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AlpacaMall

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Everything posted by AlpacaMall

  1. What does the "min pressure" tweakable on parachutes correspond to in terms of kPa? I'm trying to make the parachutes only deploy at 50kPa, but I'm not sure how the 0.04-0.75 scale corresponds to that.
  2. I didn't do this for my first interplanetary save. I threw a low-tech lander at Moho on the day 40 transfer window, then spent a few days to weeks of IRL time setting up some stations and bases in the Kerbin system. Seeing that monstrosity I sent arrive at Moho and successfully capture into orbit is still one of my proudest moments in the game. It really brings out that feeling of "wow, I just did something big". That being said, I gave up on that save before my Eve orbiter could arrive, and I'd never put myself through that again.
  3. Introducing my submission, by the creative name of "Asymmetric Aircraft 3". (1 and 2 didn't get off the ground.) (All three reaction wheels have been disabled, and the plane flies with only SAS stability hold.) Craft file: https://kerbalx.com/AlpacaMall/Asymmetric-Aircraft-3 More images: https://imgur.com/a/BxY2M2E
  4. Design screenshots (For 3c, clipping the docking port: My craft currently does the same thing with a docking port into a fairing (which I assume is fine), and with a docking port into a fuel tank (which I assume is not). Does that seem right? And for 3d, the tiny nose cone: that's where it is when I place it. I didn't use the move tool to do that.)
  5. I'm thinking of giving this a go. Some quick questions: 1) Does it break rule 4 to stage parts off of the ship before arriving at Jool? I'd like to drop some empty tanks mid-route. 2) What's the highest apoapsis for LKO? 3) Regarding rule 2, would any of these be illegal: a. An Oscar-B tank or Spark engine sunk into the hole of the Doughnut tank b. A Mystery Goo unit placed vertically into a service bay and clipping out of the ends. (I'm not aiming for Jeb's Level, so this wouldn't be a "functional" part) c. A docking port sunk into a Science Jr d. A 0.625 nose cone placed horizontally, with Oscar-B tanks below it; the tanks naturally intersect the part they're placed on e. Any functional part clipped into a non-functional part (e.g. structural bi-adapter clipped into fuel tank)
  6. Thanks for the responses! I... kinda took this in the wrong direction. I'm using both a pod and a Science Jr on the landers now. I'm using the Trajectories mod, which is usually fairly accurate on Kerbin. Would I be right in assuming that this would help me find land? (My Laythe lander is very top-heavy; testing it in Kerbin's oceans did not go well) …this is going to be harder than it looks, isn't it I see you're one of the people who's done it. Another quick question: how much dV would it take to bounce around Jool's moons? I'm trying to design my landers without too much reliance on established designs, and the traditional dV map isn't very helpful for this. I'm using a staged jet engine for the Laythe ascent, which I think should save some mass; this makes it pointless to try to reuse on Tylo, though.
  7. I'm heading to the Jool system for the second time soon, and just for fun, I want to see if it's possible to pull off a landing on all five moons in one go. I plan to bring two landers docked to a mothership, hopefully letting each kerbal in my five-person kerbonaut team claim their own moon. Without spoiling optimal designs, what kind of mass should I be looking at for my landers? I've currently got a parachute-descent Laythe lander down to 6.2t (4.2 dry), with a payload of just the command pod and smaller science instruments; I've also made a two-stage Tylo lander for 16.8t (5.4 dry), leaving a Science Jr. on Tylo's surface and bringing the command pod back up. I've added some landing struts on the Tylo lander's upper stage, and I'm planning on reusing it for Vall, Bop, and Pol (3.6t, 1.6 dry). Do these seem like reasonable masses for the respective landers? (Of course, everything but the Laythe lander was designed purely through dV and TWR values, and it's more than likely that some of them will fail. But hey, that's part of the fun!)
