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s_gamer101

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Everything posted by s_gamer101

  1. Just a submersible, but built in 1775 https://en.wikipedia.org/wiki/Turtle_(submersible)
  2. In the stock game, the jetpacks haved their own type of fuel called "EVA Propellant"
  3. I'm not sure if I understand you correctly, does your base explode when you return from a suborbital flight with a lander? Are you sure it is really overheating and not exploding for another reason?
  4. Remember that infinite fuel does not fill empty tanks, it just makes that the amount of fuel in the tanks doesn't decrease. If the tank is empty it isn't goning to work, even if you have infinite fuel activated.
  5. When you hit the "launch" button in the editor, colliders and rigid bodys have to be loaded for every part, the UI and the entire physics simulation stuff has to be loaded too. The game does a lot of work loading all this stuff which might take some time. Do you have a rather slow PC?
  6. Put small nosecones (0.625 m) on the empty construction nodes at the back of the rapier engines, with KSP's aerodynamic model this will be more aerodynamic - yes the end where the flames are coming out, trust me, as long as you take the small ones, it should be fine. I do that on almost every rapier SSTO.
  7. I'm playing KSP for a while now and I once did a trip to Eve and back, learning some stuff on the way. I see a lot of people struggling with Eve return missions and I noticed that I have a few tips that would be helpful for many of those people, so I decided to write a guide about it. If you see any errors in it, feel free to ping me. Who is this guide for? Before following this tutorial, you should have already done other manned interplanetary missions (with safe return to Kerbin) and you should be able to put a few hundred tons payload to LKO in a single launch. Useful mods: You might be able to complete the mission without these mods, but I highly recommend using them since it will make stuff easier. Trajectories RCS Build Aid Kerbal Engineer Redux Where to start (and where to not start) The challenging part of the mission will be the journey from Eve's surface back to Kerbin and not the other way. You should begin by designing a vehicle that can get away from Eve's surface. Don't worry about landing on Eve yet. (We'll place parachutes, landing legs and heat shields on decouplers and eject it all after landing on Eve.) For now, just pretend the KSC is located on Eve and you want to design a rocket for a one-way trip to Kerbin (or just to Eve's orbit if you want to do an Apollo style mission). You can do test flights from Eve's surface by teleporting your vessel to Eve using HyperEdit or the cheat menu and hit "Revert Flight" afterwards. Important: Do not start dealing with how to land on Eve before you're completely sure that your vehicle can get away from Eve, otherwise you'll probably waste time designing a landing system for a ship that doesn't work. Apollo style makes lander design much easier since you'll have to carry much less mass from Eve's surface to Eve's orbit, but it is possible to do it without Apollo style (I did this myself). Vehicle design You can refer to the Community Delta-V Map for the delta-V requirements, but the delta-V readouts will not replace a test flight! The Wiki says the following about rocket engines at low altitudes on Eve: However, I remember that this was already written on the wiki before the Making History DLC was released, so it could be possible that some engines from this DLC are also well-suited, but I haven't done further research in this direction. I decided to use the Vector engine because my vehicle quickly became quite big and therefore needed a lot of trust and the Vectors are more compact than the Mammoth. Just pick the one that suits your design the most. For more efficiency you should use asparagus staging. Feel free to put the capsule under a fairing. You can later attach a command pod at the bottom (on a decoupler) and use crew transfer instead of ladders. How to land your vehicle on Eve For landing, we'll need to add a few stuff. Place it on decouplers so that you can dump it before taking off again. RCS Build Aid can display what the touchdown speed will be with the current ammount of parachutes. This may be helpful. Since your design is probably quite big, you'll want to use 10 meter heat shields. You can also clip multiple of them into each other if one isn't big enough. Large heart shields at the bottom will probably cause your lander to flip around during reentry because they act like a very big parachute and force your ship to face prograde. This will lead to your ship being destroyed by reentry heating. You can compensate this by adding even more heat shields at the top of your vessel. These won't serve as heat shields but they'll stabilize the vessel during reentry. If you still have problems, you can try if a prograde reentry works better since you have heatshields on both prograde and retrograde side. You'll have to drop the heat shields before touchdown. You may have to experiment a bit until you find a way to safely separate them. Don't forget to attach the landing legs on decouplers too. Eject them at the moment you ignite the engines for takeoff and you should be fine.
