Jump to content

Anquietas314

Members
  • Posts

    1,250
  • Joined

Everything posted by Anquietas314

  1. It doesn't strictly speaking need to cross the orbit to get an encounter - within 2 million meters is close enough. It'd help if you posted a screenshot (ideally from a few different angles)
  2. Technically it's possible that one of the asteroids generated in an orbit that would put it on course for a reverse gravity assist from Mun, but I've never actually seen it happen. Does any part of the asteroid's orbit get near Mun's? It's also possible that the game just shows its orbit as highly elliptical when in fact the apoapsis leaves the sphere of influence.
  3. Poofer: I think the idea is that you need to use the same vessel for the whole thing... even if technically you don't I would consider that cheating Update btw, so far the only vessel I've been able to make that can theoretically get the job done (~7.5km/s vacuum deltaV, high initial surface TWR) weighs in at a little over 1000t :/
  4. So here's a contract I've just been offered. Anyone know if it's even possible? (without a crazy 500t+ rocket!) I've seen a couple designs for an eve lander in 1.0, but nothing designed to actually carry a payload (let alone one this heavy).
  5. I haven't used it myself, but the Final Frontier mod seems to (more or less) fit that description
  6. Really? Unless I'm misremembeering, the version I saw had a limit quite a bit higher than that (16-20? I'm not sure). I do remember having a giggle at being able to make crazy-fragmented fairings
  7. Yes, please! Although, maybe set the upper limit to something a bit saner (say 8?)
  8. I thought 1.0.0's reentry heating was just about right - at most maybe 10-20% too much. Enough to make reentry a challenge for spaceplanes or poorly designed craft, but not so much that even well designed craft with heatshields (with the PhysicsSignificance fix) had to be super careful about their reentry profile. New players of course have the option of turning down the difficulty setting
  9. Yes, even if you're foolish enough to sit there mining the launchpad . Note that they scale their power production/fuel consumption depending on demand/supply.
  10. See this thread, but yes reentry heat has changed; aside from vulnerable parts like science experiments, it's not worth worrying about in 1.0.2, regardless of how aggressive you are with reentry.
  11. Err, no... they're all pretty much about the same payout ratios as those in the screenshot in my experience. Certainly for Mun/Minmus, and Pol seems to fit the same pattern (flag POLe bug )
  12. In that case, I think there's something you should have a look at... This was just the easiest way to get them on the same screenshot. They show the same values in the stock contracts screen When I said they were more lucrative I meant in terms of just raw rewards, not chaining etc. I saw similar results with the Mun and Minmus contracts. This is on the "moderate" settings for career mode.
  13. This was already fixed in 1.0.1. The flipping in my tests was likely due to the extreme forces involved, and the capsule flipped sort of sideways rather than directly nose-first.
  14. As far as I can tell you just need to do the world first contracts in the right order without accidentally sending things into Mun or Minmus's SOI too early and similar. I don't know the specifics though.
  15. On my save I get both sets of contracts, although the partial ones are by far the most lucrative, even for Mun and Minmus.
  16. If restarting doesn't work you could try temporarily disabling your antivirus. Sometimes they'll prevent you from deleting a file in the process of being scanned or similar. EDIT: another common occurrence: do you have any of the subfolders open?
  17. You don't need EC to deploy chutes if the capsule is manned (although it's still a good idea to have some during reentry just in case it decides to flip nose-first due to dodgy design )
  18. You need level 2 R&D to be able to transfer resources; electric charge is technically a resource The charge should just be drained by whatever uses it regardless of where they are on the ship, but there are of course situations where you want to keep upper stages fully charged for example.
  19. I've just ran a test where I slammed a mk1 capsule unprotected into kerbin's atmosphere at 4.5km/s straight down. The pod survived just fine, not getting even close to the temperature limit of 2400. Running further tests at higher speeds, will edit when done. EDIT: second test at 7km/s: capsule flipped partially nose-first, STILL survived with extreme ease. The parachute partially overheated but did not explode. Safe to say reentry heat is more than a little underpowered... EDIT2: third test at 10km/s: capsule flipped, chute exploded, but the pod still survived the heat (although it was close). fourth test, still 10km/s but this time with a periapsis of 1.5km: pod did NOT flip, and survived the reentry with similar ease to the 7km straight down test. This is all at the standard 100% reentry heat setting btw. Initial conditions (used infinite fuel to get the craft into position, no other cheats besides the thermal debug info): Hitting the dense part of the atmosphere: Peak temperature: And just to show Jeb made it through in one piece:
  20. The scanners are reusable, but you need to move them to a different location to use them again (possibly different biome?)
  21. I've had this happen several times, but it seems to mostly occur on hyperbolic orbits such as mun encounters. At this point I just rely on KAC to do the job instead since most of the time I'm only interested in Ap/Pe/AN/DN or a maneuver node
  22. Just to add: if you use a scientist (any level I think, at the very least level 1 is enough), you can restore the experiments and reuse them . Sometimes the animation glitches a bit but that's purely cosmetic.
  23. As far as I'm aware, the game still considers them completely separate vessels. For example, here's the first part of some debris from one of my early Mun missions in my current save that got left in orbit: { pid = 44c7b7ead567491dab543feb564b4658 name = Mun II Debris type = Debris sit = ORBITING landed = False landedAt = splashed = False met = 275.540820350987 lct = 514090.992717634 root = 0 lat = 8.12340198033437 lon = 209.647462398868 alt = 259791.398550067 hgt = -1 nrm = -0.1806847,-0.02627669,-0.9831901 rot = 0.5436394,-0.04851984,0.8256953,-0.1425819 CoM = -7.538364E-05,-2.940127,1.434786E-05 stg = 3 prst = False ref = 0 ctrl = False cPch = 0 cHdg = 0 cMod = -1 ORBIT { VESSEL I'm by no means an expert in the file format, but I don't see anything that would connect it to its original launch vehicle. As for the name... well it has to call them something; would you rather it pops up the rename window every single time a bit of your rocket falls off or you decouple part of it?
  24. I assume you know this already, but just in case: your ships are stored under <KSP folder>/saves/<save name>/Ships/<VAB or SPH>/. Which OS are you running on?
×
×
  • Create New...