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Joe Kerbal

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  1. I so love this answer because is fully numerical (and pretty much I need a pair of subraction and multiplication to get the proper answer). Maybe I'll do a mess attempting but I just love the approach
  2. It's definitely orbital plane. I forgot about it the last time I was getting there just due to the fact you never check it while getting to mun. Align the plane as first manouver (6 degree roughly) and then it will be ok.
  3. That equation is basically correct. Point is to identify the speed (and altitude) to minimize fuel burn. You could simply decide to measure it yourself deciding a cruise altitude and speed and then sampling your fuel burn rate (checking how much fuel you spend in a minute). You can do that with half fuel load to have an average cost (it probably changes if you are fully loaded or with empty tanks) Plus I suggest you to check how much fuel you spend to gain cruise altitude and speed and subtract that amount from the fuel you use to calculate range available. Taking off and reaching cruise altitude can be an important part of your fuel cost (expecially in short range flight)
  4. hello guys, I'm dealing with a couple contracts that demand for some gravitational survey on kerbin at very high altitude (>69K) I have a probe I use for that needing, set it into 90° orbit at pretty low altitude (around 77K which is fitting all waypoint needings) and just wait. Same approach worked really fine on Mun but on Kerbin I immediately realized the planet rotation is definitely higher compared to the probe orbital time. On Mun you basically have just to wait for the waypoint to pass under the orbit track, worst case wait for the next body rotation, but on Kerbin things got extremely more complicated. Is there any way to calculate a specific lat/long to match my orbit? Is there any tool that would project my orbit track onto the planet surface taking account of planet rotation? Do you have other very different ways to face this types of mission? Thankyou in advance for sharing your opinions at regards, as usual,
  5. Sounds like the only logic answer. Unfortunately I've not yet the technology but I guess I'll get it and try again.
  6. I'm trying to stop a passing by asteroid of class E (that's what basically my contract ask) I have no problem targeting, reaching and grabbing the asteroid. I've some problems properly orienting my thrust towards retrograde but I attempted the whole thing without RC thrusters. I know how to do it next time... not a big deal. What really puzzled me is the mass of the asteroid. Once I grab it, with about 5000 dv available from nuclear engine it reduces to about 5 m per second. No way I can seriously change it's orbit. What's the trick here? Class E is really big but the contract assumes I can do it. is there something I'm missing? maybe something I didn't reach yet in my research tree?
  7. Hellow. I'm dealing with my very first space station. I had to rescue it once because of running out of electricity. Now, for unknown reason, it's again with batteries at zero. For sure the design and planning has been poor but still I'd like to understand at least where the consumption is to properly understand if there's something I can simply switch off or get rid off or, the other way around, add a new and big enough solad panel module. Is there a way to have a detailed energy consumption rate for a vessel?
  8. I'm definitely a newbie of KSP mods but actually I've installed various of it (with CKAN and without) not getting any problem. I'm very confused about EVE - Environmental Visual Enhancements. The mod appears to be installed properly. I saw some clouds then probably I messed something in the config... however I've installed it again and again. I've understood you can use various textures set and edit your own config. Anyway I have no more any clouds and despite I've attempted installing Stock VIsual Enhancement and Astronomer Visual Pack still looks like I have broken texture reference. I'm pretty sure I'm missing some very basic thing here. As you can see the link for the texture corresponding to the cloud layer is broken. I just have to link that to a local file? How can I get the right file? why there's no a default config or where can I find it?
  9. I just accepted a contract as per title. I assumed I would have found a coloured track on tracking stations corresponding to the required orbit (that is very specific in every detail, APO,PERI,INCLINATION and all) but there's not. I know quite the tricks and hints to place things in specific orbit on Kerbin and mun and planets but I have no idea how to try it without a reference. Actually I don't even know my sun-referenced orbital parameters unless placing a ship on sun-orbit (which is clearly too late). Even ejection moment and angle from Kerbin's orbit should be planned in detail...
  10. Actually I realized Kerbal's Steam last updated messed some stuff. Anyways I have "AstronomersVisualPack" configuration but seems not working at all. References to the textures are actually wrong (the path I see on EVE config manager is not existing). Anyone knows how to fix EVE config?
  11. Hello everyone. I installed some mods (mostly using CKAN) without getting any problem but I'm totally lost with EVE. 1 ) I've downloaded and unpacked it in GameData folder as indicated but CKAN is not detecting it... 2) it's somehow properly installed as I can see its interface within the game and I can access the various configurations stuff... 3) I do not have any configuration (textures and so on) but I've no idea how to download it. On the specific thread it says you can use configuration from previous Eve's installations... that I dont have. Any help would be really appreciated
  12. Hello. I've upgraded my Tracking Station and it said I should see patched conics. I know what a patched conic is but I didn't notice any difference in the visualization. What am I missing here? are they available when planning a manouver or what?
  13. Just in case someone would be in the same need the answer is target:geoposition:heading it gives you the (local body) heading (north based) from the ship to the target.
  14. I just realize that :body suffix refers to the planet we are on. ship:body:position and target:body:position returns the same value and it changes in time even if target and ship are stopped... i guess that's mun coordinates. that's useful to know but still I don't have a solution...
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