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king of nowhere

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  1. A couple of pics taken near the south pole of enceladus, the moon of saturn
  2. Part 8: the lord of the rings: a stroll inside Chernobyl's reactor The extreme radiation make the inner Saturn moons unapproachable by a crewed ship. Fat Man and Clamp perform unmanned landings. This time Saturn is properly spectacular 8.1) Ranting on realism and radiations (recognizing routing with a rooster results in reverse) 8.2 Rhea and Dione: easy starts 8.3) Mimas: as bad as Mercury 8.4) Unremarkable Tethys, beautiful Encelado 8.5) Isru, return and other burocracy 8.6) Bonus: how do the rings of Saturn look from up close Bug compilation updated Broken parts recap
  3. I'm not aware of it. As for myself, I just learned to avoid touching other parts with the mouse cursor
  4. Well, I also discovered a bug in this. I discovered that in a subsequent mission Clamp had contact with Trypophobia, but not with Cylinder. Which made no sense, because Clylinder was a lot closer than Trypophobia. So I changed vessel to Cylinder, then changed back to Clamp, and TA-DAAAH! I got control. Just another bug. #28 on the list I'm compiling.
  5. It usually takes around a month to perfect the hardware to run my large missions, possibly more. They are not a single system, though, but a collection of a mothership to carry everything around and a bunch of specialized smaller ships to perform specialized roles. For a single system... it probably took a couple weeks to perfect my Dancing Porcupine's armor and robotic joints. Nowdays I use much simpler models, though.
  6. it would be easier to give advice if we had an idea why exactly you can't rendez-vous... anyway, you can try this foolproof way: 1) make sure you have 0 inclination. exactly 0.0 2) get into a matchin orbit, that's only a couple km offset. if the ship you want to rendez-vous with is in a 80x80 km orbit, get into a 78x78 orbit. this way you'll get a rendez-vous eventually, though it's not the most efficient method. Oh, by the way, there are some bugs with the close approach marker, sometimes it disappears. don't let yourself be fooled when you know you have a rendez-vous.
  7. Part 7: the flop of the rings - the two moons A'Twin moves to Saturn, where it refills on fuel on Iapetus and on nitrogen on Titan. The chapter title is because the rings of Saturn look very underwhelming compared to expectations 7.1) A surprisingly expensive transfer 7.2) Bouncing on Titan, aiming for Iapetus 7.3) There's life on Titan. Bugs and krakens, to be precise Bugs compilation updated
  8. Look, instead of having us play guessing games, can't you actually tell us what is wrong and why it should not be that way? The only I can see, you have highlighted the battery, 1% and duration: perptual. Looks absolutely normal: the satallyte just moved out of the planet's shadow. So its batteries got discharged during the night, and now they just started to recover.
  9. I've been playing this game for years, and yet remote probe control still eludes me. I am trying to make a rendez-vous between two unmanned vehicles around Rhea, a moon of saturn. One is the Fat Man stage. it has a okto2 core, it's equipped with 3 communotron 88-88 and one HG-5 relay. it has signal to Trypophobia, a manned ship around Iapetus. Trypophobia has a crew of 3, 1 pilot. none of them inside an actual command pod, I'm keeping them in hitchhicker containers for kerbalism reasons, but it doesn't seem to make a difference; trypophobia has no relay antennas. The lander Clamp, instead, is equipped with two communotron 16. it's 500 m from Fat Man, and uncontrolled. It can sometimes pick up signals from Cylinder, another manned vessel (crew 6, 2 pilots) which also has relay antennas powerful enough to connect to earth. Clamp has no control. Both Trypophobia and Cylinder have a RC-001S probe core. Now the question is: why don't Clamp use Fat Man's HG-5 as relay to connect to Trypophobia? Would slapping a Communotron 88-88 on Clamp (by eva construction as soon as I get back to a manned vessel, because I have to go to other moons too) help? How about a HG-5? Is it better to have both, or just the most powerful communotron 88-88 would do the trick in all situation? Please, don't link the wiki page on probe control point. I am already familiar with it, and i'm still unsure on the details
  10. I don't know about your specific case, but as a general rule I found that the staging graphic display is prone to all sorts of glitches when the ship starts to get a bit of complexity. it doesn't affect the game, so you can ignore it and keep playing.
  11. I'm using kerbalism with rss, and I am baffled by saturn's radiation belt. it's a huge 150 rad/h belt encompassing all the inner moons. even at maximum shielding, a crew would be dead in 3 hours. with only the spacesuit, in 20 minutes. I'm baffled because it does not seem real. I can't find any hard data on how deadly those radiation belts would be, but wikipedia does describe saturn's radiation belts as "relatively weak". is there a reason the radiation belts were modeled like that?
