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Everything posted by Daveroski

  1. That you have to wonder that proves you didn't get the point. Bored now. not talking to you any more. D.
  2. Are you actually trying to argue my point? Not difficult for who? You? Me? Someone just getting ready to leave Kerbin SOI for the first time? You did get the point. Didn't you? [snip] D.
  3. One thing that the game will not tell you is when to leave for another planet. They designed all of these worlds and the ability to make vehicles to visit them all but neglected to give the player a transfer window for any of them. They left it to the player to do it the hard way. Build a ship add the crew, blast into Kerbol (the Sun) orbit and then wait maybe a year or so for a burn to even begin your journey. Either that or you must use an external reference source or a mod to get the windows. I think that the devs never got out of Kerbin's SOI while testing and so it didn't even occur to them that a method was needed. They will have cheated practically every craft to the other world to test them without thinking about how the player was going to get there. Having said that, out of all the people who have played KSP only a very small percentage will have actually left the Kerbin SOI even once. You can bet that they will have a widget for Transfer Windows in KSP2. D.
  4. I just did a test for you. The method is sound. The variable is the couple of taps eastward at the start. I made a 3.5m single hull with nothing but a nose cone, Large probe core, Large Reaction Wheel (2.5) Large battery (A circle of little solar panels around the Reaction wheel Couldn't help myself.) Two large 3.5 stock tanks. (Told the bottom tank to drain first) and the Big 3.5 Thrusters on the bottom. No Wings, tail fins or any other gubbins. But with this big lad, a couple of taps still takes it almost vertical all the way. So not enough taps methinks. So I turned it east about 7 degrees right after launch. While it's speed was still too slow for shear to matter. At 155mps (same as with Little Squark) I told the SAS to go prograde. When It got higher than 70K I cut throttle and plotted the orbit. Had plenty of time to do it. When I was done with the map I still had 40s left before the burn. Got it to orbit with an inclination error of 0.3 degrees. If you turn it so that it can still ascend after the turn even though there is still a little shear, once it hits 155mps It is going for prograde and very little drag all the way to orbit. D.
  5. I just took her up again manually. She flies herself. https://imgur.com/gYLecFA At launch tap east a couple of times just to move prograde in the right direction. At 150mps set SAS to prograde. Activate staging as required. Wait until Pe is over 70K Done. And look at how much fuel remains. D.
  6. Seriously? 10 deg flight through atmosphere? My ghast is flabbered. Very flabbered indeed. Shear pushing the nose down. It made me feel that so much of the energy was wasted fighting the atmosphere. With such a low ISP in atmosphere making it drain fuel faster and over a longer period of time. When I tried it at around 5 deg I ran out of fuel at around 23K. I felt that the atmosphere didn't provide any lift, indeed quite the opposite with the nose below prograde. Having the nose even 1 degree below prograde starts to produce drag because of shear. The air speed on the belly being so different from that on the dorsal surface. I thought it was always in danger of producing a cascade effect that could only end up pushing the nose beyond recovery, presenting too much of the dorsal surface to the atmosphere causing it to 'flip'. I was rather pleased with myself when I eventually got it to 100k orbit at around 2-3 deg. I was still sort of impressed when MJ managed to get there at 2 deg. It certainly couldn't manage it at 5 deg. My hat, were, I currently wearing one, would most certainly be off to you. I am humbled. D. Oh I almost forgot. There was something else I wanted to discuss with you. I don't like not being able to add your autopilot to existing craft. Installing your mod in a mid-late game where many other ships are on the play-field, I tend to forget which ship had the mod and which doesn't. Far easier if I could just update the software of any ship on the fly. I am not too happy that it saves the craft with the modules installed. It gives errors to people who might want one of my craft. Telling some that these errors are harmless does not seem to pacify as it should. I have tried the 'profile' part of your autopilot but I can't seem to get it to save a profile so that I can 'one-click' it for craft that I build. Which, if it worked , would negate having to have them saved as part of the file. Regards, D.
  7. Ah No... 71km.. I never go to orbit at less than 100km unless I am doing a launch-to-intercept. I took Little Squawk to 100km. I said so in my post, except that I missed a 'k' so it looked like a hundred meters. I can't understand the obsession with people wanting to put things on the edge of Kerbin's atmosphere. It means battling atmosphere ALL the way to Ap. Those little thruters are designed for vacuum so it makes sense to me to get them where they need to be as soon as possible. The higher Ap gives time to burn to bring the Pe up to get the orbit. You don't need a video and I don't pretend I can teach you a thing... except maybe patience. D.
  8. I have found that sometimes it will and sometimes it won't allow me to transfer fuel. When it doesn't I have to close the transfer windows and try again, sometimes starting with the other tank. Usually after a few frustrating attempts it goes ahead and starts the transfer. D.
