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Freshmeat

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Everything posted by Freshmeat

  1. My Jool probe mission has succeded beyond my wildest dreams, having entered the SOI of Tylo, Laythe, Vall besides Jool itself, and orbited Vall and Tylo. If I read the rules correctly, it means it qualifies for a Grand Tour shield, albeit meeting the requirements in the smallest possible way. Is that correct? Read the discussion, got my negative answer.
  2. Exactly this. No career launch should ever be on a Rhino once the Boar is let loose.
  3. Mainsails. I use them in a few designs as I travel up the tech tree, but Twin Boars are just so much better. In opposition to michal I use more Kickbacks than I used to, as they are cheap dV to get off the pad. Otoh, I use as few LOX boosters as possible, when they used to be my standard setup, due to price.
  4. Congratulations on the achievement, that one really counts. Once you can dock, only imagination and CPU limit the size of the ships you can send off to distant planets. I remember frantic maneuvering for half an hour getting the actual docking done the first time, sweat forming on my back, answering "mhmm" to every question I was asked. Later I installed Docking Port Alignment Indicator, simply because I felt it was the one part of the game that always was a huge hazzle.
  5. Spent the entire afternoon in excel trying to do ephemeries (sp?) for the Kerbol system. An earlier thread gave inspiration to a maneuver: Dropping out of Minmus orbit to low perikerbin for full use of the Oberth effect on an interplanetary mission. However, I need to know exactly when to drop out of Minmus orbit to have the correct orientation for my orbit, so here we go. Eccentric anormaly from mean anormaly came out fine, but true anormaly threw up an error, and VBA is not exactly the most helpful of its kind.
  6. I can agree to that. Usually, I put off KSP until weekend as workday evenings rarely have long enough free time for meaningful play. As for OP, this game is played as much in spreadsheets, web pages, textbooks and paper notes as the actual game. It does make the game rather demanding, but on the other hand you don't need to worry about Elite if you buy this. I have played for 1000 hours over two years, and it is not an uncommon amount of play time. Third best value for money when talking PC games (Diablo II and Minecraft both have significantly more hours due to being older)
  7. I just look up the mission logs: I have been to Minmus seven missions this career, while Mun has 16 missions, and the Mun missions have tended to be far more complex.
  8. @LameLefty Hey man, it is your game. Everyone get to play it their way The planning problem I see is getting your craft to hit a periapsis at the correct angle to prograde. This means you have to leave Minmus at the correct time so your orbit is correctly oriented in space. Then the orbit need to have a period of a length that lets you hit periapsis during a transfer window, so you might need to adjust your apoapsis accordingly. Incidentally, I do have a sheet in my Excel workbook devoted to this kind of calculations, because I enjoy the planning as much as the actual flying. I suck at making good crafts, so I plan around getting by with as little dV as possible.
  9. Actually, the second part is not true. The Oberth effect more than makes up for having to go up the gravity well, to the scale a couple of hundred m/s if you are going to Jool. I recently ran the numbers when I wanted to plan a low TWR trip. When you go from a higher orbit, you obviously can let your engine burn for a longer time, but it will cost you in extra fuel. Further, the siderial period of Minmus is 49 days. This mean you could easily miss a transfer window completely, especially is heading for Moho. Real careful planning might enable you to pull off a stunt not entirely unlike periapsis kicking, but personally I would consider that somewhat out of my comfort zone. Hmm... this will need some number crunching and experimenting.
  10. I am absolutely lost for words. You can charge money for letting people copilot that thing.
  11. I am impressed by you keeping it up. You are not the first beginning such a project, but rarely we see it getting so far. Showing the wife the pictures, she admitted it could be fun once the kids move out. So I'll be back in some five years
  12. No, if you have US and DMOS, most of the DMOS and all the original experiments show up in wedge form as well as their normal version.
  13. They are an addition in DMagic Orbital Science, two experiments per wedge.
  14. I have encountered a similar problem, going Kerbin-Moho. Will try your workarounds. I use a host of mods, but not EL, so I do not think it is the issue. I run KSP 64 bit on a win 7 enterprise. No specific information found in KSP.log, but I will try to keep exact time on when it happens. Found the issue on the bug tracker and added a piece of information: What happens is that the maneuver node gets relocated to the next patched conic. If you move it in time, it gets located back.
  15. This is hilarious. props for a mad idea put into action.
  16. While we are at it, I have a randomly occurring bug: Ever so often, my analogue input goes the way of the Dodo. The plugin register that something is happening, because it turns off SAS when I pull the stick, but pitch/yaw/roll controls do not change. A scene change makes the problem go away. Nothing in logs. I am running 18.3 on a win 7 64-bit, with a Mega in the other end. It has been happening for some versions, I have just not gotten around to reporting because the bug rarely is annoying, and very difficult to give good input for. A debug version of the plugin might give an indication of what is wrong. However, I have not that much time to play atm, so it has absolutely no rush.
  17. Please guys. Not everyone spend a million hours doing exact replicas. @OP: Nice job on getting there, touching down on the Mun is the moment you really step into KSP, and a celebratory thread is in order. Now, off to Minmus and Duna with you. That being said, if you want to really dig into replica, Bluedog Design Bureau has some really nice models to start. Personally, my use of Surface Experiment Pack necessitates a full mission with a two stage lander docking to a CSM for return.
  18. Looks as if you are off for a nice start. Are you going kRPC?
  19. People like you are the reason my gamedata has gone from 'Squad' to an list the size of the budget deficit. This is a brilliant mod.
  20. We are already happy with your work, it is the only EVE config that has not burned down my rig. Focus on the important stuff, return to this when you feel for it.
  21. For a simple Mun mission in early game, a lander is definitely overkill. However, I have started to use Surface Experiment Pack, which requires an engineer and a scientist, as well as roughly a ton of experiments. So my current career Mun missions are full Apollo with a two stage lander and a CSM at a combined mass 20 tons, 150.000 kredits a mission. It might not be the economic way, but so much more fun.
  22. @c4ooo: I would consider having both Ap and Pe on display. You almost always need both numbers when doing maneuvers. To get the space I would move all misc control to the action group panel and take a long hard look at pitch/yaw/roll. You already hae those on the navball, and everything you put in your time, speed, and altitude panel is important to know, often simultaneously. The layout looks very promising, can't wait to see how it ends up.
  23. It so happens that several knock-off arduinos use a different usb-ttl converter chip from the original, and those work with win 10. Gratulation on having one of those
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