  12. but is there an actual pilot inside? because what you say really looks like you have no contact with the probe
  13. while this is certainly true, it's a bit of a zigzagged case, because - while I can't find hard data on radiation levels around saturn - I do read that its radiation belts are "weak". Also, maximum radiation shielding in kerbalism only reduced 90% of the radiation, while in real life one could certainly devise a better shielding. especially in a big mission like mine, where adding a few more tons of radiation shielding would not be an issue. anyway, I'll go on with the original plan of unmanned landings, then
  14. I am doing it with rss. however, I cannot land on the inner moons of saturn. saturn has a radiation belt extremely strong, my crew would die in 3 hours. yes, in my previous opm grand tour I still managed, but the radiation belt was small, it was possible to just spend a small time inside. not this time; saturn's radiation belt encompasses all the inner moons. Travel time is too long. I can't send a kerbal normally. I have two options: I was planning to make unmanned landings on those moons. But I also can fiddle with kerbalism setting to ignore radiations, and plant flags on the innermost moons like that. for the purpose of the grand tour, which would be better?
  15. then I still say it's horribly inefficient. do that rocket need to land? then it's landed, done. do that rocket need to move to another planet? then do an orbital refueling, no need to land the rocket. I just can't see any scenario where landing a rocket from orbit on a plane that will send it to orbit again would be useful.
  16. so, you are thinking that a passing rocket would pass into the atmosphere, and there you would meet it with a plane and give it a push? good luck trying. rendez-vous inside an atmosphere with an object on an escape trajectory. maybe someone could pull off that challenge, but i don't want to even try.
  17. yes, it is exactly the case. there is no trick, it's just that duna is particularly good for aerobraking. for you see, when you come to duna from another planet, you have an intercept speed. in addition to that intercept speed, you fall towards the planet, going faster and faster until you hit the atmosphere. but duna is small. it has low gravity. so even when you fall towards it, you don't pick up much speed. And so, it is possible to come from an interplanetary trajectory and still hit atmosphere at less than 1800 m/s, which is a safe speed in most cases. that is a general rule. the smaller a planet, the better it is for aerobraking - if it has an atmosphere. As for how fast you can go, it depends on the ship, and whether it has some thermally sensitive components. those have breaking points at 1200 K, and they tend to explode over 1500 m/s unless they are in a shielded position. a normal ship with all components having a thermal breaking point of 2000 K.... you can hit atmosphere between 1900 and 2000 m/s. With a thermal shield? I managed to survive a reentry at 10 km/s. Your profile also matters. In the high atmosphere you don't heat much, but you brake even less, so you can take a short passage in the atmosphere if you stay high - useful to circularize, but it won't help you with an interplanetary capture burn. On kerbin you can enter the atmosphere with a normal ship at 2300 m/s because your trajectory is almost circular, you're staying up high, and by the time you drop in the denser atmosphere you already lost enough speed to survive. On duna, if you want to get captured, you have to go low on your first pass, and that means hitting dense atmosphere at full speed, so your maximum safe speed is lower. By the way, somebody may claim that it's better to go deep immediately for convoluted reasons of heat transfer, but it's a urban legend. it's potentially true only in rare corner cases. Perhaps it was true in a previous version.
  18. Right, I got that one. And it was also a large amount, something like 30 tons. Fortunately, the contract did pay 2 millions, so I just made a super duper huge rocket (though still a lot smaller than the stuff I do nowadays) that cost 600k to brute force my way through the contract. I never got it, but I think the most difficult contract is the one requiring a grand tour and using the same part to land everywhere. Any experienced player can make a grand tour, but having to land the same part everywhere? this means using the same lander everywhere, or having some kind of modular lander where you always use the same command pod. The second requires a lot more creativity than a simple grand tour, and the first requires the capacity to make an eve ssto
  19. I don't remember, it's been a while. But I probably did, I know about clearing input locks and I did try a bunch of stuff.
  20. really? and here I thought I knew everything about gravity assists...
