Jump to content

strider3

Members
  • Posts

    500
  • Joined

  • Last visited

Everything posted by strider3

  1. Here's the result with Astrogator. What I like is that it automatically created a 2nd, mid-course correction and gets an encounter with no tweaking required . What it does not allow (as far as I can tell) is a change to the window "opening"...for example I can't reduce the time window to a year earlier like I can in TWP. Yes that results in a less efficient, higher DV transfer but sometimes an earlier launch window has its uses.
  2. OK, that may explain why I didn't see any icon after installing. I'll try the correct version.
  3. I was under the impression (mistakenly??) that using the "copy transfer details" feature in TWP and pasting this into a Precise Maneuver node would enter all the information to that node, including Ejection Angle? Here's the latest attempt with TWP info pasted into PM. Much closer this time and the TWP info seems to copy over just fine into the node. Still not an encounter but hopefully some tweaking will get it done...that's the annoying part...the lengthy tweaking to make an encounter.
  4. I have Astrogator in my GameData folder...how do I bring it up to use it?
  5. Sweet! I'm off to give it a try. Thanks! Which version will I need for KSP 1.7.3? I see only the "latest" version, I will assume it works with 1.7.3.
  6. Thank you, sir. I will give Astrogator a try. At this point I will try anything that makes actual working transfers. Can you tell me...does it allow copying and pasting of the transfer node requirements to "Precise Maneuver" mod or any other maneuver node mods?
  7. I've entered my Kerbin orbit, my desired Dres orbit and my date window...and here's the rather useless maneuver I get: As you can see my apoapsis is nowhere near a Dress encounter, let alone near Dres...it's just past a Duna orbit. I'm having a hard time understanding why this tool is useful? It almost never gets me where I need to go. The one consideration I wonder about...I've got almost a year until the node and launch window...do TWP calculations only work when very close to the launch window? If so...it's not a very useful tool for long range mission planning, is it? Does TWP not consider the position of Kerbin, in relation to Dres, at the time of the maneuver node it gave me? If it doesn't, then what is the point of this mod? It seems to me that TWP would take all these considerations into account and give me an encounter...no matter what. If it takes a bazillion DV, so be it...I will spread the window dates to get me a usable DV...give me an encounter, every time, no matter what date window I choose. The map above is for the lowest DV within a 3 year launch window possibility...is TWP just looking at lowest DV, instead of actual target encounter? That does me little good...I need a maneuver node that gets me an encounter with the target body...every time...nothing else really matters to me. Yes, I know..."You might have to tweak the node to get an encounter"...SIGH! Try "tweaking" the above node...good luck. Am I not using this mod correctly?
  8. OK...give me 15 minutes...docking. But those look rather "goofy" to strap on top of a GNR-2500 engine? If they, however, allow me to use the high thrust, high ISP GNR's...so be it
  9. OK, I now have the menu to add to the tank shown...but I see no "LH2"? The cargo "format" is a bit...daunting? A simple drop down for all the possibilities might be easier, instead of clicking the "next cargo" button over and over? Just a thought.
  10. It is not...but I do see it listed in the FTT ZIP file...let me try reinstalling FTT and see if it shows up. I'm in the middle of a Dres scanner refueling in Kerbin orbit...be back in a bit.
  11. LOL! OK..."Firespitter"??? Got no idea what that is? Should it have come with the 1.2.0.0 FTT mod?
  12. Which containers should I be choosing? I'm not getting the ability to "select contents" for any of the Kontainers listed?
  13. Here's what I have in "logistics" (KSP 1.7.3 and FTT 1.2.0.0, btw):
  14. In what category would I find them? "fuel tanks" or (I've been told) "logistics"? I'm just not seeing them, anywhere.
  15. The FTT mod added 2 nuclear engines...but I have no LH2 tanks to fuel them with? What am I missing?
  16. I found "Kontainers" in logistics tab...but no mention of LH2 tanks?
  17. I have both the GNR-2500 and GNR-3750 nuke engines in my VAB...but can't figure out where they came from? Looking through my GameData folder at the UmbraSpaceIndustries folder, I'm not seeing these 2 engines listed in "parts" anywhere. The reason this is coming up is that the engines are useless without included LH2 tanks, which apparently didn't come with the engines. If USI has a set of liquid hydrogen tanks for these I'd go and get them. Anybody know where these engines came from and if USI has LH2 tanks for them??
