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magnemoe

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Everything posted by magnemoe

  1. Mechjeb has an trajectory tool who show estimated trajectory also after an node. It even works in atmosphere but is obviously less accurate here and depend on orientation but still very useful more so if you have experience with craft. It also an independent trajectory mod for KSP 1.
  2. We have an bit more experience with electrical cars now, pretty easy to have front and rear drive as two independent systems with an interconnect. Or have 6 wheels and 6 batteries and controls. pressure in compartment is more likely to fail but you have space suits and extra oxygen on rover.
  3. Agree, an cut parachute should not be able to repack and repacking should require an kerbal. Yes you could make an robot for this but it would be huge and only relevant for mass use. Yes its handy to repack and reuse the parachute on an probe landed on Duna but does not make sense at the level of realism present in KSP.
  4. Nice, cargo bays are nice. Its also easy to fit an rover seat inside, here I would use two small as it looks like one is to narrow for kerbal to easy enter and board. An diving bell would be more fitting. Has unlocked them but not used them yet, Eve mission 2 focus on land and Jool 2 was canceled because Eve 2 eating up resources
  5. Yes, they had to stay within walking distance but it let you explore inside this circle around the lander, walking back is also one way.
  6. Mare eye is the off color area inside an an mare, rayed crater has very visible rays from orbit and not very far north say 30 degree. Its an fake on farther north .
  7. This one being the old guy who did that long ago, bu not so long ago I had it written on the wall of my tomb in hieroglyphic. Rather an imugr Short version, I was to rescue an kerbal who manage to be in retrograde orbit between Dress and Jool. This was the tool. But I made an mistake kerbal only had 100 days of life support. So I made an trajectory who would intercept kerbin in 95 days but at 7 km/s. And the tool above solved the problem just launch another intercept have kerbal transfer and deorbit. With 18K dv most orbital problems are simple unless interstellar. KSP 2 I'm not even trying And I launched an tanker to support the landers.
  8. I agree while using mechjeb and the K2-D2 a lot as circulation burns are not any sort of challenge. Yes you want it to be low dV, but they are rarely challenging, and then they are mechjeb will not help you. Like then your try to circulate with your low twr upper stage, tricks here is to burn partial upward to chase Ap in front of you. This works unless you are way to slow. 1.8 km/s it probably work if you start early, 1.5 km/s and .3 twr and no. As for teh science button, later on with the radiation and orbital surveys i think the button fails anyway, but you learn this with atmospheric science
  9. It worked like smart shells on the Mun, < 10 meter error so you had to miss target to not impact. On Minmus the low gravity confused it so I just went manual before it tried to go into final decent, but landing on Minmus to Gilly is not scary. Moho is worse. Tylo you use to scare people with, but found it easier with the KSP 2 nodes. as I can just make an node who kills my velocity above target, or most of it as Tylo rotates to be annoying.
  10. An tiny probes and some small reaction wheels in an cargo bay works just as well, put in some batteries as its room for them.
  11. I say Jool, Eve or Dress, finished off Moho, Duna / Ike and tasted Eve and only miss the XL fairings, has the large nuclear engine, big round tank, large fairing and XL docking ports. Will start Eve landings and Dress injection in 20 days. Also some assembly needed for Moho mission.
  12. The mohole mission was easier than I expected, overbuild with an two stage lander and rcs. Now I knew the mohole mission would come up later, I went to Moho before arriving at Duna so I landed unmanned and left the lander there. This way I could return to lander to get the reward. My other two landers could not dock because a bug so only two landings. Now the lander down there saved me on my second Moho mission I was doing radiation science and the missing biomes, last landing was the mohole with my standard lander. Now it looks like its an but with some Discoverables and medium rover wheels and some landing legs. The tiny had no issues but the larger ones does. My lander started jumping higher and higher, tipped over and ended up on the side and I could not get it upright, if I did it would probably just start bouncing again. But I did science and went for the other lander, after installing the kerbal headlight mod so I could see anything. Walked 200 meter to other lander and got out of there. But another bug If you collected and handed in surface samples from The Croissant you can not complete the gourmand mission, yes I collected surface samples again but it did not count. Now I think the gourmand should be before the mohole mission as you need precision landing to pull that off. For the other locations I just put rover wheels on lander instead of legs. But two things are very different from KSP 1: First in KSP 1 you wanted to farm science out of Mun and Minmus to unlock the tech tree fast, Then building up my Minmus refueling base, then launch interplanetary missions while doing contracts withing Kerbin SOI, tourist ones was great as you combined this with leveling up kerbals. Land on Mun, get out of Kerbin SOI, return to Minmus to refuel and drop off astronauts, aerobrake into LKO, dock with shuttle or ssto transfer tourists and other missions. So it took forever for fist interplanetary ship to arrive. And I only launched bases, they could refuel other ships like landers and tugs. In KSP 2 dropped first try because so much wrong. Second time I launched two ships at Eve at day 9. First was an nuclear probe carrier with two Eve landers and an Gilly lander, second was the manned part who would return. I should sent 6 probe rovers and an atmospheric probe, manned mission should carry the Gilly lander.
