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Daveroski

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Everything posted by Daveroski

  1. The effect is caused by wind shear. KSP doesn't have wind! I hear you cry! If a completely symmetrical craft isn't pointing exactly prograde then drag caused by the wind hitting the side closest to prograde is the result. The higher the airspeed the greater the shear, the greater the effect. The fins on the first craft produced more drag on the prograde side than the retrograde side which helped to 'steer' it toward prograde. Very close to prograde the difference may be small. It depends on how much surface area is exposed to the shear effect. Stray too far from prograd
  2. The reason they glitched out of a structural tube is simple. It's because you put them inside a structural tube. D.
  3. You have two ships in orbit and you want to bring them close enough together that a kerbal can jetpack over from one to the other. A ship you are going to. 'The Target' A ship going to meet it. 'Your Ship' When you are getting two ships together it is much easier to do it if they both have close to the same 'inclination.' The further apart their inclinations, the further apart will the ships be on 'closest approach' It is better if the target is in the lower orbit. This gives Your Ship a little more room to manoeuvre. I suggest that you always endeavour to have your tar
  4. The guys are taking a tour of their favourite place in the Kerbol System D.
  5. Fatter fairings at a given angle to prograde produce more drag than thinner ones at the same angle to prograde. That drag is at the top of your ship and can easily cause a flip. Fairings don't eliminate all drag. The contents of the fairing are shielded from drag but the fairing itself still is a solid wall for the oncoming windshear to hit. The more you drift from prograde, the more drag you get but on the side which is closest to prograde. On a day without wind the wind-speed at the front of the ship is as fast as the ship is travelling. D.
  6. Crew rotation. Vanilla Game Crew Transport leaving Ike Station. D.
  7. My comsat reached Jool (Vanilla Game) Here it is using Tylo to brake and assume a Jool Orbit. Then We made the orbit Polar and BIG. It is so high that it can't see Jool anymore . Now I have to prepare a new miner for Ike. D.
  8. Ahhhh sheeple being taught their new histories of how things were and they are buying that too. I remember when for many companies, the customer was always right. It was a phrase used by companies to try to get their staff to try to not have a single customer dissatisfied. Companies used to feel that their customers were important. But Americans taught the world that there is "One born every minute" and how to "mass produce" rubbish. One used to tip for good service now they just put it on the bill. One used to own a game one bought, now one is merely paying to use it and t
  9. Kerbals have the little known capability of momentarily pulling their head back into their chest cavity like a tortoise. It's a bit of a taboo subject because for a while they swell up in the chest and abdomen alarmingly and the space suit has to stretch accordingly, so I doubt we will get it on camera. D.
  10. I have thought about dispatching Val in a different and complicated way for each game but I never actually carried it out. I stick her in the command pod of the first space station and leave her there until the end of the game. Alone... for years... I dunno, maybe I haven't gone soft after all. D.
  11. Back before I had ever used a mod. The image through the little window of the lander pod as I touched down on The Mun for the first time after flying a whole mission in IVA. (and the map screen of course.) D.
  12. Because despite the fact that the ship has a (probe core) auto-pilot, I still have to prize Jeb out of any control seat on the craft with a crow-bar before launch. Such fond memories of all the times I have had to 'revert to assembly' Just because I have noticed his insane grin as the ship begins it's ascent. Bless his cotton socks. I know I can't blame Jeb. I should have made the probe core the root part. Then it would automatically put the sign on the command pod door, "Keep Out (Jeb)" D.
  13. That you have to wonder that proves you didn't get the point. Bored now. not talking to you any more. D.
  14. 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.
  15. 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 occu
  16. 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
  17. 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.
  18. 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 o
  19. 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
  20. 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.
  21. 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 se
  22. 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-par
  23. 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?
  24. 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
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