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davidpsummers

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Everything posted by davidpsummers

  1. I found that if I move the items under "Flight_Log" into "Career_Log", then add a "26 = Recover" at the end, he levels up. I also put into "Flight_Log" a new flight... "Flight 27 27 = Orbit,Pol" But, of course, that doesn't fix the problem (I have to do that anytime I level up). I think pmborg's fix is probably better.
  2. I need to attach a Shielded Clamp-o-tron to an unshielded one. (I need to land, drop something, close it, and take off again, from Eve.) But the VAB won't seem to let me. Any work-arounds?
  3. It isn't great, but the joint isn't the problem. I can get it verticle and still have it a few moments later. I'm currently going on the theory that I need to loose the parachutes and stuff when I land on Eve. But maybe some struts too. Still don't understand why modest drag surface components would cause more drag than actualy fins, but based on what I've read above, it seems it can happen and it fits what I see. So I'll chalk it up to models breaking down at v high pressures.
  4. I am using version 1.3 I have taken Jeb back to the lab module and hit level up. No joy. I haven't taken him back to Kerbin to level up. I guess that is it? He is currently out on Laythe. I have plans for him and it is along trip to Kerbin and back out. Any suggestions? Any edits to the persistent file I can do?
  5. So I landed Jeb on Bop, saw the squid, planted a flag, etc. Got him back to the station to level up that and more. And _nothing_. I he has been leading to all the new places and crew that has gone to fewer places are Level 5 when he is only 4. Anybody know what's up? I check the persistent file, and his most recent stuff is there under Flight Log. I'll paste his roster entry below.... ROSTER { KERBAL { name = Jebediah Kerman gender = Male type = Crew trait = Pilot brave = 0.5 dumb = 0.5 badS = True veteran = True tour = False state = Assigned inactive = False inactiveTimeEnd = 0 gExperienced = 0 outDueToG = False ToD = 11747467.814481501 idx = 0 extraXP = 0 CAREER_LOG { flight = 26 0 = Flight,Kerbin 0 = Land,Kerbin 0 = Recover 1 = Flight,Kerbin 1 = Land,Kerbin 1 = ExitVessel,Kerbin 1 = BoardVessel,Kerbin 1 = Recover 2 = Flight,Kerbin 2 = Suborbit,Kerbin 2 = Land,Kerbin 2 = Recover 3 = Flight,Kerbin 3 = Suborbit,Kerbin 3 = Orbit,Kerbin 3 = Land,Kerbin 3 = ExitVessel,Kerbin 3 = BoardVessel,Kerbin 3 = Recover 4 = Flight,Kerbin 4 = Suborbit,Kerbin 4 = Orbit,Kerbin 4 = Die 5 = Spawn 5 = ExitVessel,Kerbin 5 = BoardVessel,Kerbin 5 = Recover 6 = Flight,Kerbin 6 = Suborbit,Kerbin 6 = Orbit,Kerbin 6 = Flyby,Mun 6 = Escape,Mun 6 = Flyby,Kerbin 6 = Land,Kerbin 6 = ExitVessel,Kerbin 6 = BoardVessel,Kerbin 6 = Recover 7 = Flight,Kerbin 7 = Suborbit,Kerbin 7 = Orbit,Kerbin 7 = Land,Kerbin 7 = Recover 8 = Flight,Kerbin 8 = Suborbit,Kerbin 8 = Orbit,Kerbin 8 = Flyby,Minmus 8 = Escape,Minmus 8 = Orbit,Minmus 8 = ExitVessel,Minmus 8 = BoardVessel,Minmus 8 = Suborbit,Minmus 8 = Land,Minmus 8 = PlantFlag,Minmus 8 = Flyby,Kerbin 8 = Land,Kerbin 8 = Recover 9 = Land,Kerbin 9 = Recover 10 = Flight,Kerbin 10 = Land,Kerbin 10 = Recover 11 = Flight,Kerbin 11 = Die 12 = Spawn 12 = Flight,Kerbin 12 = Suborbit,Kerbin 12 = Orbit,Kerbin 12 = Flyby,Mun 12 = Escape,Mun 12 = Orbit,Mun 12 = Suborbit,Mun 12 = Land,Mun 12 = ExitVessel,Mun 12 = PlantFlag,Mun 12 = BoardVessel,Mun 12 = Flyby,Kerbin 12 = Land,Kerbin 12 = Recover 13 = Flight,Kerbin 13 = Land,Kerbin 13 = Recover 14 = Flight,Kerbin 14 = Suborbit,Kerbin 14 = Orbit,Kerbin 14 = Flyby,Minmus 14 = Escape,Minmus 14 = Orbit,Minmus 14 = Flyby,Kerbin 14 = Flyby,Mun 14 = Escape,Mun 14 = Orbit,Mun 14 = Suborbit,Mun 14 = Land,Mun 14 = ExitVessel,Mun 14 = PlantFlag,Mun 14 = BoardVessel,Mun 14 = Land,Kerbin 14 = Recover 15 = Recover 16 = Flight,Kerbin 16 = Land,Kerbin 16 = Suborbit,Kerbin 16 = Orbit,Kerbin 16 = Flyby,Minmus 16 = Escape,Minmus 16 = Orbit,Minmus 16 = Suborbit,Minmus 16 = Land,Minmus 16 = ExitVessel,Minmus 16 = PlantFlag,Minmus 16 = BoardVessel,Minmus 16 = Flyby,Kerbin 16 = Recover 17 = Flight,Kerbin 17 = Suborbit,Kerbin 17 = Orbit,Kerbin 17 = Flyby,Minmus 17 = Escape,Minmus 17 = Orbit,Minmus 17 = Suborbit,Minmus 17 = Land,Minmus 17 = ExitVessel,Minmus 17 = PlantFlag,Minmus 17 = BoardVessel,Minmus 17 = Flyby,Kerbin 17 = Escape,Kerbin 17 = Flyby,Sun 17 = Orbit,Sun 17 = Land,Kerbin 17 = Recover 18 = Flight,Kerbin 18 = Land,Kerbin 18 = Suborbit,Kerbin 18 = Orbit,Kerbin 18 = ExitVessel,Kerbin 18 = BoardVessel,Kerbin 18 = Recover 19 = Land,Kerbin 19 = Flight,Kerbin 19 = Recover 20 = Land,Kerbin 20 = Flight,Kerbin 20 = Suborbit,Kerbin 20 = Orbit,Kerbin 20 = ExitVessel,Kerbin 20 = BoardVessel,Kerbin 20 = Recover 21 = Recover 22 = Land,Kerbin 22 = Flight,Kerbin 22 = Suborbit,Kerbin 22 = Orbit,Kerbin 22 = Escape,Kerbin 22 = Flyby,Sun 22 = Orbit,Sun 22 = Flyby,Duna 22 = Escape,Duna 22 = Orbit,Duna 22 = Suborbit,Duna 22 = Flight,Duna 22 = Land,Duna 22 = ExitVessel,Duna 22 = PlantFlag,Duna 22 = BoardVessel,Duna 22 = Flyby,Ike 22 = Escape,Ike 22 = Orbit,Ike 22 = ExitVessel,Ike 22 = BoardVessel,Ike 22 = Suborbit,Ike 22 = Flyby,Kerbin 22 = Flyby,Minmus 22 = Escape,Minmus 22 = Orbit,Minmus 22 = Recover 23 = Land,Kerbin 23 = Flight,Kerbin 23 = Suborbit,Kerbin 23 = Orbit,Kerbin 23 = Recover 24 = Land,Kerbin 24 = Flight,Kerbin 24 = Suborbit,Kerbin 24 = Orbit,Kerbin 24 = Escape,Kerbin 24 = Flyby,Sun 24 = Orbit,Sun 24 = Escape,Duna 24 = Orbit,Duna 24 = Escape,Ike 24 = Orbit,Ike 24 = Flyby,Duna 24 = Suborbit,Duna 24 = Flight,Duna 24 = Land,Duna 24 = ExitVessel,Duna 24 = PlantFlag,Duna 24 = BoardVessel,Duna 24 = Flyby,Ike 24 = Suborbit,Ike 24 = Land,Ike 24 = ExitVessel,Ike 24 = PlantFlag,Ike 24 = BoardVessel,Ike 24 = Flyby,Kerbin 24 = Flyby,Minmus 24 = Escape,Minmus 24 = Orbit,Minmus 24 = Recover 25 = Flight,Kerbin 25 = Land,Kerbin 25 = Suborbit,Kerbin 25 = Orbit,Kerbin 25 = Recover } FLIGHT_LOG { flight = 26 26 = Flight,Kerbin 26 = Land,Kerbin 26 = Suborbit,Kerbin 26 = Orbit,Kerbin 26 = Escape,Kerbin 26 = Flyby,Sun 26 = Orbit,Sun 26 = Flyby,Jool 26 = Flyby,Bop 26 = Escape,Bop 26 = Orbit,Bop 26 = ExitVessel,Bop 26 = BoardVessel,Bop 26 = Orbit,Jool 26 = Flyby,Laythe 26 = Escape,Laythe 26 = Orbit,Laythe 26 = Suborbit,Laythe 26 = Flight,Laythe 26 = Land,Laythe 26 = ExitVessel,Laythe 26 = PlantFlag,Laythe 26 = BoardVessel,Laythe 26 = Suborbit,Bop 26 = Land,Bop 26 = PlantFlag,Bop 26 = Flyby,Pol 26 = Escape,Pol 26 = Orbit,Pol 26 = ExitVessel,Pol 26 = BoardVessel,Pol
  6. Played around with it a bit. Aerodynamic problems explain the behavior. But ithat would mean that, as pressure goes up hull mounted components increase dragfaster than fins?