  13. Games as an service is has been massively overused by game publishers in ways who did not work. An repeat of all the wow clone MMO who popped up 20-15 years ago and failed. In the last 10 years I say only MMO who worked well was elder scroll online Based on the elder scroll franchise and launched 10 years ago and they needed some years to work out. For shooters its an very long list of fails or expensive recoveries to then shut down People remember you scammed them and you know that game media is very corrupt. KSP will not work as an live service. Yes having multiplayer is an benefit as its more fun but even in competitive mode you want to play with friends with an shard idea of fun,
  14. Also unlike in KSP earth has wind, so you will move sideways with the wind velocity. One Chinese capsule went for an roll as parachutes got caught by the wind. Not an issue for an water landing but no precision landings for you nor landing high structures like first stages.
  15. I agree, now this could let you increase reaction mass velocity I suspect adding turbines and radiators to generate meaningful power to boost this is not more efficient than simply carry more reaction mass. You could focus the microwaves to only heat the center of the escaping reaction mass flow making it hotter than the nozzle could handle. Using the reactor on low power to generate power to run the ship is much easier as its just say 20 kw who is nothing compared to the engine. As for nuclear saltwater engines. They an nuclear meltdown as an rocket engine, or you want orion pulse nuclear to look very safe and down to earth. One issue is settling of the fuel at any point and it might go critical who will result in an loss of ship. Orion pulse nuclear only issue is that fails to pusher plate or shock absorbers will result of an loss of engine who is also an loss of ship in practical terms but more in the way an Apollo mission would fail if 3rd stage RUD during lunar injection. Granted this would be worse if you went on a 1 year trip to Saturn as you would be on an solar escape trajectory but you could send an rescue ship. Tangent: An Issue I have in KSP 2 is that orbital paths break down if your trajectory is an solar escape one. Done Jool missions in KSP 1 with an solar escape trajectory Ran into this trying to return from Duna with 8 km/s dV and no reason to keep any, ship class was obsolete.
  16. This mod saved me in the mohole, I could not see an thing and needed to reach the other lander as the current had fallen over after landing.
  17. Yes, having that issue if TWR get high, typically side booster runs low on fuel and AP climbs fast. Limiting TWR especially then climbing is bad however as you increase gravity losses, solution it to turn over faster. Not sure how mechjeb did this but I think it tried to follow an set launch curve who compensated for high TWR better. Now for landings having estimated landing spot on body would be great taking rotation in account.
  18. This, the most obvious use case is to check that you can circulate at target, or what cost, Yes you have the intercept velocity but cost to reach low orbit is not the same on large bodies like Eve. Second use is setting up an more complex operation like Tylo braking with resulting Jool orbit to intercept outer moons. Like me sending landers to Eve, was not sure if I could circulate, turned out to be cheaper than expected so did not need the tanker.
  19. Yes, now I assume you can cooperate even in completive mode but its not default and stuff like science is not shared unless you actively share it like letting another sides kerbal enter your ship to get copy of science. Working together let one fly the carrier and the other the spaceplane it drops
  20. Not sure how this will work for ground colonies. I assume you have to arrive at some sort of landing pad either landing directly or driving up to on a ramp. In space you will need to dock who can be an challenge with an large craft and station. but this is not needed on the ground as landed on landing pad would be enough to move resources.
  21. Agree, in KSP 1 it was tempting to continue to do contracts inside Kerbin SOI so going interplanetary took forever. In KSP 2, I launched two ships for Eve day 9. Then towards Duna and Moho. For me I say KSP 2 was worth it. has had fun so far.
  22. I assume the probe core is inside an cargo bay? if it was the 1.25 m probe front would separate. Try moving it towards the rear. I used probe cores on SSTO and only thing giving heating warnings was wings on reentry. I used the long 1.25 m cargo bay for radiation sensor and other science, probe core batteries and rtg. Love the look of the carrier.
  23. Walking is slow, best to bring an rover. but not having to bring the landing can and rover can be much smaller and safer.
  24. Been on Moho twice Collected all science on Moho and Duna / Ike. No idea how much I have played however bought the game from the KSP store. Year 2 day 253 so I played 665 days Current focus is starting on Eve landings and launch to Eeloo before I arrive at Dress and Jool.
  25. Well I tend to put wheels on my landers anyways. Standard class 2 lander at Ike. Works on Moho and Duna and lower gravity bodies. Duna version has parachutes. To standard bases in KSP 1, +50 ton dry mass. Not the thing you take on an road trip but you could drive up to stuff and refuel them. Greenhouse, fuel production and small part manufacturing.
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