  9. True, but if pioneers like myself don't take the lead and try it, it will never get fixed. I just tested a stock version using the mk16 chute and a stock heat shield. My experiments all made it safely back down. That test was from further than Mimnus. It was from the very edge of Kerbin Space and It came in with a Pe of only 30K. Nothing took heat other than the shield and it used around 20 ablator I am testing for an Eve flyby. Don't stop, just fly by and grab the data and come right home again. It will need to take the heat of atmospheric braking. I think the craft I sent should do the job. The heat shield and chute are stock but several of the parts are from your mod. Yesterday, I rescued a kerbal from the surface of The Mun and returned him home in a singe flight using only your mod. D.
  10. I can't honestly speak for the stock version of the heat shield. I have never had the need for one until I started using your mod. I was comparing it with the experience I have had with the 1.25 stock heat shield. Just because something is 'stock' doesn't mean it works as it should. If yours works but stock's doesn't then hurrah! for you The problem may not even be down to the heat shield. It may be a fault with the parachute. I figure that either the heat shield is transferring heat to a connected item, which it shouldn't do unless it is out of ablator or the in-line-parachute is catching re-entry heat when it should be protected by the shield in front of it. The decoupler for the in-line-parachute still does not show up in staging. Only the parachute shows in staging and firing it triggers the decoupler. This can have disastrous results on some builds. Yes I am on 1.10 D.
  11. Thinking of using this mod again. Hasn't been a post here since June. CKAN lists it as incompatible with 1.10. Anyone having any problems with this mod on KSP 1.10?
  12. The Goliath barely lost any ablator during Atmo braking at 40k from Mimnus. It also failed to protect the Walking Leaf mounted behind it which was destroyed by over heating. I had to reload a save, and then return at 50K. The Walking Leaf got overheated but managed to survive, after 4 times through the atmosphere during which time only a couple of units of ablator were used I managed to recover the craft. I expected 40K atmospheric entry from Mimnus orbit to be easily survivable. I expected to use a whole lot of ablator in the process. Heat is being transfered to the item behind the heat shield because the heat shield is not shedding heat with the ablator. Please fix this at your convenience. D.
  13. https://www.dropbox.com/s/drprgkoalkmn532/quicksave %235.loadmeta?dl=0 https://www.dropbox.com/s/7nfw11p2gtcp0er/quicksave %235.sfs?dl=0 Done. It's on the Lauchpad. D.
  14. Oh.. BTW.. I can't seem to get Launch to Rendezvous to work at all. It goes through a few days of trying to find the best window, warps to the time, launches and immediately turns groundward and spreads itself liberally over the ground D.
  15. https://www.dropbox.com/s/5p5vye6rvb0ib16/Rescue Casket 2M.craft?dl=0 https://www.dropbox.com/s/w9tflgdjdjzoowm/Little Squawk.loadmeta?dl=0 https://www.dropbox.com/s/o5o507z0u75sbiu/Little Squawk.craft?dl=0 Got Access now? D.
  16. Ok... I really noticed the problem when I was playing with But had the devil of a time trying to reproduce it on stock craft because most of the vanilla parts are a bit bigger. So I found this old bird in one of my archives and brought it back from limbo. Now here's the thing... I can fly it to orbit manually easily. Once one understands that these thrusters don't want to be at low altitudes then the idea is a steeper ascent to let them work where they work best. MechJeb can fly it to orbit if I set it's AoA to 2 deg. It still has to have the cowl jettisoned too soon and it has a bit of a psychotic twitch trying to keep the Ap at 100m but it manages. To give MJ it's due, it had almost as much fuel left in the last little tank as I did. Your auto pilot can get it to around 23000 meters I have tried having the 'Time to AP' manual longer and shorter. but it just ain't workin'. It is fighting the atmosphere all the way. Trying to get into a fast horizontal configuration so that it can get the Pe down at the same time. (Which MechJeb managed to do by-the-way got it up in the 40k's) As requested, Craft file and metadata file. https://www.dropbox.com/preview/KSP stuff/Little Squawk.loadmeta?role=personal https://www.dropbox.com/preview/KSP stuff/Little Squawk.craft?role=personal https://imgur.com/NYkgO31 Ain't she purdy?. The future of communications.. I'll tell ya. Have fun and have-at-it D.
  17. Well now... there's the rub right there see? Most of my ships don't like the 5° that MJ defaults at I almost always have to drop it a couple or three. If yours is hard coded at 10° then that will explain the nose getting pushed down by shear. The bigger and heavier the craft, the less the affect. As bigger craft tend to be Bum Heavy, I like to make a craft just big enough to do the job. If I have to drop more than my emergency reserve of fuel before re-entry, I get sad. < sad see? I always try to make a craft that doesn't need tail fins and most of the time I manage. But even with tail fins and a heavier craft that 10° shear is like taking an uppercut... pow! right on the noggin. I don't only want to be able to change that variable. I want your Auto Pilot to take the variable into account and not be too late to catch the bus after I have changed it. Now I am playing with a bunch of 0.625 While I am not that bothered about a launchpad for it, I have managed a rescue from lunar orbit and I suspect I can do a rescue from the surface of The Mun using the same wee system. It is all terribly unrealistic but it is a LOT of fun. Anyway... these little rockets really hate your wind shear. But as I said, I even turn down MJ to 2 or 3° even for most of my own stock rockets. 10° is just way too much. D.
