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Streetwind

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  1. Independent of how KSP2 looks compared to modded KSP1, don't forget that KSP2 itself can be modded. Indeed, it should be easier to make graphics mods for KSP2 than it is for KSP1. Development with an eye towards moddability from the get-go, a more modern rendering engine, and leaving behind a lot of legacy cruft and idiosyncracies. I don't need a magic crystal ball to predict that there will certainly be modders who will take it upon themselves to crank the visuals up several more steps. Doesn't matter how good it already looks unmodded. There's always room for moar visuals, just like there is always room for moar boosters
  2. I'd just like to point out - landing a probe with a single ion engine on Moho absolutely can work. I've done it before. It just can't be massing two tons. You can get about 1.5 terminal TWR out of a single ion engine while still doing some useful science. It's not fun or easy to land with that, but it's possible. Sample probe: 1x Dawn engine, 1x HECS probe core, 1x radial xenon tank, balanced on the other side by 1x DTS-M1 antenna, 2x OX-4L panels, 2x Z200 batteries, 1x thermometer, 1x barometer, 1x seismometer, 1x gravioli detector. Wet mass 529 kg, dry mass 489 kg, wet TWR = 1.400, dry TWR = 1,515, wet dv = 3238 m/s. You could shave off a battery but I packed two for the sake of the antenna which is pretty hungry when transmitting. Solar panel output should be above 21 EC/s before heat losses, so the engine is going to be fine even with a slightly unfavorable sun angle. The descent trajectory should still be chosen so that the solar panels remain in sunlight - i.e. ideally a polar orbit around Moho aligned with its solar orbit. This will also prevent you from losing your commnet link. The probe has no landing legs, so it must balance on its engine. The HECS' reaction wheels should help keep it upright as long as it has power. If the probe did not spend too much dV maneuvering prior to descent, and you're worried about falling over and/or losing power while on the ground, you might have enough dV to get back to orbit before starting to transmit your surface science.
  3. Yes, you can - because two docked spacecraft aren't two spacecraft. They are one. The docking procedure merges them into one vessel under the hood. As such, there is no problem with attaching parts to both of them.
  4. That sounds like a large build, so another guess is "not enough reaction wheel for its mass". But we can only guess blindly if all we have to go on is a vague text description. Maybe you could post a few screenshots, or even the craft file?
  5. I'm going to assume that when you say "SSTO", you actually mean "spaceplane" instead. Because it's trivially easy to make a standard rocket go single stage to orbit with plenty of dV left over. Your plane has 4000m/s of vacuum dV, which should be plenty, given that it should only take about 3400m/s to reach low Kerbin orbit with a standard gravity turn trajectory. Hence, your choice of trajectory is to blame for losing about 600 m/s worth of dV along the way. Getting more TWR and climbing a little longer can certainly help improve this. But keep in mind that one major contributor is your launching off of the runway. That's just never going to be as fuel efficient as a start from the vertical pad. Also, if getting more TWR means that you lose maximum dV in return, you may find that you gain little to nothing along the way. Your maximum possible upside from trajectory optimization is less than 600 m/s; if you stick to the runway start, it's probably in the realm of 400 at most. Switching from a Dart to a Swivel will drop your dV by about 300 m/s, depending on how much the extra weight is going to impact your plane. So you might gain about 100 m/s tops when reaching orbit. Workable, but not ideal. (Of course, all of this is guesstimated, so your results may vary ) Another thing you can do is take a page out of the Space Shuttle's book, and make do with flying like a brick. As in: bring less wing, or bring more tank. This makes your landing approach harder, but it'll give you more dV to work with in orbit. You're at less than a 12x multiplier of your Isp in terms of dV, so you aren't that deep in the diminishing returns of your mass fraction just yet. If you can get back to like 4000m/s while mounting a Swivel, without increasing your wing surface, that should allow for more fuel leftover in orbit.
  6. Alright! By popular request, and by that I mean @StrandedonEarth who looks reasonably popular, the title has been vaguified
  7. 3400 m/s vacuum dV from surface to low Kerbin orbit. You probably want to add some margin, though.
  8. In the editor, set your performanc calculation app (the one with the dV symbol on it in the toolbar) to Moho. Then, click on the stage with the lander's engine in the list on the righthand side of the screen to make it pop out and show advanced info, like thrust to weight ratio. You can configure what info is shown exactly in the app. Remove two thirds of all fuel from the lander. At this point, you want a TWR of at least 2.5, or it will be difficult to land. Not impossible; you can land just fine even with a terminal TWR of below 2. But the lower it gets, the more piloting skill is required to not add a new crater to your destination.
  9. Welcome to the forums The issue is that your relay satellites... are not actually relay satellites. The DTS-M1 is a direct antenna, which cannot receive and forward other signals. The part rightclick info in the editor shows this, albeit just as a single innocuous line. Refer to this table for a quick overview of what antennas can relay. As a rule of thumb, relay-capable antennas are always heavier and higher-priced for the same perfomance.
  10. A long time ago, in a galaxy far, far away, I wrote this "little" explanation piece about the phenomenon you observed, and some of the lessons you can derive from it. I recommend giving it a read, and looking at your rocket stage design in a whole new way afterwards
  11. Yes, you can do that, if you don't mind the extra mass. Your controls should not change as long as your control point (cockpit/probe core) does not change. I recommend mapping your various engines to action groups so you can easily toggle them on and off as needed.
  12. I don't know for sure about PS4, but on PC, to get progress for a flyby contract, all you need to do is have an uninterrupted trajectory through the target's sphere of influence. Meaning, as soon as you have a trajectory that enters the SOI of Minmus and then goes on to escape it again, you're performing a flyby. You should get the progress attributed to you at the very latest when your vessel actually enters the SOI. You can even change your trajectory with a burn after that (f.ex. to capture) and not lose the flyby attribution. If your trajectory hits Minmus directly, that doesn't qualify. That's a collision, not a flyby Additionally, if the trophy specifically says "flyby of a planet", then Minmus itself may simply not qualify, because Minmus is not a planet. It is a moon. Try with Duna or Eve, they are both fairly easy to reach as long as you are within the correct transfer window.
  13. Welcome to the forums Are you playing in career mode? If yes, do you have the VAB/hangar upgraded enough to unlock custom action groups? You should also be able to edit action groups in flight. Back when the feature was introduced, it always gave you full access to all action groups, even in career mode without any upgraded buildings. Not sure if that is still the case, but you can always check...
  14. Is it really a glicth though? Seems to me that the parts were deployed, not dropped. To pick them up again, you'd simply need to undeploy them (outside of construction mode).
  15. It's intentionally something you leave behind. Don't even bother waiting for it. You don't need a Kerbal present to operate the equipment. Once deployed, it operates by itself. Everytime an experiment collects (I think) 10% worth of progress, it auto-transmits as soon as it can find a valid signal path home. You'll get a notification every time it happens. The point of these experiments is that you take them with you whenever you first land on a new celestial body, set them up, and leave them behind. Over time you get science passively accumulating in the background. Given that there are 14 different land-able bodies in stock KSP alone, all of which you can put these stations on, that adds up. And when a high level scientist deploys these things, it goes three to four times faster.
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