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Everything posted by Krazy1

  1. Why can't we edit maneuver nodes in the tracking station? Why do we have to "fly" each ship to do this? That would make mission planning better and the tracking station more useful overall. I also think a level 4 pilot should be able to create maneuver nodes without a comm connection to the tracking station, and also create nodes for networked ships with remote pilot assist. I don't think any probes should have this ability. Of course a mod that enabled node editing in the tracking station would need to enforce the requirement to have a connection from KSC to the ship in order to edit it's nodes, unless you have a level 4 pilot remote-assisting that ship.
  2. Well, that's weird. I wonder if setting "motorized = no" makes it act normal? I wouldn't set the motor on and zero size, but that's just how my brain works.
  3. Last few days I pushed a class C roid to elliptical Mun orbit landed for 3 days to refuel... then launched into the same orbital plane and klawed the roid again. Waiting to push to Eve. I found around Year 2 day 94, the 5 inner planets are all in a 90 deg arc... and my rendezvous is still on the opposite side and I can't get a signal despite a dozen ships with 100G antennas I pushed a class B roid to Moho and rescued Mosted in low orbit there. Bringing the roid was Gene's idea... he said he'd "apply that asteroid posteriorly" if she ever got lost in space so far from home again. I think she got the message Then they landed to refuel, planted a flag, and upgraded her directly to level 3. I also noticed at year 2 day 112, there was a conjunction of Eve and Duna straight overhead.
  4. Thanks for the comments. Yeah, it's showing about 14:1 subsonic in the editor (with neutral elevator which isn't really accurate so I should try different angles). Gear down it's virtually identical. I just think the gear don't have enough drag. It also has delta wings so the aspect ratio is much lower than typical passenger planes. The Shuttle L/D was 4.5:1 but it was tailless. I tend to overshoot east and fly back over the ocean to avoid the mountains. I did one approach over the mountains and dove down the east slope subsonic with the gear down and still sailed past the runway. Yeah. S-turns are difficult too because like you said lift is low so I can't maneuver aggressively. I'll just need to add flaps/ spoilers/ chutes. Edit: some discussion here saying the drag in a passenger jet is roughly doubled with gear down. https://aviation.stackexchange.com/questions/32469/how-much-extra-drag-does-landing-gear-incur
  5. I played with some small xenon probes today. First was to recover a probe from Moho. It entered Kerbin's atmosphere at 6500 m/s. Toasty... Second attempt didn't work either... I tried a 4+ km/s burn at PE of 200 km but it was too close to finish the last 30%... it curved around into Kerbin's shadow... no EC. Third try workedTM the initial PE was at 400 km and I still couldn't circularize... PE dropped too far below the surface. But by total luck I got a Mun encounter at AP that pushed PE out of the atmosphere for free but at 60 deg inclination. Then did a small PE burn to get the right final orbit time to land near KSC (using Trajectories mod). Recovered 2154 science from gravity scans only, which I'm converting 100% to reputation: 44.6 points BUT that's on an exponential curve, so I actually went from 957.779 rep to... 958.108 rep. Wow. Scientists get no respect! Then I did another long xenon burn to finish a contract to put a probe in a specific 165 deg inclined orbit of the sun. That's backwards from the planets. I still had 7.5 km/s dV left... so what to do? Put it into a reverse orbit of Dres and smash into it at 10+ km/s. Jeb approves. He'll be waiting on Dres with the popcorn.
  6. Today I got annoyed by 3 different bugs. I sent a Sun science ship to low Sun biome (under 1 Gm) after refueling in Mun orbit. Took about 5 km/s burn to get that low. Going 10 times faster than the Mun: There's a return orbit that intersects Kerbin in just over 1 year... only 227 m/s at Sun PE I wanted to plot the Kerbin capture maneuver but it put the maneuver node on the future intercept position of Kerbin although I was focusing on Kerbin at it's present location. When I put node at Kerbin PE, the orbit line through the Kerbin SOI I was looking at just disappeared too. Weird. I took a contract to push a C asteroid to Eve. There happened to be one in Kerbin SOI on an escaping trajectory so I raced to catch it. I launched an idle ship from the Mun and slingshot off Kerbin. Then bug #2 which I've seen before... it does not plot the targeting arrows when you and the target are escaping. Actually it did start to work when I was about 50 km away and I didn't need them anymore. So catching an escaping asteroid is not easy. I had to just guess where the intercept would be based on their time to escape Kerbin SOI and when I got a few hours away I did a few burns to push retrograde to target. When I klawed the asteroid, I couldn't place a maneuver node... because I had no connection to Kerbin... "blocked by aero shielding" whaaaa??? It's in Kerbal Engineer Redux> Landing tab> Impact Marker
  7. Just landed on Ike in the dark on a 20 deg. hill without real landing legs... using KER or I would have crashed for sure. I slid down the hill for 30 sec. pulsing the RCS before it shopped. Kerbin in the background: After fueling I'll top off the tanks in orbit at Ike Station before attempting to go directly to Moho. I'm not sure if I'll have enough dV to land because I'll take ore with me and the dV reading will be under 6 km/s but I'll need 7+ km/s to land. I may try to do some math but I'll wait until after I leave to see if I'll make it... "this is the way". Val might appreciate if you tried using the KER landing bullseye marker. On the other hand... she has a helmet. Yeah, I remember doing a rescue mission for a rescue mission because I forgot parachutes.