  18. I'll play with it and see what happens The drag is arising from the fact that while the air is travelling in a retrograde direction the ship is not taking advantage of it's needle like shape and instead is trying to fly several degrees off prograde. Those several degrees present a long surface area to the wind and cause a tremendous amount of shear. My light but powerful ship becomes 'a leaf on the breeze' but not in the way that was meant in the popular show. If I can cut down on that shear, my awl like vessel will respond just as well using your autopilot as it does by my hand and I just paid your autopilot a compliment because I fly beautifully. D.
  19. When launching from KSC to intercept a target in orbit, I need to lower the angle of attack so that drag doesn't kill my ship. Can I do this? D.
  20. I have seen the video. To be honest I only watched a couple of hourst. Without commentary it was hard to figure out which aspects you were testing on each landing. You seem to make the ship move in a much more natural way than 'other` auto-pilots. I was considering having a play on KSP today and came to the forums first as I usually do. How can I not play now? I must. I am absolutely gobsmacked by the effort you put into your art. Seems I can get rid of that 'other' auto pilot again. To be honest, I only really needed an auto pilot to hover. I just cant seem to do that particularly well by hand. As the fuel burns the mass changes and the thrust increases. Now I sound like someone trying to teach Rembrandt how to paint. Anyway, the thing is, once I used your Auto pilot for the thing I don't do so well, I enjoyed using it for the other stuff too. The launches from KSC can be quite impressive. Does TCA play nice with the 'other' one? The only reason I'm asking is that The 'other' one does help with interplanetary nodes. KSP seems to think that everyone should be happy to play in the Home System. To actually plan a trip to another world requires looking at a website or using a transfer mod. I prefer it in-game. I can't wait to show my mate all the work you have done. D.
  21. in 1.10 The deployable wheels are broken. I have tried using them on only a Rovermate Pod but they just sit and spin. D.
  22. It seems that Mechjeb was suffering a similar ailment but it seems to have been fixed in the latest dev version.
  23. Then could you at least put the decoupler in staging when it's active? Shame.. The Smallest vanilla legs look huge. How about you go into the VAB and add a monoprop tank to your pod bottom and check out the dV readout. It drops to 0 Then change the Thrust Level to about 10% and then move the tank from the bottom to the top It shows the correct values at 100% but when you change it and then add a docking port to the top of the monoprop tank and see what happens. D.
  24. That WAS a big comment. Please read the rest of my post. Parachute/Decoupler... Lander Legs ... dV problem in Editor. D. BTW I made a 0.625 profile Mun Lander that will do the job. I made an excellent Probe-Data-Return-Module for larger probes. In late game, the uses for these 0.625 parts are still VERY useful.
  25. I have been playing a carreer game with your mod. It is starting to earn it's keep now that I can launch networking sats with it. Quite honestly I find no use for the little cube sats. Sure they can get enough power to run themselves but other than cheating sat missions with sats that don't actually do anything other than fulfil the requirements of the mission. Early in the game I found I could get into space easily enough, but really didn't have much to do when I got there. The size of the scientific experiments available (Materials bay and goo) are too large to realistically work with these tiny rockets. I don't like the decoupler as part of the parachute especially as the decouple doesn't appear in the staging, just the parachute. I have had to restart a few missions because I simply forgot to turn off the decoupler. When I add a small mono tank to the pod, the resource only shows up in the dV stats if I place it on top of the pod. Not on the bottom. Some landing legs for the pod would be a good addition, which lay flush against the pod when not in use and extend to keep the pod just a little off the ground. At this point in my career I think it will be useful for returning the data back to Kerbin as a drop-pod hurled into Kerbin's atmosphere letting gravity a heat shield, a teeny tiny command ring and a parachute do the final step. Later though I will be building a space plane and this should fit nicely in the Mk2 cargo bay so my space plane will get its own lander. That should be fun. D. Ok so I have had a look at making a lander using Lanternfly I find that when I add either Greenfly or Flea tanks to the pod and adjust the Thrust Limiter of the pod it seems to break the dV stats. If I change to LfOx tanks and engines it seems to work as it should but then the whole craft becomes a lot bigger than I would like. I need it to leave the mothership, land on the Mun, and then rejoin the mothership. It's just too fiddly having to reset the Thrust Limiter each time I add or remove something from the craft to get accurate dV. So I'm going to put a pin in this one. I hope you get it fixed soon. It could be a problem with KSP and how it handles Mono as a fuel. I dunno... If you do manage to fix it, please let me know as I think it could be a lot of fun even in the later stages of the game. D.