  8. While this is off topic, this. Eve is always the first place I'm sent out of Kerbin's SOI, and an Eve return is completely impractical for someone who's being guided along by the contracts.
  9. Thanks for the responses everyone! (this is what I was looking for, thanks!)
  10. My relay buoy is shorter than the waves, and since my computer doesn't support ship-wave interaction, it looks pretty silly. How can I lower the wave height (or disable waves entirely)?
  11. I'm a few months into KSP and I think I've gotten the hang of the basics. That said, I've seen a lot of people talking about having a "wide" transfer window, or having a transfer window "close", and I'm not sure what that would mean. Right now, when I want to go to another planet, I check the dV map, send a ship into orbit, check the transfer window planner, then - depending on my mood - leave Kerbin SOI either at the lowest dV, or as early as I can get with the dV on my ship. From what I've done, it seems like launching too early or too late just results in higher dV requirements, but I haven't noticed anything that would make me think "I can transfer within this window, but it's much harder outside if I wait past this point in time".
  12. I bought KSP on Steam, and usually open the game through the Steam desktop shortcut. When in-game, I can use alt+enter to switch from fullscreen mode to borderless windowed mode. Recently, I installed CKAN to manage my mods; when launching from the CKAN "Launch KSP" button, the alt+enter trick switches KSP into a regular window, instead of a borderless one. Is there a way to fix this? (I'm on Windows 10, 64-bit, running CKAN v1.29.2. My Steam launch options are "-force-opengl -popupwindow".)
  13. If I were to download this mod, would I have to configure my own effects for every single engine, or are there already config packs that I can drag-and-drop into my stock-engine game? I have no clue what actual engine exhaust even looks like, so that's a huge issue for me.
  14. Are dV values on the map vacuum dV, or are they however much dV we can actually get? (for example, if I have a first stage that gets 2500 dV in vacuum but only 1500 at sea level, should I use the atmosphere value or vacuum value?)
  15. I'm playing on a save where my goal is just to complete the "world-firsts record-keeping" contracts ("Orbit Kerbin", "Dock vessels around Minmus", etc.). And the next one is telling me to plant a flag on Eve. This is the farthest I've ever gone interplanetary - my last save had one probe on Moho, but I've never made it to another planet's SOI beyond that. Now I'm worried - will the next contract be returning from Eve? Since I'm only taking those contracts, if I get one I can't do, then I'm just stuck with no more income. Do I have to plan for an imminent Eve return mission?
  16. I have a spacecraft with a lander can and a probe core, and I want to send it to orbit the Mun to fulfill a docking contract there. Since it's early-game for me, I want to leave an engineer in there for the experience gain. I'm not sure if I'll still be able to control this ship once it gets to the far side of the Mun though; I'd imagine that the on-board kerbal would be able to use the probe core somehow, but I've never actually tried doing this without a pilot on-board. Should I still have control in this situation? (note: with 1.11.1 there's a bug giving me full control no matter what, so I can't actually test how it's supposed to work)
  17. I'm starting a new save (updating some mods and using a new playstyle), and I noticed that as soon as I started, my scientist-manned ship was able to use full SAS. (edit: image got cut off, but Bob's in the command pod) Between my last save and my current one, I've installed the following mods: ClickThroughBlocker, ToolbarControl, BetterTimeWarp, CTTP, Kopernicus, ModularFlightIntegrator, OPM, ModuleManager. I also have the following mods: DistantObjectEnhancement, EasyVesselSwitch, EVE (with BoulderCo config), NavBallDockingAlignmentIndicator, PlanetShine, KerbalAlarmClock, Trajectories. My game settings are as follows: What's causing this, and how can I turn it off?
  18. Hi everyone, I'm considering installing one of the new/extra planet mods (OPM, RSS, etc, not sure yet), but I'm also progressing nicely in my original stock save. If I install the mods, will I still be able to play on both the stock solar system and a modded one, or will installing the mod make me unable to play my stock systems?
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