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Rook116

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Everything posted by Rook116

  1. 1. xenon engine probe...the maneuver planning does NOTHING. pull one of the arrows and the delta v goes up by the graphic (conics) don't change 2. got three xenon probes in 120 degree seperated 1000km parking orbit. had 0.06t/0.08t of xenon left (confirmed in JSON file). after quitting game and then coming back later...all xenon fuel is gone. EC in the fuel window also shows as 0 but the EC for the ship shows 205EC.
  2. This worked for me. Just have a shortcut on my desktop to Kerbal Space Program 2\KSP2_x64.exe
  3. The circumference and gravity values shown in the tracking station (under Physical Characteristics) appears to be incorrect. Should be 9.8 m/s for gravity and 3.6 Million meters for circumference.
  4. Hey all. I just installed this on an existing save AND did the requisite search of this thread but haven't found an answer. Should a fresh install of this mod on an existing save capture all the kerbal awards that would have been awarded if it was installed at the beginning of the career game? Right now, none of my veteran Kerbonauts have any awards. Is this normal? Is there a way to sync all the awards the way they should be? Thanks
  5. I have had this problem with docking adapters before where I couldn't get the docking to occur no matter how perfect I lined up. I would just bump off of it. Try this... 1. Go into the persistent.sfs file 2. Search for a line which says "state = Acquire" 3. Change to "state = Ready" After finding the erzatz docking adapter and changing it's state, it worked perfectly. If all else fails, this might be your issue.
  6. The persistent.sfs file has the orbital elements of any ship... ORBIT { SMA = 8291050.81119871 ECC = 0.00553219673058219 INC = 87.7990597329687 LPE = 183.533727002483 LAN = 201.48070476959 MNA = 1.50049493127066 EPH = 230587.888000713 REF = 1 SMA : Semimajor axis – the average of the periapsis and apoapsis distances from the orbiting body center ECC : Eccentricity – shape of the ellipse, describing how much it elongated compared to a circle. INC : Inclination – vertical tilt of the ellipse with respect to the reference plane, measured at the ascending node. LPE : Longitude of periapsis – horizontally orients the periapsis of the ellipse. LAN : Longitude of the ascending node – horizontally orients the ascending node of the ellipse. MNA : Mean anomaly at epoch – defines the position of the orbiting body along the ellipse at a specific time. EPH : epoch – the reference time for the orbit. REF : reference body – the ID of the body around which the orbit occurs. 0 is the sun, 1 is Kerbin, 2 is Mun, 3 is Minmus. Also, see the link at the bottom of maltesh's post.
  7. Grom, I hope I understand your problem, otherwise just ignore the link. I think you are looking for transit time in a Hohmann transfer (http://en.wikipedia.org/wiki/Hohmann_transfer_orbit). This will work for moving from one orbit to another (I just did this for a satellite in a parking orbit and moving into a Keostationary orbit). However, due to atmospheric effects, the calculation gets more complicated when trying to time a launch from KSC. I usually just determine the time to reach a desired stable orbit with a specific build, then back calculate the orbital period for that altitude and determine the angular travel that my rendezvous point would make in that time. Hope this helps.
  8. I'm not familiar with this mod, but I have had this problem with docking adapters before where I couldn't get the docking to occur no matter how perfect I lined up. I would just bump off of it. Try this... 1. Go into the persistent.sfs file 2. Search for a line which says "state = Acquire" 3. Change to "state = Ready" After finding the erzatz docking adapter and changing it's state, it worked perfectly.
  9. Your kerbals will get experience once they successfully return from the mission. On Kerbin, the highest experience is awarded for Orbit. Flight = 1 Fly By = 1.5 Orbit = 2 On bodies other than Kerbin, the highest exp return is for Flag Planting. Note that these are base values, a multiplier is applied depending on the body: Fly By = 1 Orbit = 1.5 Flight = 2 Land = 2.3 Plant Flag = 2.5 You get the experience for the highest tier accomplishment your kerbal returns from (you don't need to worry about skipping a step, you get the difference between tiers regardless of whether you lump sum it or do it incrementally). I haven't found the multipliers for difference orbital bodies, but I'll keep searching.
  10. YOWSA! I even went looking for this idea to make sure someone hadn't suggested it. /slowly backs out of the room with my Engineer's Kerbal wrench in hand.
  11. Engineers levels should improve resource use efficiency. Truncate the repair skills to level 1. Then... Level 2 - Improve resource efficiency by 2.5% Level 3 - Improve resource efficiency by 5% Level 4 - Improve resource efficiency by 7.5% Level 5 - Improve resource efficiency by 10% Electricity usage and fuel consumption then would be effected by the level of your engineer. I'm also thinking that an engineer could use a remote power pack or gas can to fire up a dead ship or satellite (derelict retrieval contract!)
  12. I suggest they truncate the repair skills and allow for resource efficiency (electrcity, fuel consumption) improvements for engineers. Level 1 - Repair Parachutes, Legs, wheels Level 2 - Improve resource efficiency by 2.5% Level 3 - Improve resource efficiency by 5% Level 4 - Improve resource efficiency by 7.5% Level 5 - Improve resource efficiency by 10%. EDITED - So apparently this idea caused a kerbal spare parts war in another thread. I'm going to gracefully attach this post to the rear of a rocket and just let it burn up in re-entry.
  13. Try this...http://en.wikipedia.org/wiki/Orbital_elements I believe (I am about to do it, but am not at home right now), that there is a shadow orbit (map view or tracking station?) that you need to match that has the orbital properties that the contract requires you to match. Be careful about having your orbit rotation be the correct direction (also should be shown on the target orbit in map view). I'll follow up if I get to that point later on.
  14. I think you need to have him have a successful launch return mission to get the first xp point. Orbit for next xp point (and level up). Haven't gotten much farther than that. I have Jeb and Bob at Level 1 and both of them have orbited Kerbin
  15. anyone know what the various scene codes mean in the Persistance file? I can't find a reference.
  16. New to the forums and am loving me some Kerbal career mode. I think that the GRAVMAX Negative Gravioli Detector should be much lower on the tech tree as part of planet scanning to determine such things as SOI planned insertions and ejections, orbital data, delta v calculations, and such (I know that this data is available on wiki, but the Kerbals don't know it. I imagine that this might come after a telescope tech that would allow you to plot celestial body data such as distance, orbital speed that would allow you to figure out insertions and would update in the tracking center. Then the GRAVMAX attached to a visiting probe would provide all the planetary data. Thoughts? And just to let you know, I did the search function and didn't find anything so I was okay posting a new thread. Greetings fellow Kerbonauts!
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