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ThePsuedoMonkey

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Everything posted by ThePsuedoMonkey

  1. I think if someone doesn't quite complete the challenge but put a lot of effort into it they get to challenge the next person to fix it like with the mun lander refueling mission. Out of curiosity, how high were you flying it?
  2. Challenge complete. Sitrep: the Dionysus has rendezvoused with the trio of kerbals which had been deemed necessary to refuel the Mun lander, no explosions and a bit over a half tank remaining. The kerbals also suspect that their touchdown site was chosen deliberately . The 7-pic album/documentary. I challenge someone to return the Dionysus to KSS, park it a safe distance from the explosives, and prep it for the next time we need to retrieve lost kerbals! (action groups are 1=jets, 2=turbojets, 3/abort=deploy 'chutes, 4=cut 'chutes, 5=toggle forward landgear/roverwheels) Persistent and craft files: https://drive.google.com/folderview?id=0B6828vVl_-ZoSEdqakVfajZjTTg&usp=sharing
  3. It sets a hard limit of the time between physics calculations. Normally the game tries to do (some number) of calculations per second, but if your processor can't do that the game will change that number to a smaller one until your processor can keep up. For me, the max delta time just makes everything explode a lot more with no noticeable drop in CPU temperature.
  4. I tried it once, since I'm using a laptop. I would not recommend it.
  5. Hold the Alt key and right-click the two tanks you want to transfer between, and it will show the In/Out buttons for doing this. Be aware that you cannot deselect them or the transfer will stop, and this will change your center of mass as it happens.
  6. There is a bug somewhere regarding cubes like those, but if you rotate it with either Q/E, W/S, or A/D it will work properly at some point.
  7. I think that lifter is holding you back a bit. I'd use asparagus staging for those 6 radial liquid stacks and put some 1m tanks on top of those solid boosters in order to run your liquid engines (throttle them such that your TWR stays near 2 and the tanks run dry just as the boosters run out).
  8. I finally managed to do this, and it only took eight iterations! (Jeddin was lucky on that one, since I planned on him hitching on the outside ladders to bring him home). I completely underestimated how difficult it would be to keep the darn thing from bouncing around (I probably made about five attempts for each one too) so I ended up using a little Mechjeb after a while. The Minmus lander from version7 was the same as my final one The Kerbals don't seem to remember me murderating them via a suspiciously similar vehicle, and even put on a show while recharging the batteries! Total engine count: 16. I can't fit enough Gigantors on there to power them all, and I'm using a laptop so OX-STATs and OX4s are out of the question due to part count. Instead I cram 14 Gigantors around it and slap 40 Z400s (these don't seem to give me much trouble) on the wings, which gives me a duty cycle of about one half; so I can only go full throttle for a little while. Three wheels seem more stable than four, especially when the ASAS would make me faceplant all the time (it must like you guys more, I guess). Anyway after many disastrous and random fine-tuning attempts I find the right path to go on the lakebed (this path was not quite straight). And away we go! I started burning straight up when I saw those maintains, I've put too much time into this already! When we arrive for our aerobraking run I see a new sight for me: fire!(-ish) You may have noticed that I only put one parachute on this and it's in an odd location, so you're probably thinking "that's a bold strategy, lets see if it pays off." It didn't. I was expecting to be able to glide around for a long time to bleed off my speed and then using the 'chute after touchdown before braking, but apparently the Kerbals change your CoM. Anywho, after a few dozen quickloads I manage to "land" the plane, but the 'chute flipped it over at the last minute so now the fearless Kerbonauts are trapped... on Kerbin! I don't much feel like making another attempt so I tried delivering a crane to flip it over, but the Buran Manipulator doesn't work like that so I just ran over the wings a bunch until they broke free from the pods. 8 Kerbonauts: Bob, Jedbert, Jeddin (AKA 'the lucky one'), Judson, Rickbert, Lucan, Thompton, Burnard, and more unused xenon than you can shake a stick at. Mission accomplished! Lets not do that again.
  9. Every maneuver changes your orbit, so don't worry about that (but don't change it so much that you can't fix it later). The idea is to change your orbit just enough to get close to the target on your next pass (the "closest approach" nodes that Captain mentioned). When you get to that pass, fix your orbit (don't be obsessive about it though) and make sure your velocity readout is relative to your target. Check the navball and use its readout to make a burn towards your target; do not face directly toward the target, rather on its opposite side as your prograde vector is currently pointing, as this will pull your prograde vector toward it without making you speed up too much. Keep that vector facing the target, but keep the speed in check. If you overshoot the target, then kill your relative velocity, take a breath, and make a tiny burn towards it again.
  10. Unfortunately, you need to build a rocket under your rover in order to deliver it anywhere. I assume you want to do something like this?
  11. Make sure you're not trying to connect the small one ("junior") to a large one, as the small ones only connect with other small ones.
  12. I think a good way to drop some weight is to make your Duna touchdown vehicle a glider, which could also help out your Duna liftoff stage. If you want to go that route, then check out the FireSpitter mod too since it adds lots of aircraft parts. The gravity of Duna is about 1/3 of Kerbin, so I think 2500 deltaV should be a decent target for its liftoff stage. Your final transfer stage will probably be easiest to design around if it's ion-based, but Duna's atmosphere is thin enough that an LV-N isn't useless and some of the tiny radial rockomax thrusters would pair well with that since they have a great TWR. Using moons to slingshot is a great way to conserve fuel too, and both planets have a decent-sized one to use for that.
  13. I made too many conventional rovers for Mun/Minmus, so I decided to make my Duna lander as an airplane (with the FireSpitter propellers). I made the side props pitch a bit with DamnedRobotics in order to make liftoff easier. My computer would lag horribly with the massive number of stock OX-Stat panels that I needed while testing on Kerbin, so I had to "custom order" those bigger ones (middle ones are 16x mass, 16x power) in order to drive the triple props. Touchdown was surprisingly easy once I jettisoned the transfer/braking stage. It turned out to be way safer than my ground rovers (unless you go above ~4km).
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