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Everything posted by Spica

  1. Just go to the kerbal spaceport, and download as you please.
  2. Here are my answers to your questions. However, beware, they may not all be right. 1. Isp stands for Specific Impulse. This is how it is measured: You have your engine, let's say the LVT-45: Since its Isp is 370 Seconds in a vacuum, if it were to output 1 Foot-Pound of thrust, and had one pound of fuel to draw from, it would burn for 370 seconds. 2. Since 450 is higher than 300, the two engines with 450 seconds of Isp are by FAR better. They will generate more thrust per pound of fuel than the single engine with 300 seconds of Isp. Even though the single engine may drain fuel more slowly. If you have multiple engines on a stage, I believe you average their Isp's depending on their relative thrusts. (i.e. one engine with 400 thrust and 400 Isp, and two engines with 100 thrust and Isp each will average to 600 thrust and I believe an Isp of either 266 or 300. (I may be wrong, I just did this now) 3. Thrust is literally the thrust output of the engine in question in Kilonewtons. They add just like a normal number. For example, the two engines with 300 KN of thrust have more total thrust than the single engine with 500 KN of thrust. However, more thrust is not always better, you also have to weigh in Isp to make sure that your rocket is fuel-efficient, but still has enough thrust to lift off the ground. In orbit though, you can give efficiency a greater role in your design because you are not trying to fight gravity all the time. 4. Yes, I believe one mass unit is equal to one metric ton in KSP Spica
  3. I would go for a polar orbit of approximately 30 km in hight, however, since i don't play with the kethane mod that much, I may be wrong. Spica About CosmicGamer's claim that there will be no power loss in a polar orbit, not to be rude, but that is wrong. Eventually, the mün will have orbited around kerbin by about 90 degrees, your orbit will periodically dip into the mün's shadow. You will also have to periodically have to adjust your spacecraft's orientation to be pointed at the sun.
  4. Is your command pod on backwards, if so, this would explain all the weird behavior. If not, well, i would do some investigation and experimentation to see if you are right or wrong.
  5. All I have to say is that you must try to get your periapsis VERY low down above the target body, for Duna, I typically shoot for under 200km, and if i want to aerobrake, I will go MUCH lower. As far as I know, this may be a problem of a target periapsis that is too high, or that you are simply not executing your maneuvers correctly.
  6. In case any of you need this, In the span of 2 hours I have thrown together a crude generator partmodule that keeps track of supply consumption per kerbal per day. Here it is: MODULE { name = ModuleGenerator isAlwaysActive = false OUTPUT_RESOURCE { name = Supplies rate = -0.0000115740 } } Copy and paste that module into all crewed vehicles with one copy per kerbal (i.e. the 3 man pod gets three of these in its cfg, and the 1 man pod gets one of these). HOW TO USE: If you have 3 kerbals in a pod, enable 3 generators (they all have a negative production rate), if one leaves, disable one generator, and so on and so forth. IMPORTANT: In order for this to work, you have to copy and paste this bit of text into the Resources.cfg file: RESOURCE_DEFINITION { name = Supplies density = 0.005 flowMode = ALL_VESSEL transfer = PUMP } And with that, you're set! P.S. If you use this little module, please try to give me some credit (it may be in fine print). Spica
  7. In my opinion improved IVAs will be a HUGE game changer. It will make all of our space stations useful, not to mention if there is a problem with your spacecraft (i think failures would be AMAZINGLY fun to deal with) you will get to go around inside it, and flip switches to your hearts content. Furthermore, it would open up the possibility of a sort of role-play. More planets because why not? And finally, mining, we have waited a long time for it, and I have almost started to forget about the prospect of such a thing. It wold be a nice thing anyway. Spica (200th post on thread {WOOT})
  8. There is actually a way to do this with rockets and jet engines. In order to dump fuel from a rocket engine, disable ALL oxidizer flow from every single tank, and throttle up. To dump oxidizer, do the opposite. However, this method can be tricky if you want to partially empty a tank, then you may have to do some math to figure out how much fuel and oxidizer you need. For jet engines, close all intakes and throttle up. MATH INCOMING To find out how much propellant you need, you can use these formulas: LiquidFuel/0.8181=Oxidizer or Oxidizer/1.2222=LiquidFuel Spica
  9. Just one question, how are you guys extracting all this data fro kip, I would really like to know in case i feel like messing around with kip, and possibly retexturing, adding planets. If you have answers, please PM me if you can. Spica
