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paul_c

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  1. Aerodynamics (or, lack of them) are critical for re-entry from high altitudes or high speeds. You need to have a fairly blunt capsule to shave off a lot of the speed and when the chutes deploy, they won't break. I remember a phase of somewhat marginal chute operation. I lowered the altitude and raised the pressure they opened at, to achieve later operation (the altitude is an above-ground-level one, not above-sea-level so it will cope with hilly terrain etc okay). You can often survive even with chute deployment around 800-1500m.
  2. Kerbin's is by definition 70km* *Although you can't timewarp above 1x at that altitude, so 70001 isn't that 'useful'. I consider the practical working minimum, 70250m for that reason. And then there's the consideration if you're docking.........etc
  3. Thanks for the tips, once I have a chance to play KSP again I'll try them out!
  4. It means it needs to be assembled in the VAB/SPH but it can be two or more parts which are docked in space.
  5. I've been getting back into KSP for a few days/weeks now and a bunch of missions are going to Jool and its moons. The delta V for maneouvring around Jool is quite high and I'm always clashing with the moons in a fairly random way. But is there any way to sort out the intercepts to the benefit of saving the dV needed to carry (ie more fuel, bigger rocket(s) underneath etc etc) I am guessing, you want to get the intercept with Jool as close to 250km Pe, but direct in (ie no moon intercepts beforehand) but then on the way out, get an intercept which curls you into another Jool orbit with as low an Ap as possible, but then the Pe is probably not going to stay at ~250km? If you intercept Jool then do a manoeuvre of some kind to intercept your intended destination moon, have you saved anything/much anyway, or will whatever you haven't burned at the Jool Pe just be needed at the moon's Pe to be captured by its orbit?
  6. The contract system is 'flawed' or 'works' in that if you land on a body, it will give you contracts "to" and "from" that body (ie tourist trips, where to be successful they need to safely return to Kerbin). And also it will come up with "extract ore from...." contracts where its a huge amount of ore to get into orbit or somewhere else. Another indirectly related one is where a space station is specified, but with a huge amount of liquid fuel or ore on it, and/or a piece of equipment which will never be used (resource scanners not in polar orbit, etc).
  7. If its post-game then just upgrade stuff and use a better aerial?
  8. Doesn't weight come into it at some stage? You're launching 100+ aerials at 70kg each, that's 7000kg you're sending to a far-away planet. Compare with a piloted spaceship to the far away place, at about 900kg for the CM and astronaut. No aerials whatsoever needed. Even if you take into consideration you HAVE to do a return trip to get the science points back home, 1) returned points are greater than transmitted ones 2) if you can get there (with the Caveman transfer), you can get back 3) the weight saving can be used towards the extra fuel for the return trip 4) piloted trips mean you can gather crew report science too. I would have thought some maths shows that (1) alone, means a piloted return trip gets you over the line with less trip(s) than a remote trip. Obviously for Mun and Minmus, remote probes make sense. Its fairly easy to set up a relay constellation and/or put enough comms power onto a craft to do it. But you'll need to send a pilot for the full points from crew reports.
  9. Setting the settings isn't the issue, its what the settings should be. When I did my NCD attempt, I never did hardly any EVA in flight stuff. I tried it a few times, building a "flying bedstead" style contraption. The Kerbal never held onto the ladder long enough to be useful for me, so I went down a rabbithole of trying to build some kind of cage/enclosure to ensure they didn't fall off and go splat (and possibly die). Personally for me it failed the "would NASA do this in real life?" test. (I know about Neil Armstrong's somewhat haphazard attempts at flying the moon landing simulator thing, where he nearly died doing some test flight). So I never really pursued it, and forewent the extra points. I know others have had success though - not sure how? - so its difficult for me to impose my own personal views and say it should be banned etc. But if its greatly facilitated by a setting, it doesn't seem right - Caveman should be about the basic KSP, no upgrades, and with (harsh) fixed group of settings which are the same for everyone. So whatever the setting is that makes it easy/possible, it would be a "no" from me. But I respect I don't really have a vote! And its up to others to actually decide!