  8. Hi. I've been using this mod now a few weeks and some observations. Simple subsonic low altitude bank and turn maneuvers feel much more natural. In stock, a fairly high bank angle and elevator angle produces a quite slow turn rate. Stock never seemed right to me. Transonic drag is reduced noticeably. I'm not sure which is more "right" but it's easier to transition through 350 m/s in FAR than stock. I see in the custom settings it defaults to 70% drag. After struggling to break the sound barrier with some heavy spaceplanes in Stock, it's easy to notice the difference. L/D under 300 m/s seems too good in FAR. Gliding a spaceplane to land, it seems to glide like it had full fuel when it was almost empty. If I approach at 200 m/s about 1.5 km up and 15 km out...engine off with the gear down... it comes in so fast I can't even land. It soars past the runway still going over 100 m/s. It feels like the plane has full fuel but it's almost empty. In stock it would barely get to the runway. I changed the realism setting to "full drag, strict area ruling" and it's the same. Anybody else find the gear drag is too low and/ or low speed drag is too low? I can see this in the editor FARc analysis... the L/D plot only changes a few pixels for gear up/ down. I had to attempt reentry several times because I couldn't slow down and crashed in #3. One time I forgot to shift remaining fuel forward to compensate for deploying a satellite, I entered retrograde and tried to flip forward and it was unstable... it went in to an awesome supersonic flat spin. Definitely wouldn't do that in stock. Very nice.
  9. Hello Lisias. On TS in the editor I saved a subassembly, and tried to place it in another model. It was missing an attachment node on a docking port on the far end of direction I built the small MK1 part stack. I did not tweak any part sizes. I think you were working on this, just not sure if you thought this was resolved or not. I'm assuming it's TS but not sure.
  10. I built a small crewed science pod and modded an SSTO to deliver it to LKO to add to the probe that came back from low solar biome (under 1 Gm). I'll refuel it at Minmus and send it back again to get the rest of the science. I should have just done this originally. I hope my scientist doesn't get cooked. What KSP version? Did you use any electric motors for this one? Why all the wings? Without air breathing engines I'm surprised wings help.
  11. Right now I'm cursing this game... landers slide all over and trying to scan a ROC on Duna is almost impossible... you have to be moving less than 3 mm/s or the scan fails, which means less than 2 deg. slope. You know how hard it is to find a duna stone on a 2 deg slope and land beside it with a large lander?! I wouldn't try to haul ore off the surface... just put the converter on the lander and haul fuel up to the station. Then you only need a little ore tank. I focused on unlocking the large converter and fuel cell arrays. ISRU is the key to interplanetary exploring I think.
  12. Last week I tested more seismic impacts on Duna. I transferred a heat shield to the last probe and tried several different approaches, burning varying amounts of fuel. Basically it doesn't matter how much fuel you burn... if it's going faster and has less fuel, it has more deceleration from the air drag. So it's basically a wash when there's an atmosphere. It peaked at 43 G drag when I burned all the fuel and 16 G in freefall. Makes sense... kinetic energy is V^2 but drag is too. So I'll try a long skinny stack of ore tanks with a heat shield next time. Like the concept of using tungsten rods falling from satellites. Has anybody actually done a seismic impact on Laythe or Eve? Eve is going to need a comet. Today I found the last anomaly on Duna and it's actually a double...
  13. 1.5 TWR is about optimal I think. Actually I would consider scaling back the tanks to get 1.5 TWR with 4 Wolfhounds. It would drive better I think.