  21. in general, the major problem with moho is intercept deltaV. to minimize that, you want your orbit to be as similar as possible to moho's orbit. the closer the two orbits are, the less expensive it will be to switch from one to the other. to tell what you are doing wrong i'd need to see your gravity assist, but without knowing specifics I can guess your mistake maybe is that you are not meeting moho at the periapsis of your own orbit? if your orbit and that of moho look like the olimpic rings, they look close, but they actually require a huge radial burn to overlap. you already made a similar question, and I gave some more detailed answers there. Oh, there's also a possible other thing you may be doing wrong now that I think about it. maybe you sent your mission to moho, and are now trying to get moho gravity assists to circularize. that doesn't work, it's impossible. when you make a gravity assist, you always leave the planet with the same speed you came in. so you can use a gravity assist on a planet to raise or lower your solar orbit, you can use it to change inclination, but the one thing you cannot do is use a planet to reduce intercept speed on itself. what you can do is take gravity assists from eve. this way, instead of having to burn from kerbin all the way to moho, you only burn to eve, and you save fuel. and at moho, instead of having an intercept from an orbit going all the way up to kerbin, your orbit only goes up to eve, lower intercept speed. post pictures of what you're trying to do if you want more detailed explanations.
  22. higher reliability parts are built sturdier, and that requires more mass. maybe they have thicker structural parts; where there are moving parts, they are bigger, to hold more stress. electronics is less miniaturized, or perhaps additional redundant components are already included. it makes sense for most parts. perhaps antennas are the one exception I can think of.
  23. no, i have neither of those mods. on the plus side, after i brought the offending vessels to orbit with the cheat menu, the game has been working fine.
  24. I can further show this example of going to Gilly (where you can refuel with isru) to moho surface (where again you can refuel with isru) for less than 4000 m/s, which is an easily achievable target for a lander. 1) start from Gilly. Leave it when eve is intersecting the plane of moho's orbit, so you'll be able to avoid a plane change. the spot was eyeballed, because i don't have any tool to do this accurately you want to lower your eve periapsis, to have lots of oberth effect when you burn for moho. lowering your periapsis from gilly would cost you some 400 m/s. but you have a trick to save fuel there: instead of burning to lower your eve orbit, burn to leave eve, with the minimum amount of thrust. fiddle with the ejection direction and exact thrust, and you'll be ejected in an orbit that's extremely close to eve, and will meet eve again on the next orbit. notice the 250 days eve periapsis, when eve year is 270 days. the red manuever is a correction burn, mostly a plane change because the inclination with which you arrive at eve will determine the direction you'll be leaving 2) when you pass at eve periapsis make a burn to lower solar periapsis. Of course, your eve periapsis must be angled just right for this manuever to work: that's the purpose of the correction burn (here yellow) and also of the original burn. Make sure, before you leave gilly, that you fiddle with the planned manuever so that now your eve periapsis is facing the right way for this ejection. I also angled the trajectory to leave eve going downward. so now the inclination with moho will only be 2.2 degrees, a lot less than it normally is. This manuever wasn't perfect. I return to eve in 250 days, 20 days sooner than desired, and so I am not perfectly in the node and I can't completely cancel inclination. this manuever could have been better. still, that's good enough for most purposes, and it took me 10 minutes to set it up; further refining it would have been a lot harder. The ejection burn from eve must send your inclination node with moho overlapping moho orbit, so you get an encounter. It must also be close to your solar periapsis, and as close as possible to moho solar periapsis. notice how none of those conditions is respected perfectly, but all are "good enough" Finally, when passing at solar periapsis, make a small manuever to change the time of your orbit so you can syncronize it to meet moho at a later orbit. In this case, by setting up a manuever forward and clicking repeatedy "next orbit", I was able to discover that in 1 year 120 days I'd be passing very close to moho. at this point, a small 2.5 m/s burn was enough to get an intercept. the violet manuever is the one I used for this, and I'm also using it to refine the encounter, setting a properly low moho periapsis. At this point, having followed all those steps to ensure my orbit would be as similar as possible to moho's orbit, I get an intercept deltaV of 1750 m/s - including the cost for circularization. It would be possible to improve on this by up to 400 m/s, in theory - as I said, I've been inaccurate on getting the eve periapsis. However, getting more accurate than that is very hard. anyway, add 900 m/s to land on moho and you're done. 100 m/s to leave gilly, plus 900 m/s to lower solar periapsis to moho, plus 1750 m/s to capture and circularize on moho, plus 900 m/s to land on moho, plus 20 m/s to orbit gilly, plus 50 m/s of various correction burns: total 3720 m/s. A ship with isru and 3800 m/s can reach moho and return without staging. Took me half an hour to get that, it's not too difficult if one has the expertise. It's possible to do it with as little as 3500 m/s if one can also optimize hard the trajectory. but that would require a lot more effort, and i'm not trying it.
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