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Everything posted by TrooperCooper
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So, after several attempts of re-vitalizing this career while my RL-job is keeping me pretty busy, it has finally died off due to a faulty HDD that caused me to loose an enormous load of data. And my mainboard died as well. Time to buy a new computer in a couple weeks. On the plus side, I am making enough money now to buy me a real killer system with 4.7 GHZ and a GForce GTX 1080 or something like that. Then I will start a fresh career. Probably a vanilla-scaled, heavily modded one in (hopefully) 1.2. Untill then, thanks to all followers during this UNSA campaign here. I learned a lot during this and while I have not reached my goal of landing humans on Mars yet, at least I did bring some back alive from within its SOI and got the hang of gravity-assisted flight OPs.
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Parachutes FTW!
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1986. Contract to land people on Mars till 2032 IIRC accepted.
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You might like this: http://kerbal.curseforge.com/projects/rename-vessel-in-tracking-station Its supposed to be fixed with 1.1.3 though.
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Thanks PLAD! I can not figure out the exact speeds at which parachute deployments began since I dont remember and can not accurately tell from the screenshots I made. My best guesstimate is, that the first drogues prolly kicked in at about 1,000 m/s surface speed. And the others followed subsequently by their settings as below. The Mars landers had three chutes total. Two drogues and one main chute. All of them Kevlar material with standard Mars settings, altitude-deployment adjusted as below: Drogue Chute One: Wanted speed at target alt: 250 m/s Target altitude: 4,000 m Predeployment altitude: 6,000 m Deployment altitude: 5,000 m Parachutes used: 1 Drogue Chute Two: Wanted speed at target alt: 80 m/s Target altitude: 2,000 m Predeployment altitude: 4,000 m Deployment altitude: 3,000 m Parachutes used: 1 Main Chute: Wanted touchdown-speed: 18 m/s Predeployment altitude: 2,000 m Deployment altitude: 1,000 m Parachutes used: 1 (four radially) There was an element of luck involved though, as they all deployed in yellow risk-state. Airbags crash tolerance of 80 m/s could have helped with that if only one would have failed maybe. But I was lucky and they all held together anyway. Good luck with your landings!
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Trying to finally land a probe intact on another planet, the United Nations have sent out two missions to Mars and Venus each. Click here to see more.
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[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
TrooperCooper replied to Padishar's topic in KSP1 Mod Releases
From the 1.1.3 patch-notes: * Reduction in the creation of Garbage Objects in Flight scene. * Reduction in the creation of Garbage Objects in Space Center. * Optimize Part.GetConnectedResources and Vessel.GetActiveResources for speed and to not create garbage. I am still on 1.1.2 since I play a heavily modded RSS/RO career. So I am gonna wait for the mods to update before checking out 1.1.3. But this might help with our issue. -
The United Nations have launched their Odysseus flight, a low-budget mission to perform a gravity assist based round-trip to Venus and Mars and a return to Earth in under two years. Click here to see more.
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Thats not a moon! Thats my spacestation!
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Thank you! All Visitor class probes are just ment to be lightweight fly by missions. Orbital insertions would cost a huge ammount of dV (Pluto Visitor for example would need 11,558 m/s of dV on its planned flight path for an additional capture burn) and so far I am playing "as if" the Agency would not have figured out remote techniques of aerobraking (something that was not used historically untill the Hiten probe in 1991 as far as I know) yet. Transfer times to Uranus and Pluto I totally have forgotten to mention above, thanks for mentioning it. The Uranus Visitor mission is a traditional direct transfer based on the good old Transfer Window Planner plugin with a travel time of four years and eight days. The Pluto Visitor is a Jupiter-slingshot flight based on the Flyby finder tool. It has a travel time of 12 years and 316 days if everything goes as planned. Considering this is mid 1970s and Pluto is still very far away, this is quite a fast transfer, especially for just 7,000 m/s of dV from LEO. Good spotting. Yep, I deliberately choosed that name. I am completly new to using slingshots and I have serious doubts about this mission. Considering I play without reverting / reloading (except for obvious bugs) and without MechJeb or any other sort of precision-enhancing autopilot, it will be extremly dangerous and a cancellation based on Pluto Visitors outcome is not unlikely...
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The United Nations have reached Jupiter with a probe mission and are now actively preparing for manned interplanetary flights. Click here to see more.
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[1.2] Real Solar System v12.0 Dec 8
TrooperCooper replied to NathanKell's topic in KSP1 Mod Releases
Sounds like TweakScale <> FAR conflict again. You got tweakscaled fins on that rocket? If so, either remove them or adjust their mass / strength modifier in the VAB according to the re-scale factor. See if that helps... If in doubt, try without TweakScale -
Nice series. Keep it up! One little hint: you were worried about the dV lost due to adding struts to your top stage / fairing base connection. IIRC if you attach the first connection of the strut to the fairing base and then connect it to the satellite from there, its weight is added to the lifters top stage and not to the payload. Given the much higher mass of the lifters top stage, the minor weight addition does not make much of a difference in terms of dV this way, compared to putting it on the light satellite.
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Tight! I wish you good luck!