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juanml82

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Everything posted by juanml82

  1. I've tried that, but it's still not working. I've used hyperedit to erase all the waste heat, just in case, but it makes no difference. I don't have a KSPI fission reactor on board as well, but if that was needed, why was I able to depart Kerbin and capture at Neidon? What does the error means?
  2. Or you can capture Dresteroids and forget about landing. It takes very little dV to reach them or to lower them to a low Dres orbit. Gilly has infinite ore, but it's a pain to operate there: high inclination, plenty of dV to and from Low Eve Orbit, Eve itself is inclined, terrible warp rates (without the warp control mod or whatever it's called), awful terrain for landing, bad roving terrain due the minuscule gravity and the unevenness., very small SOI. It's useful to refuel for Eve and Moho missions, but I wouldn't choose it as a primary gateway to the rest of the system.
  3. Oh well, Burn Together doesn't work with EVA packs and splitting the burns means the kerbals crash because they have little TWR relative to Tylo. Rescue mission it is.
  4. I built a mothership with a Daedalus engine paired with a Tri-Alpha reactor, it made it to Neidon (OPM mod) just fine and circularized just fine. But now I have the "Warning: Fusion Reactor plasma heating cannot be guaranteed, reducing power requirements is recommended" and the engine reports "insufficient electricity" I also have a bunch of NFT nuclear reactors for landers which AFAIK shouldn't be relevant to this at all. But how do I go about firing the engine? Here's a screenshot
  5. It's a good idea. Nowadays that means going to the tracking center (loading screen) and making sure you're deleting the right ships with a two step verification process. A self destruct button somewhere would be a lot more agile. Plus explosions
  6. Is Dres worth it? Transfer windows to and from Dres don't happen as often as they do with the inner planets and since it has no atmosphere nor a heavy moon to help with capture you need plenty of fuel to capture into Dres orbit. For just refueling, a mining base in one of Minmus flats where tankers are refueled before going back to LKO is a good practice, and it allows you to lift empty upper stages, making for simpler, lighter and cheaper lower stages (the alternative is to use mods with 5 and 7.5m parts) I've been using Ground Construction in my current career save and I think the Mun is better for an off-world factory. There is more gravity and no perfectly flat terrain like Minmus. But the Mun makes for a better starting point for interplanetary transfers: From low munar orbit, you plot a return to Kerbin trajectory in which your Pe is at the point (or near the point) were you need to burn for an interplanetary ejection. Your starting (Kerbin) orbit is a highly elliptical one which is just some 150-200 dV from exiting Kerbin's SOI, you take full advantage of the Oberth effect (because your Pe is low above Kerbin) and you burn with near filled tanks (the only fuel expenditure is the dV to get from low munar orbit to a Kerbin Pe of around 100km. And off-world manufacturing in a body without an atmosphere means you don't have to worry about the ship's aerodynamic profile. All this can be done from Minmus, but Minmus slower orbit and longer transfer times make more difficult to coordinate your resulting Kerbin's Pe with the place where you need to burn for your interplanetary injection.
  7. Start small. Stick to 1.25m parts. Don't add solar batteries. Get into sandbox if you aren't there already, add a service bay and stick rtgs and one battery inside for electric power. As for the rest, try something with a shock cone in the nose, an inline cockpit, use the Big-S wings for liquid fuel storage and add enough LF and LFO tanks to make it to orbit. Try to keep the total weight around 15-20t and use one single rapier engine. Don't add rcs. Check the tutorials on spaceplane building as well: CoL (use the correct CoL mod) behind the CoM. You should also try to keep the wet and dry CoM as close as possible, but that won't happen with the design I've just told you about. Use the RCS Build aid mod to check the dry CoM. Give the wings a small incidence (rotate them upwards 5°) and don't put your landing gear on the wings. Once you have that spaceplane in orbit, then you can begin to scale them up with MK3 or MK2 parts. Your main concern should be minimizing drag and making sure the plane remains balanced after the fuel is expended. dV comes later, because you can always add another fuel tank inline with your existing tanks, although eventually you'll have to add more engines to have enough power to break the sound barrier.
  8. I just don't have enough dV in the rover, it's not a matter of flight profile. I had plans to refuel the rover's transfer stage while in Tylo's orbit so the rover landed with tanks nearly full... but I forgot about that part. I'll try "Burn together" either later today or tomorrow! Uh... Burn Together seems to require a part, so it shouldn't work for kerbals on EVA, unless they can grab the part using kis or a MM patch can add whatever module that mod uses to kerbals on eva?
  9. I manually install my mods and use kerbal version checker to track whether they are up to date or not. With that said, when mods come with dependencies it's more complicated. I always keep the downloaded files, so I can open the original zip file and check what they come with.