  7. I have landed and refuled the ship pictured below on Eve. I have a problem when I try and lift-off. The ship pitches over uncontrollably. If I am careful to get it straight up immediately after lift off, I can delay it. But it always seems to happen. Now I've come to realize that the vernor engines are probably useless at these pressures. But I do have 4 large advanced reaction wheel modules and the torque from the engine gimbal of the S3 KS-25x4 Mammoth engine. So I'm thinking something else must be happening. Any help?
  8. I've managed to land the ship pictured on the surface of Eve. Now to see if I can take off again. One issue, is the ascent profile. On Kerbin, you want to pitch over 45 degree at about 10,000 - 15,000 km. Anyone have any experience on how far up it should be on Eve? Using KSP 1.3
  9. BTW, I'm still using version 1.3.1 of the program. But I think it is the same across different versions?
  10. I've run into the docking port bug. It is the usual. I click on "undock", the botton disappears, and nothing happens leaving the two parts attached. I understand that the you can open the the persistent file in a text editor and fix it. (I don't have a PC, so I can't use the persistent file editor tool). But I can find the directions on exactly what you are suppose to do.
  11. Looks like the answer is no. Any suggestions on taking a long thin rocket and keeping it upright when it touches down? I assume plenty of parachutes will make it gentle and help.
  12. The delta-V map says 6000? Is that not likely to do it? How about the SRBs?
  13. So the only real option is drop a stages rocket onto the surface with parachutes?
  14. I've been trying to make an all nuclear space plane for Eve. The problem is that I don't have enough thrust. My most recent attempt (see below) could, even if boosted into low alt. flight by drop engines (not shown), not quite maintain speed at level flight. Now it is intended for Eve where, I suspect, given the thick atmosphere, I could replace wings (I was trying to reduce the stall speed) with much smaller ones. Is there any chance that will be enough to reach stall speed on taxis and that I could get into orbit before I run out of fuel? https://www.dropbox.com/s/25z981pqdzdiovi/Nuclear Space Plane.png?dl=0
  15. Not really comparing. All my planes glide "reasonably" well. It is mostly, if I have come in short, what can I do to compensate. 5 degree of AoA sounds right. I know that over 15 you actually loose lift? Not sure what to maintain speed. You need to stay above the stall speed. Slow means less drag, but it means you cover less ground? I'll look at the mod. (I'm actually using 1.3)
  16. If you are doing an unpowered decent with a space plane, is there any guides on what do to do to get maximum distance from your glide?
  17. I am using version 1.3.1. I tried the cheats. It took more than "no crash damage" and "unbreakable joints". I had to check a couple more before the ship was thrown clear intact.
  18. IIRC, was trying to move it while keeping the heading constant and when I switched out of map mode, it was like that. But I might be misremembering and it was like that when I switched back to it from another vessel.
  19. OK. Slight update. If I scroll _into_ the asteroid I can do actions for the parts inside the asteroid. That means I can dock another ship and recover the crew at least. OTOH, I still can't recover the ship, as releasing the grappling unit (or undocking the module it is in) causes and explosion with destroys the part of the ship inside the asteroid.
  20. I captured an asteroid with the advanced grabbing unit. It was fine, until suddenly, my ship was embedded in the asteroid, as in the screen capture below. So now I'm stuck. I can't reach the grabbing unit to release the ship. I can't even get to the lander can to get the pilot out and abandon the vessel!
  21. I saw that some didn't come up until I focused on Kerbal. I'll check Dres....
  22. I'm waiting for a Class D asteroid for a contract. My tracking station says I have 7 unknown objects (there is a "7" under the icon". I can see only 3 on the map. Am I missing something?
  23. So it is "angle to prograde" or "angle to retrograde" but doesn't KER already have that someplace else?
  24. I am lead to believe that the Phase Angle is the angle with respect to the target body you need to have in order to do a hoffman transfer. But numbers in KER changes as you go around your orbit, and the phase angle it suppose to be a fixed number?
  25. Note: The number calculated in the VAB is not adjusted for changes in your engines Isp at different pressures. The default is "vacuum" and your ship almost certainly has less delta-V than listed. I find that the "vacuum delta-V" is more like 3800 m/s. If you are using Kerbal Engineer, you can hit "atmosphere". But even that will give you the sea-level atmospheric pressure, which is the worst case (you rocket will spend most of its time at a lower pressure. You can try and play games with look at the delta-V of the different stages at different attitudes and estimate how much time it spends at those altitudes and get a better correction. That is, IMO, more annoying than fun.
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