  18. Well...I got the boys home with a butt load of Moho science...but it was not pretty. I contemplated sacking my entire mission planning and logistics department....but I need the job! . Ferbin and Arbart are getting a BIG bonus check! I ditched the Wolfhounds as their low thrust caused issues getting to Moho, as mentioned. I used Skippers, instead, and sent 3 refueling tankers to Moho, to keep my science lander in business. I should have sent 4. I can definitely see future uses for the Wolfhounds...but not in this case. I managed to complete the final landing in Moho's canyon and collected all the science data. Once back in orbit and sucking the last bits of fuel from my last tanker, I could not reach Kerbin. The entire thing turned into a rescue mission. I had just enough DV in the lander to make a high Eve orbit, which I did. I sent another tanker to Eve to refuel the lander and get it home. All is well and many lessons learned. Thanks for all the help and info, guys!!!!!
  19. Does an asparagus setup have the same benefits in a vacuum as it does as a booster stage launching from Kerbin? My inclination is to say...maybe? Mass is still mass no matter the location of the ship but I would think the amount of gravity will have some effect on an asparagus's usefulness.
  20. I knew my burn time was going to be extremely long and I think if I had ignored KER's "Node Burn Time (1/2)" and used half of the 18m 30s number for start time I may have been OK. The very late start because KER's number were incorrect threw the entire burn off. I'm going to add a Wolfhound asparagus as the upper stage and keep Mammoths on the bottom, to get into orbit. The Mammoths will run out of fuel at about 100km so the Wolfhounds will finish the rendezvous, in vacuum, with the space station (without staging off empty couples). I'll refuel the entire Wolfhound asparagus setup (7 stacks) and then stage off each couple as they empty, on the way to Moho. It's not pretty and I agree that, in the future, mining and creating fuel would be the way to go at Moho. As I mentioned I'm well along in my exploration of Moho so I'm just trying to save the mission...as is. I'm hoping 2 of these tankers will allow me to complete the 4 Moho landings I need and get my 2 Kerbals back home. I had no idea how DV intensive Moho would be...which makes me an idiot as the Transfer Window Planner tells all. I finally managed to get a Moho encounter by tweaking the TWP settings...it was a long and aggravating procedure. If anybody going to Moho reads this thread...listen to the experts! Mine and create your own fuel as Moho is insanely expensive to get fuel to! This entire Moho mission has been a great learning experience for me. Thanks to all of you, I have a much better understanding of engines and their ISP numbers, and how they affect my exploration plans, construction of ships and general logistics. Thanks gang!! (I will let you know here when I get my Kerbals home).
  21. Burning the Wolfhound is kinda like watching grass grow . SOooo, that didn't work. It seems that having part of the burn using the last Mammoth and part using the Wolfhound jacks with the start of burn time? I was down to 240 DV to finish the transfer and the required DV started going back up? If you look at the map image above, I show a "Node Burn Time (1/2)" of 2m 37s but a "Node Burn Time" of 18m 30s. I get the feeling I needed to start the burn at 9m 15s. I was going to totally miss Moho, at that point. I think it's back to the drawing board.
  22. The Transfer Window Planner doesn't work very well when trying to get to Moho? I copy and paste the window info into my maneuver node but the result gets me nowhere near (in my mind) a Moho encounter?
  23. Yeah, that was "Plan C"...I'm on D now . I've split the central stack into 2 stages with a mammoth on the bottom half (to get me into Kerbin orbit with the 6 asparagus Mammoths) and a Wolfhound and added tanks in the top half. I'll refuel all the tanks and use the Mammoth to start my transfer to Moho...no sense in dropping the Mammoth now that I have it in orbit, methinks. I'm going to create a save and then warp to the next Moho launch window and see what the fuel usage is like. I'm wondering if I should move the Wolfhound down one tank in the stack (I'll have to move fuel ducts on the asparagus, if so). At this point I have no idea how much fuel I'll have once I reach my Moho orbit and I haven't figured out a way to mathematically calculate that?
×
×
  • Create New...