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SDIR

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Everything posted by SDIR

  1. I think you are allowed to resupply the Duna outpost, from what I've read, as it is nearly impossible to store ALL of the supplies needed for a colony.
  2. The only thing I can suggest is to dump all fuel and oxidiser before landing. Just disable all of the liquid fuel flow first and rev up the rocket. There should be no thrust but the amount of oxidiser will deplete, and once there is no more oxidizer, then re-enable the liquid fuel and dump that as well. Click the green arrows to disable the resource, and it should turn into a red circle with a slash through it.
  3. Really? I just had to detach the head of my tug (which contains the second ASAS unit) and re-enter it, then install a completely new head onto the tug just so the ASAS wobble wouldn't be too bad. Did you have the command pod and ASAS in the cemter of your ship or something?
  4. Nice! Are there any docking ports on the delivery vehicle? I'd love to set an entire network up and ready to send to Jool and Laythe!
  5. I've seen Danny2462 (on youtube) use a heavily modified engine to do it, and HOC gaming and TheMattDennis have done it in their challenging youtubers series.
  6. @Marohen, what do you mean "pared down?" Do you mean the ASAS units were detachable and that you re-entered them as soon as a new module was installed? My next iteration of the same interplanetary tug will actually arrive empty, through fuel transfers to the other stages and will not have an ASAS module (although it will have a probe body) and be refuelled through some large refuelling tankers.
  7. Looks even better with the clipped parts. Right now I have a large interplanetary ship that is ready for deployment, just that I have 2 ASAS units on it, so it wobbles like crazy whenever I turn on the SAS system, so I'll mostly be waiting for 0.21 to come out before launching it.
  8. My god, 14000 m/s dv? That's probably enough to do several high energy transfers (non-hohman) to Jool and back! And I must say, this ship is quite impressive. And as of now, cones don't actually make your rocket more aerodynamic. In fact, they make your rocket heavier and produce MORE drag than without them, so if this works for you, just leave it as is.
  9. I have a suggestion: if you disable all of the liquid fuel at take off and rev up the engines, the rocket engines will not produce thrust but will instead dump oxidizer, meaning you don't have to haul 33 litres of oxidizer around anymore.
  10. That is very true Greywind. More than once I've wanted to dock two ships to the same space station. After getting an inclination or 0 for both and docking one, the inclination almost always changes, meaning the orbit has also changed. Your best bet if you want to switch between two stations is what I do: have one station orbit 100 km above the other, and undock and transfer directly between the two. Docking between two stations in the same orbit is more difficult.
  11. I'd also suggest that you upload a picture of your plane in direct and full sunlight...the picture here seems to be a large black mass.
  12. Then the only way is probably to just yaw in the opposite direction to try and keep it in th same direction. I also suggest using the avionics package as that allows for input from your keyboard while having the S.A.S. on.
  13. There are only two ways I can think of to do that. Either wait for the Damned Robotics mod to be updated for .20.2 or somehow send the entire craft into orbit but in pieces, and then re attach them using small docking ports either in space or on the ground.
  14. In the persistence file, there are sections labelled "vessel" and what ever your vessel is named. Now, locate both your vessel names within the persistence file and try to find the orbital characteristics of one (should have a line in each vessel for the apoapsisl periapsis, inclination etc.) now this is the tricky part, and the part I haven't done before. Copy the apoapsis, periapsis and inclination and what ever is needed to match the orbits, but do not change what ever determines the position of the two vessels relative to Kerbin. If the two values indicating their positions are the same, then they will clip inside one another and bad things happen. The lines telling you of the apoapsis ect. should be a few lines below the "vessel" line. After that, good luck, tell us if you successfully do it.
  15. However, the amount of litres doesn't really matter when calculating the cost per unit volume of fuel. I'm not sure if the devs just made up the cost of each fuel tank or used a formula that calculated the cost factoring in the surface area of the tank plus the volume of the fuel (hopefully the last one) but I just want to know if figuring out the cost per unit volume is even possible.
  16. I was just calculating cost benefit of my shuttle program versus my rocket program when I came upon a road block, the cost of fuel. Now, KSP provides us with empty and full fuel masses, but does not disclose the cost per litre of fuel/oxidizer, or the cost of an empty tank, so we cannot use regular methods to calculate the cost of fuel per volume. Additionally, the cost of the tank also increases as the volume of fuel also increases, as the tank must get bigger to accommodate more fuel. If anybody has spent the time to find out, it would be much appreciated if they could tell me or show the method to calculating the cost per litre of fuel. I've already used the method used in the Millikan oil drop experiment with no avail. If anybody can help it would be great!
  17. You could always just mount a large rocket under that plane and boost it up like any other payload, or you could attach them radially to a large orbiter capable of carrying tow or three. And looking at your design, if you excluded the orange tank, you could get two planes into orbit with a 500-750 ton launcher.
  18. My Basic Space Station Core. Is launched with eight medium sized docking ports, one senior docking port and four half sized docking ports. Made for functionality, so I had to reduce the part count to the lowest number possible to reduce lag. As a result, it is widely used in my space program! Is relatively light so can be lifted by just about any medium payload lifter. Low part count so lag is greatly reduced, much to the relief of my CPU and graphics card Flexible enough to dock many vehicles, large and small, as well as ability to add extra modules (fuel reserves, habitation modules etc.)
  19. The green symbols allow you to extend or retract your orbit, basically telling you to speed up or slow down, and is an indication of your change in velocity. The blue/cyan symbols can help change the eccentricity of your orbit and basically move your apoapsis/periapsis closer or farther from the parent body without changing your total binding energy. The purple symbols allow you to change your inclination, most useful for docking two ships together.
  20. It almost seems like a game bug, as if part of the rocket got pushed down and is several kilometers below the rest of the vehicle, but still attached to the rocket itself. Try launching various other stock rockets to see if they have the same kind of problem.
  21. From my experience the position of the ASAS doesn't really matter, so long as it is attached to the craft in some way. Usually its the pod that gives the torque to stabilize the craft and keep it from rolling. If you are really having trouble controlling it, I suggest four RCS thrusters on either end to help with the stability. But with the new .21 patch coming out, the positioning of the reaction wheels WILL matter as they will be giving the torque, as opposed to the command pod, which now houses the SAS system.
  22. The Kraken...a deadly and invisible space monster feared by many who dare to sail past the safety of Kerbin's Sphere of influence.
  23. I'm interested. Are there any .craft download links?
  24. That's always a good idea. The main thing when making a shuttle is to crash repeatedly to figure out what is needed. In my case, everything happened be balanced for the shuttle to work. Also, use the CoM and CoT symbols in the SPH to try and align them for better balance. And it's recommended that the shuttle is built in the SPH, and testing it out first as a rocket plane is good too hope that helped.
  25. Not as impressive as the others, but a bit harder to build... Miniature space shuttles! Shuttle Simplicity on take off Gravity turn Docking Craft will be posted shortly Ship: Sky 2 shuttle (Simplicity) Company: Undisclosed Private contractor (SDIR) Allegiance: Spiritwolf Purpose: Reuseable spacestation resupply (food, equipment etc.) and small fuel top ups, optional rescue vehicle. Part count: under 40 Launch notes: Start your gravity turn at exactly 10km, at that point the shuttle is perfectly stable When pitch correction reaches half way to the bottom, hit 5. Next time it gets too low hit 7. Then 5 again, 8, and 5 until you reach 9. After that ditch the fuel tank and continue on stored fuel. Craft file: http://www./download/6e7h3s053sappj2/Sky_2_(Simplicity).craft
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