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tomf

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Everything posted by tomf

  1. For my heavy asteroid moving purposes I am planning on using the Rhino. Sure it will take more fuel but there is more than enough if you mine the asteroid and the more you mine the lighter and easier it gets. With the LVN you won't significantly deplete the asteroid before you have more fuel than you need. The mining I can use warp to get through and most importantly I won't have to sit through massive burn times.
  2. I like this idea, I think I'll make a mod based on it. I'll call it NotImapact for Rep
  3. I tried it for a few games but have decided not to bother installing it again things I didn't like The kerbin relay satellites - once you have set them up in one game there isn't much fun in setting them up again, plus I don't feel they are realistic - in real life there are ground relay stations time delay - I want to fly my probes micromanaging what sattelite is connected to what. I found it fustrating when I lost control of a probe because it was locked on to a relay satellite that went behind kerbin. I want to employ some back room staff or algorithms to do that for me. What I liked losing contact with craft on the far side of bodies the inforced variety of antenna retracting antenna and losing contact with craft during aerobraking - although it needed a better wasy to be able to extend the antenna again afterwards
  4. It looks like I need to take a sample from an asteroid - while flying low over the highlands Thats going to be tricky. PARAM { name = ParameterDelegate`1 id = Experiment: Sample state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 title = Experiment: Sample notes = PARAM { name = ParameterDelegate`1 id = asteroidSampleSubject state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 title = notes = } PARAM { name = ParameterDelegate`1 id = Recovery: Recover or transmit state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 title = Recovery: Recover or transmit notes = }
  5. Thanks for adding my impact mod, you can never have too many reasons for explosions. However I have a bug to report that might be difficult to remove Impacts can only be generated for airless worlds but I am getting field research contracts for spectrographic data on Kerbin. In the same contreact I also have a request for an Experiment: Sample while flying low over Kerbin's highlands. What experiment is that?
  6. I have several craft which hace docking ports that aren't alligned with the centre of mass. When I click control from here the nav ball correctly rotates to show orientation relative to tha active port. However the direction to target marker isn't drawn relative to the chosen port but is still relative to the centre of mass. As you get increasigly close to the target this leads to an increasing error in the direction to target with the target being marked as dead ahead when it it is ahead of the COM instead of the docking port. Is there a simple wokaround or mod that will fix it? I already use NavBall Docking Alignment indicator which is creat for telling if you are heading in the right direction.
  7. Do you have plans for more contract types? I built a minimal station so I am hoping for contracts to expand it. Such as Expand Kerbal carrying capacity to X kerbals Upgrade power production to Y e/s Add materials bay/goo/any other experiment Take tourists to the station From a gameplay perspective it wouldn't make much sense to add multiples of the same experiement, although you might be able to get away with a couple. And the expanding the station missions would have to have some king of limit rather than making you build 500 kerbal, hundreds of parts monstrosities.
  8. You could check out my impact mod - linked in my signature. It is an independent mod that has science experiments you can perform by crashing things at high velocity.
  9. Planets are dense but they aren't massive. Kerbin has a smaller mass than Earth. A wandering Joolian moon isn't going to havemuch impact in the short term unless it impacts.
  10. When trying to rendevous with stranded kerbals (who are normally in a 80km orbit) I normally launch when the target is 20o behind me. Interestingly this has changed from the 30 degrees that was about right for 0.90. I use Kerbal engineer to tell the me the phase angle and just warp until it reaches 340
  11. Would it be possible to do something to the tick marks that indicate when you will cross the equator to make it clear which of them are for the next few orbits and which are in a dozen orbits time perhaps fade the colour or alter the size? Or perhaps vary how many are displayed. My current Mun mapping is showing lots of ticks all very evenly and finely spaced but I can't trell if subsequent orbits are going to be overlapping with places I have already scanned while there are still big areas that haven't been scanned at all.
  12. Would it be possible to do something to the tick marks that indicate when you will cross the equator to make it clear which of them are for the next few orbits and which are in a dozen orbits time perhaps fade the colour or alter the size? Or perhaps vary how many are displayed. My current Mun mapping is showing lots of ticks all very evenly and finely spaced but I can't trell if subsequent orbits are going to be overlapping with places I have already scanned while there are still big areas that haven't been scanned at all.
  13. I did the same thing except with flea boosters. You can only get 1 high altitude eading per flight that way, but the cost is negligable and the look of terror on the kerbal's face when the Gs hit is fun.