  10. I landed a rover with three kerbals on Tylo without enough fuel to get back to orbit. Obviously, the easiest way out is to send more fuel from Kerbin, refuel the rover and take off. But, what's the point in making it the easy way? So, I've used Bon Voyage to travel to Tylo's highest point (or near enough that it doesn't matter) at around 11,000 meters (it is kind of cheating, as the rover can't climb those slopes, but Bon Voyage doesn't take that into account). Fortunately, my engineer happens to have a KAS drill on hand, so if I remove everything that isn't needed nor I planned to stage away plus I remove the outer fuel tanks in flight I can squeeze juuuuuuust... nope, not enough fuel. I'm short of some 200-300 dV, so the kerbals can use their eva packs to get into orbit where I can later rescue them with the return ship. But Tylo being Tylo, I have enough time to send one or maybe two kerbals to the safety of orbiting an alien body millions of kilometers away from home and protected from the void of space by just their spacesuits. But the third one will always crash before I get to him. Now, if I could get the three on EVA at the same time and keep them within physics range, they can theoretically burn prograde and achieve orbit. The problem is that manually jumping from one kerbal to the other wouldn't work, because the moment I loose control of a kerbal, the eva suit would shut down. So I need to somehow assemble them into a single "ship" (but they can still use their eva packs. Kerbals grabbing each other during evas?) so I control them manually, or I need some sort of autopilot which works with kerbals on EVA (I haven't tried MJ autopilot yet, would it work?) or something that keeps them firing their eva suits prograde while I'm not piloting them. . So, is it possible? Oh, album, because pictures https://imgur.com/a/2yfsF
  11. I've just made this simple little patch to increase the amount of science the mobile lab can hold before getting full to 5,000 (I was tired of setting up alarms for the same space station over and over) // Change the amount of science the mobile lab holds // Author: juanml82 @PART[Large_Crewed_Lab]:final { @MODULE[ModuleScienceConverter] { @scienceCap = 5000 } }
  12. I see. Also, is radiation dependent on solar radiation? As in, would kerbals be unaffected by radiation by doing evas at night? Or is it a background drain that happens outside, in a permanent basis? Aslo do parts occlude/shade one another? IOW, can I protect Kerbals in a habitat by surrounding it with containers, fuel depots and other stuff?
  13. I'm thinking about using this mod for my next career save (which I probably won't start until a month or two, though), I was reading about the radiation part and I wonder: can permanent bases on bodies without an atmosphere be made with this mod or Kerbals have to be returned to Kerbin because they'd eventually die to radiation if stuck in a base for too long? The same with habitation, is it possible to make a base with enough room so Kerbals can remain there either indefinitely or for so long that it doesn't matter?
  14. I've stopped playing career because of funds and contracts. I'd rather make my own goals than to get side tracked with "side quests" like putting one more satellite I don't care about in one more useless orbit. So for me late game means landing and returning from every single celestial body and harvesting every piece of science in the Kerbol system (well, most of it) just for the sake of doing it. Playing career, IMHO, at some point means time warping weeks or months without getting into the contracts building. If you want to run your Duna or Jool exploration fleet, just time warp until they enter Duna or Jool's SOI and disregard the available contracts
  15. In the Steam app, right click on KSP -> properties -> betas, you can roll back to 1.3 (or 1.2.2 if you so desire)
  16. Games aren't developed forever. Abandonware doesn't refer to that. Abandonware refers to software whose copyright owners no longer exist or (maybe) those whose copyright owners don't care about enforcing their copyright claims. You will find, for instance, that you can find a lot of old SNES roms in non warez sites, but you'll have a hard time finding a reputable site distributing Super Mario Bros SNES games, which are being sold by Nintendo to this date. IOW Take Two can decide to end all development efforts on KSP. That doesn't turn KSP into abandonware.
  17. Actually, cities allow you to fly to them, and through them.
  18. Can they just buy pre-made assets? Digital 3D Models of stuff are sold. They may not be top notch quality (at least if they are going cheap) and the developers would have limited influence in the art style, but they'd probably be better than nothing. And it's not as if KSP is known for its astounding, modern, graphics anyway. As for performance, they can be made into a one-part non interactive vessel which is usually outside physics range. But even in physics range, they don't have to be destructible.
  19. The white mirrors that reflect visible light should reflect UV light as well, right? I've put an UV emitter in LKO, but it doesn't seem to be connecting to the relays (and yes, there are a couple within line of sight)
  20. There is, somewhere, a keyhole set of dates to get to Jool with less than 1,500 dV IIRC by getting a gravity assist from Eve and I think a second assist from either Kerbin or Eve (again). But even in stock, there is an argument to be made about being able to plan gravitational slingshots: What if I'm at Eve or Moho, short of fuel and I want to know if I can get a slingshot to get to destination (or to any destination if I'm running low on fuel). Some gui tool could be useful for navigating the Jool system (ie, when do I get a window to Tylo that also gets me into a Kerbin intercept orbit?)
  21. Yeah, but it can crash into the ship if detached during reenty, depending on the ship's orientation.
  22. The problem with attaching the Thuds higher up is that their gimbal may cause the exhaust to hit the fuel tank they're attached to and destroy it. The way I see it you can: Risk it. Maybe the thuds will survive reentry even if they aren't protected Have the spare fuel to burn retrograde during reentry to reduce friction Sacrifice the thuds during reentry Use the inflatable heat shield (and land on it?)
  23. Ok, it was just the distance between the kit and the construction equipment
  24. Hi, I'm trying to launch a 100% complete kit, but I get the error "can not launch from a packed construction kit". What does it mean and how can I launch the ship?
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