  10. I use https://alexmoon.github.io/ksp/#/Eve/18000/Kerbin/100/false/optimalPlaneChange/false/37/227 to work out the transfer window. Simply read off the UT (universal time?), then enter this in the "earliest departure", then it will give you the best time/date to do your burn to leave Eve and return to Kerbin. A big elliptical (or inclined in Eve) orbit isn't such an issue, since so long as you're roughly within a few days at the transfer window, the burn won't cost too much dV. You don't need to-the-second precision here. Similarly, if you're inclined, it will take a bit more dV but its not really worth* aligning to 0deg inclination just for the sake of the transfer burn. The "set as target" then use the indications to see the closest approach distance is handy, especially if the two bodies are inclined (such as Eve and Kerbin) because it doesn't require you to be precise enough to have the encounter within the Kerbin SOI. But its clear from your screenshot that you're miles away in your encounter. I suspect you're on the edge of what KSP actually say is/isn't an encounter (it doesn't give you it if its so far away) so I think if you get the basic position much closer, it will also be more stable when you make (small) corrections to optimise the encounter to get you home. For interplanetary stuff, its not massively time critical (unlike, say a Mun encounter where you want to burn at a precise point around the orbit of Kerbin) so you can afford the time to use the manoeuvre planning tool to tweak it so its good, then time warp there and do the relevant burn. Makes sense to do the prograde/retrograde as near to the Ap or Pe (or while still in Eve SOI) and the normal/antinormal as near to or at the AN/DN.
  11. You'll need a relay constellation to avoid blackout on "the dark side of the Mun". in Caveman challenge, there is only the HG-55 available. If you position 3x satellites equally in a circular orbit which is altitude at least the radius of the body, you'll have 100% comms except maybe wisps of the edges (eg if the satellites are equatorial, then you might have a momentary dropout exactly at a pole). Pragmatically, put them much higher than the radius and you can afford a bit of leeway in their exact phase and orbit. I think I stuck 3x HG55 onto the relays (they are quite heavy and draggy though) and it was marginal when orbiting at 2000km but otherwise, no worries on comms.
  12. I do the same (for the Challenge). There are 2 times of the day when Kerbin and Minmus align. Every dV saved due to an efficiency is good, imagine being 4m/s short at some later point in the flight.... There's 2 routes (or choose both): - Orbital docking, ie send 2 things up, join together a "normal" spaceship and a "mainly fuel tank" ship - Get into remote probe stuff. You'll need a comms network (which can be as simple as 2x satellites, if you do it on the cheap - but I did 3) ideally; and if you use the OCTO, you also want some kind of reaction wheel too otherwise you'll have no control. If you're into the manned flights thing, and joining 2 or more, then 1 manned and 1 remote makes sense otherwise you need 2x command modules and there isn't much performance advantage once that 2nd CM is there etc, its just bigger. ETA I've done Mun land-return within the 1 craft, 30 parts limit. Its VERY tight for performance but possible. Its so marginal, that I only did it once or twice then reverted to docking stuff, mainly because I could then visit many biomes but only need 1 'return to Kerbin' and all the heatshield & parachute gubbins.
  13. Don't forget if you aren't going down the path of remote probes, you need to get the Kerbal BACK from Minmus as well as there! You start out with 2 pilots so you can afford to lose just 1, the rehire cost will wipe you out otherwise. With no quicksaves etc....you need to be 100% sure you can get them back, somehow or other.
  14. That's the 3 things you need to do to get anywhere in Caveman Challenge! I'm scratching my head how you could progress without at least some of those, because you will need a few tech tree squares (and some money) before you have a hope of building a spaceship which can get to Mun or beyond.
  15. The screenshots have MechJob in them too. If you didn't use any of its extra features, it could have been uninstalled for the challenge.
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