  10. For me it is Billy-Boblorf Kerman, I have only seen him once, but that was back in 0.17, and i have yet to see him again. Spica
  11. You know you've played KSP too much when you have to DELIBERATELY put in something that you think will make your rocket explode, you activate the PURPOSEFUL failure, and you still complete the mission you wanted to fail. All because you miss all the explosions you used to see all the time. Yet you are simply too good at the game to fail at almost any mission. I wonder if anyone else feels this way, or am I all alone on NX GG 1667 (reference). Spica
  12. I have a possible idea as to what is causing that glitch. In the game, there are really two separate universes, the normal size one, and another one that is 6,000 times smaller. This smaller universe is called ScaledSpace. In order to stop extreme jittering due to floating-point precision inaccuracies at long distances, the ScaledSpace universe is slowly faded into view, while the normal universe is slowly faded out of view. The ScaledSpace model of Kerbin is the one present on both the title screen and the map view. So, if a geodesic Kethane map is drawn onto the ScaledSpace model of Kerbin, the map will appear on the title screen, and the map view, as the same ScaledSpace Kerbin is used in both instances. This could be solved by putting in a piece of code that would block out the Kethane map from all scenes that are not the map view. Spica
  13. How did you guys even manage to access this level of code using unity. I have looked around inside KSP.app but have found nothing that i can seem to use in any way? It would be nice if one of you could tell me this in a PM, but if that information is pseudo-secret, I'm fine with that. Thanks, Spica
  14. I have infiniglided at up to 1200 m/s within 5 seconds. The secret: spam W and S keys. Spica
  15. Well, I keep my landing gear positioned properly by always attaching my landing gear to fuselages using the angle-snap function, that makes sure they are aligned with the fuselage. For putting landing gear on wings, I recommend turning off angle-snap so the gear are perpendicular to the wings. I have learned through lots of frustration that the ascent profile of a spaceplane is incredibly dependent on how much air your engines have, and how much thrust they produce. You should probably have about a 2:1 ratio of ram-air intakes to jet engines. For air scoops you should have about a 3:1 ratio. The problem where your planes spin out is caused by an asymmetrical flameout of the jet engines, that is one engine running out of air slightly before the other. The solution for that is to either have only one jet engine, or all of your engines in a tight cluster at the back of the plane. To address the high altitude control problem, always use RCS to help rotate your plane in the upper atmosphere ( >25km). To achieve orbit and have enough fuel for rendezvous, make sure to have at least 2500 m/s of delta V. I have not found too many good spaceplane tutorials out there, but you should still check out Scott Manley's video tutorials for KSP. You may want to try out Ferram Aerospace Research because it fixes up the aerodynamics in the game, so planes fly like they should. However, it may seem to make it too easy to launch rockets into orbit because they now take about 30% less fuel. So thats up to you. Spica
  16. It took me about two weeks of practicing to successfully dock two vessels together. To learn the basics, I recommend your first attempt at docking to be between two small 1 man spacecraft. That way, you learn what to do with something simple, not a full module.
  17. I decided to try out a suicide burn for the first time in order to land on the mun. But I was descending too fast, and burned straight up. I successfully Lithobraked, and landed safely, only losing one leg. That is when I became a professional Lithobraker.
  18. I have been having this bug where when I pitch down using RCS, there is a thruster that is firing for roll pushing me off course. It has caused me trouble when I was preparing for my trans-minmus injection, i couldn't even line up the ship with the maneuver node. Is there a fix for this, if not, would you please fix this for the next version Tiberion. Thanks Spica
  19. If you really cannot stand the aerodynamics of the stock game, I recommend installing Ferram Aerospace Research. It fixes up the drag model so planes and rockets fly like they should.
  20. Even on my 6 year old laptop, I am getting better performance than before, even on higher graphics settings. Computer Specs: 2.33 ghz Intel core two duo, 4 gb ram at 667 mhz, and mac OS 10.7.5
  21. To help you out, according to my calculations the spherical fuel tank should have nearly 3240 units of fuel and 3656 units of oxidizer. My calculations were based on the relative volumes of the tanks. Using the Rockomax x-64 fuel tank as a benchmark because it was roughly the same volume.