Mordrehl
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Everything posted by Mordrehl
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Mordrehl replied to nightingale's topic in KSP1 Mod Releases
Ahh ok ... strange haven't had one yet that uses any of his parts which is why I thought I was missing a contract pack- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Mordrehl replied to nightingale's topic in KSP1 Mod Releases
I think I'm losing my mind ... I could have swore I once had a contract pack that made use of Dmagic's Orbital Science parts (little brother surveillance etc) ... but I can't seem to find it anywhere- 5,201 replies
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Mordrehl replied to stupid_chris's topic in KSP1 Mod Releases
Just started using this mod in Kerbal ... and I'm getting inconsistent results with the chutes auto-deploying? I haven't unlocked action groups yet in this current career so maybe the defaul config just doesn't like my descent speeds ... I do notice that when it does work I see the message "waiting for negative velocity" (or something to that affect). -
So after some sandbox testing seems I was trying to brute force the Eve intercept and coming in so hot that gravity just shrugged and said "see ya" Few test runs and closest approach of 100-150 km to Eve on a shallow approach that then slingshots me around Eve back towards direction I entered and burn to get an eliptical orbit to edge of SOI is 100-400 dV m/s depending on the angle ... much better. Thanks all.
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I wasn't including Kerbin LO etc ... I was looking at just what is needed once you hit Eve SOI ... based on these numbers I'm pretty sure my angle of approach was way off. At 600km PE it was going to be 3240 m/s to circularize. Clearly I was coming in too hot . And I'm guessing that was due to me fiddling with the closest approach manuever (MJ) mid transfer without heeding the angle that had me rushing by Eve to the point gravity wasn't slowing me down When I get home guess I'll sandbox and quicksave before hitting SOI and play with the approach angle.
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Yeah, the rig I sent wasn't optimized for an Aerobrake as I saw "88 m/s dV" from SOI to Elliptical orbit My downfall is probably relying on Mechjeb ... used the porkchop selection but from memory I don't think I chose the lowest dV for the transfer. It's also possible I messed up my approach angle when I adjusted the closest approach distance mid-transfer. From memory (at work) ... I think my approach was fairly sharp come to think of it. What I was driving at in my original post is this 3400 dV to Kerbin LO 1380 dV for Eve transfer (950+430) then if I'm reading that right, now that I'm in the Eve SOI under ideal circumstances it should be roughly 80 m/s dV to establish an elliptical orbit (AP near SOI)?
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Ok this is the deepest I've gotten in KSP and I've been playing it since 0.20ish ... Loving the patch, loving the mods I've grabbed ... but I think I'm doing something wrong Now, found this website: https://www.dcl.hpi.uni-potsdam.de/home/feinbube/web/stealth/KSPDeltaVMap/ To low orbit - check To Kerbin SOI - check Intercept - yup, roughly End up with a periapsis to Eve of 600km on intercept ... cost to even get an extemely eliptical orbit ... 2000+ m/s of dV yet all the charts I Iook at say it should be far less. Should I be aiming for an intercept at the extreme edge of the Soi? What relative speed are you cruising at when hitting Eve? Detailed Mission Plan Info Delta-V Accumulated To a low orbit around Kerbin. 3960 m/s 3960 m/s To the edge of the influence of Kerbin. 1045 m/s 5005 m/s To the orbital plane of Eve. 0 m/s 5005 m/s To an intercept trajectory of Eve. 99 m/s 5104 m/s To an elliptical orbit around Eve. 88 m/s 5192 m/s To a low orbit around Eve. 0 m/s 5192 m/s
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Mordrehl replied to nightingale's topic in KSP1 Mod Releases
Either way, @nightingale fixed it in the recent contract configurator update- 697 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Mordrehl replied to nightingale's topic in KSP1 Mod Releases
That's a bit of an understatement ... for the contracts to proceed you need to complete "Kick of Space Tourism" ... as it stands "Kick of Space Tourism" is impossible to complete because once in orbit the 4hr timer never changes- 697 replies
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ok I thought so but was being dumb about it lol ... "56000 m/s"
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So just discovered this maneuver planner and while I understand the purpose of it ... I'm confused whether it should be used from the launchpad or from Low Orbit to determine when to transfer
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Mordrehl replied to nightingale's topic in KSP1 Mod Releases
heh yup ... that's why it was raised in GitHub on the Tourism pack- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Mordrehl replied to nightingale's topic in KSP1 Mod Releases
Does this by chance fix the issue with Tourism Plus and the counter not working?- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Mordrehl replied to nightingale's topic in KSP1 Mod Releases
As per several pages back ... CC isn't breaking mods, it's exposing a bug in the Toolbar wrapper code those mods use (to hook into blizzy's toolbar, whether installed or not) that is then in turn breaking those mods. Install Blizzy's toolbar fixed ScanSat for me (had to delete the old toolbar folder entirely)- 5,201 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Mordrehl replied to nightingale's topic in KSP1 Mod Releases
First Tourism contract on CC and TPlus 1.2 shows up ... but won't complete, the counter for time doesnt' change at all- 697 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Mordrehl replied to nightingale's topic in KSP1 Mod Releases
Not sure if it's Contract Configurator, Tourism Plus or some other bug ... but The mission "Kick off Tourism" where you have to have the first tourist in orbit for 4hours ... the timer doesn't work- 5,201 replies
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Mordrehl replied to linuxgurugamer's topic in KSP1 Mod Releases
I was getting two CKAN alerts about allowing it to update ... just noticed the 3.0.15 zip has a GameData folder inside the KWRocketry folder with the same folder structure inside it? EDIT : NVM , been so long since I had to do a fresh install of KW I forgot that's how it's distributed -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Mordrehl replied to linuxgurugamer's topic in KSP1 Mod Releases
So the stock struts? Hmmm I kind of always use those ... guess I'll wati for an update to this mod then -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Mordrehl replied to linuxgurugamer's topic in KSP1 Mod Releases
So Redux is working fine in 1.2? I'm guessing you mean you removed the struts from an actual craft built in 1.1.3? -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Mordrehl replied to Paul Kingtiger's topic in KSP1 Mod Releases
Good god US2 looks nice ... and I already loved the original ... and i'm in same boat as Raven ... wait for US2 or start when US gets updated -
Awesome, I'll give it a try in 1.2 then as is and update later. So many mods, so many downloads hehe
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Hey Thrimm, any chance you'll update this to 1.2? had just found this mod before the patch and haven't had a chance to experience your creation