  8. Pretty sure you're dealing with some kind of a glitch here. Therefore I don't think the design of your base is the problem. I've had some weird issues with DarkMultiplayer. Maybe try if it happens in stock too. Also, I think this should go in the subforum for bugs with modded installs and not gameplay questions (you can ask a moderator to move your post, they can do that)
  9. The answer is: They can have an infinite sun apoapsis. In other words, they can even be on a escape trajectory out of the solar system. Comets are usually always on very excentric trajectorys. In real life, the Rosetta mission that went to a comet needed several gravity assists to get to its destination.
  10. Heat shields in front of the wings? That doesn't sound like something I'd recommend, also because it adds a lot of drag (and your craft seems to already have a lot of drag). Maybe you should attempt another design.
  11. If you almost forget about the existence of Astronomical Units
  12. I think you won't get much science points for that anyway, because the impact speed influences the amount of science you get for it (if I remember correctly, feel free to correct me if I'm wrong) and impact speeds are usually quite slow in such a dense atmosphere. But maybe I'll try it, I think I still have a Grand Slam Seismometer on Eve from my manned Eve mission.
  13. When the physics teacher teaches orbital basics (what an orbit is, elliptical shapes, hyperbolic escape trajectories...) and you already know everything before he explains it and he then asks you "But you haven't learned that in school, right?"
  14. Found this video on YouTube today and was like „What? Is this real?“
  15. Well, actually it had lots of fuel in it and it was used during launch. And also, I didn't realize previously that part count matters here and my CN tower is very partheavy and threfore probably not suitable for this challenge. But maybe I'll submit something else later.
  16. I'm not sure if I understand correctly - Is 1000 ton the minimal launch mass or the payload mass? I once sent a 1:1 scale CN Tower replica to Minmus and the mass that I sent to LKO was about 2,7 kilotons (the remining fuel included). Would that be a valid submission to this challenge?
  17. You should post questions that are concerning bugs in Technical Support and not in Gameplay Questions. You can ask a moderator to move the post (only moderators can do that) by pressing "report post". (Report post basically means "Could please a moderator have a look at this?")
  18. Not findig them cute doesn‘t have to mean not having any emotional attachment to them I always press F9 when one of them dies
  19. If I accidentially kill a Kerbal, then I just undo it with quickload or revert flight
  20. Stock 1:1 Scale CN Tower Replica to Minmus This Mission was one of my submission for the "Providence" community project which was part of the Upsilon initiative. The tower's height is about 553 meters, like the real CN Tower. The lower part of the tower consists of fuel tanks and some other stuff. I filled the fuel tanks, then I just had to attach some detachable engines and RCS pods. It seems like this "confused" the game, causing wrong delta V readouts (I had way more dV than what was displayed). Luckily, the delta V readous from Kerbal Engineer Redux were still displaying correct values. Liftoff! I reached orbit with only one stage, so it was technically an SSTO so far, but now I was almost out of fuel and I decoupled the Mammoth engines. Time to launch the refueler! Part count including launch vehicle: about 900 parts Docking a 600 parts vessel to a 900 parts vessel - There was a lag. TAC Fuel Balancer saved the day, because without it, I would have had to refuel tank by tank, clicking on every single one at least once and also worry about balancing the vessel and it would have taken forever. Park orbit around Minmus, ready to land. Touchdown! But for some reason, the tower was kind of... shaky. And for some reason, it was sliding accross the surface. I had to use almost all of the remaining fuel for the RCS to keep it in an upright position while waitig for it to stop sliding. It took a while until I figured out that it might be better to disable SAS. And it also took a while until it came to a stop then. Then it finally stoped sliding. Decoupling the RCS pods.
  21. Then it's probably not the "rocket flipping" phenomenon that I was talking about
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