  14. And it isn't exactly realistic to be recovering stages anyway. The shuttle recoverd it's solid boosters - but not anything else, Sapce X is experimenting with landing its first stage. For every other rocket the only concern that the designers have worried about is making sure that the stage doesn't land on anyone. Which they have mostly done by simply launching from the east coast of somewhere with plenty of empty ocean to hit. Ninjad
  15. Only the highest score you get for each body counts - so if you have already landed without placing a flag a second voyage and placing a flag will only upgrade your minmus XP score from 5 to 6 - 1 extra XP point.
  16. I guess I was building a 0.90 design and I need to adapt more. Are there guildelines for building an SSTO along the lines of the ones the GoSlash produced for old aero? e.g. 1 turbojet for every n tones of plane x lift for every tonne etc.
  17. I am trying to build by first 1.0 spaceplane but at the moment I am struggling to even break the sound barrier. At about 12,000m and 300m/s the thrust on my “whiplash†turbojet is starting to decrease rapidly. I have plenty of intake air available. I don’t have any pictures available The craft is pointy with small rear mounted delta wings It has 1 turbojet for a peak TWR of ~1 And 2 “sparkâ€Âs for circularization The total weight on the runway is ~20 tonnes I was expecting the turbojet’s thrust to peak at around 1000m/s and at much higher altitude. What am I doing wrong?
  18. Years ago I read a prrof that on continuous ground (with no bottomless holes in it or vertical cliffs) it is always possible to rotate a four legged table so that all the legs are in contact with the ground. Thye table won't be level and could still fall over though.
  19. The point at which the LV-n becomes better purely on mass terms than using a 909 depends on your required payload, delta v and what type of tanks you re going to use to store the LF for the LVN if your required DV is greater than that shown below you are better of using the LV-N [table=width: 500, class: grid] [tr][td]payload (t)[/td][td]1[/td][td]2[/td][td]3[/td][td]5[/td][td]7[/td][td]10[/td][td]15[/td][/tr] [tr][td]mk3 tanks[/td][td]4184[/td][td]3191[/td][td]2573[/td][td]1852[/td][td]1446.15[/td][td]1088[/td][td]769.88[/td][/tr] [tr][td]mk1 tanks[/td][td]4390[/td][td]3367[/td][td]2721[/td][td]1960[/td][td]1530[/td][td]1151[/td][td]814[/td][/tr] [tr][td]lfo tanks[/td][td]4536[/td][td]3494[/td][td]2826[/td][td]2037[/td][td]1590[/td][td]1195[/td][td]845[/td][/tr] [/table] This assumes you empty out the Oxidiser and that you can get tanks of exactly the size you require
  20. I use preceisenode to fine tune my renevous down to <200m. Using the numpad keys to fine tune the time and size of your burn while mouse overing the intercept marker to see the distance makes it easy to get very close intercepts.
  21. Have you tried using F10? I think that turns of the overheating overlay.
  22. I solved my first contract for gethering data above 15,000 bt strapping a couple of fleas to my plane. Fly to near the location on basic jets, point the aircraft as vertical as possible in the right direction and light the blue touch paper.
  23. If you have a rocket that can get to the Mun and back then that should be plenty in terms of delta v. If you can get the octo probe core unlocked that has SAS built in.
  24. With 3 orbits this ought to be possible if a little complicted to explain. I would - Build a rocket with 7500m/s ish deltav Wait until KSC passes directly through the inclined plane of the target orbit Launch straight into the correct inclination - instead of rolling due east I would roll somewhere north or south in order to match the inclination. I use Kerbal engineer to tell my my inclination relative to target to help with this but you can eyeball it Circularize the orbit as low as possilbe Perfect the inclination At about the same phase angle as you use for the Mun create a maneuvre node burning prograde until it just touches the target orbit Drag the node around your orbit until you get an encounter. you will need to adjust the amount of prograde as you drag it round to keep you AP exactly touching the target orbit. Finely adjust to prograde-retrograde, maneuvre time and inclination to get the closest encounter you can Make the burn About half way create another maneuvre node and use it to tweak the encounter When you arrive at your encounter you will hve a high relative velocity - create another node to match the target orbit to work out roughly how long that burn is going to take. This ought to get you a close encounter with the target in about a 1/4 of an orbit - plenty of time before the Mun encounter.
  25. I can confirm that this works unchanged in 1.0, although I probably should look at the heat tolerances etc.
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