  14. I built some big rover/ rockets and the hardest problem with stock parts is the wheels. They just break under the weight or don't have enough power to get up a hill. So I use TweakScale'd wheels. Here's some pics of Gigarover and Space Utility Vehicle Gigarover uses Rhinos and NERVs. It really needs both for interplanetary travel and Tylo launch. SUV uses Cheetahs and it's only for Mun/ Minmus/ Ike. If you're using it for Mun then Wolfhounds would be good. I wouldn't bother with 2 different engines. If you're going further than Ike then I'd add NERVs or consider NERVs only. For NERVs the stock LF tank options are limited so I use Simple Fuel Switch. In your picture... why does it have parachutes? I wouldn't try a flying rover in atmosphere. Duna maybe but that's much harder than the Mun. Edit: the TWR is shown in the editor lower right corner when you expand the stage view. Set it to Mun in the "body" pull down in the deltaV menu. I'd aim for about 1.5. @king of nowhere 0.5 on Kerbin is 3 on Mun... too high I think.
  15. Thanks for reviewing this. So I have TweakScale and TweakScale Redistributable. I believe I only had TweakScale before. I clicked "no", right-click reinstalled TweakScale then TweakScale Redistributable then FAR Continued, then closed and reopened CKAN... got the same message. The last couple KSP sessions I just clicked "no" and it seemed to run OK.
  16. Got this loading CKAN... yes... Why did it try to install Tweakscale? I already had TS, but *.12 not *.13. I tried CKAN update and I have the latest CKAN version. Restarted CKAN, same thing. @LisiasCan I blame TS somehow? So third time I didn't retry the FAR install, CKAN finished loading (it showed TS *.13 is available for update) I quit and reopened CKAN... and it opened normally. I updated TS and KSP launched normally. So "nothing to see here" ?
  17. Alternate Resource Panel and TiggerAu Flags. I think the latter is suggested when you install the former with CKAN.
  18. I got Gigaklaw launched without aero forces destroying it by reducing the 12m Clydesdale thrust to 90% and taking a more vertical launch arc. I probably did 100 contracts to get 12 M funds to pay for this beast. The left ship has a 5m core tank
  19. I'm trying to launch a 21 kt ship with a 20m klaw to push a class E asteroid out of the solar system. The largest fuel tank is exploding at 400 m/s. I believe it's due to axial aerodynamic force. I guess that's why real rockets throttle back at Max Q. For size reference, that's a stock docking port senior on the side of the tank I'm referring to. The klaw is 300 tons! I haven't played OPM but I don't think you need that much dV. If you're at LKO you'll need around 2300*[1-sqrt(2)] =943 m/s to escape Kerbin and then to escape the Kerbol system it's about 9285*[1-sqrt(2)]=3.8 km/s. So under 5 km/s total, unless you're in a big hurry. What's "NSW-ES+"? Google lead me here: http://www.kspcounselling.com.au/ Pics or it didn't happen.
  20. I'm anomaly hunting on Duna. I found everything on Ike, Kerbin, Mun, Minmus and Moho In 1.12 they tried to make it easier to drive without flipping over by making every surface like ice... and now everything slides downhill. Right click the wheels and in the PAW select manual friction control and make it a larger value, 2 or 3 maybe. It will help but everything still slides a little in this game.
  21. I had a small probe on a collision course near a seismometer on Duna. It was going about 5.4 km/s... mach 28... with no heatshield. However, Duna's atmosphere is only 0.067 atm at sea level. Did it make it to the surface? What's your prediction?
  22. Hi @HafCoJoeAt least 3 of the custom Scatterer settings are not being loaded from the scatterer config.cfg file when Spectra is installed. Please see diagnosis over on that thread.
  23. I'm having an issue with scatterer not loading all the settings from the config.cfg file. The changes I made are being saved correctly in the config.cfg but they don't all get loaded after restarting KSP. Specifically: ocean underwater caustics, ocean sky reflections and long distance shadows. I have to enable them manually every time I launch KSP. Here's my CFG file. The CFG path is default, gamedata\scatterer\config. I removed scatter and purged contents in KCAN and redownloaded - same behavior. Steps: Do not open the KSC blue circle icon, use KAC to "jump to ship", then ESC to go back to KSC, then open the blue circle icon and check the 3 settings above. (maybe switching to a ship isn't needed; just what I did) I also see an EXC in the KSP log when the blue circle icon is clicked. It's not the only EXC though and I have a lot of mods installed. Forgot to get Player.log. Let me know if that helps.
  24. Why must I do this? Escape velocity equals sqrt(2)* orbit velocity... Kerbin is about 9.3 km/s, so I just need to push a class E about 3.8 km/s. With ISRU it should be doable, with many burn/ refuel cycles.
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