheat" is probably very doable... but will be a challenge and will take some work on your part.  So you should ask yourself:  "do I view this stray ship as an annoying hassle that I have to deal with?  or is it a fun opportunity to develop my l33t KSP skillz and see if I can rise to the challenge?"

    If it seems like more of a hassle to you, then by all means use the "set orbit" cheat to return your ship to LKO.  On the other hand, if you like challenges and would like to figure out how to rescue your ship on your own, then we're happy to provide advice for how you could accomplish that.  :)

    ok thanks for advice also it has already left orbit was more asking for advice to return to kerban with out cheating.will post screen shot soon of ship and map. ima try to come up with a solution if i have any more questions will ask thanks guys.

  6. 14 minutes ago, Snark said:

    Moving to Gameplay Questions.

    Can you explain exactly what the situation is, and what you don't like about it?

    From what you've written, I'm guessing that what you mean is something like this:

    • You were trying to put a craft into orbit
    • You goosed it too hard and actually raised its speed above escape velocity
    • So now it's still inside Kerbin's SOI, but it's on an escape path so that it will end up in solar orbit unless you do something
    • You don't like this and want the craft to stay in Kerbin orbit.

    Is that correct?

    Assuming that it is... what's the problem, exactly?  You said the craft has an ion engine.  Is it nonfunctional, somehow?  i.e. is there some reason you can't just use your ion engine to thrust :retrograde: to slow the ship down so it stays in orbit rather than escaping Kerbin?  (Ion-powered craft tend to have very large dV, so I'd be surprised if you can't use the ion engine to fix your trajectory.)

    What altitude above Kerbin is your craft?  And how fast is it going?  Could you post a screenshot of the situation, e.g. in map view?

    (Or have you already escaped Kerbin, and are currently in orbit around the Sun, and your problem is how to find your way back to Kerbin again?)

    the engine is just under powered also one of the pods solar panels got damaged when the booster separated and yes it was intended to be orbiting instead it is on a collision course with duna any advice as to how to stop this? and yes it escaped orbit.

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