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g.koster

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Everything posted by g.koster

  1. looks a bid what I had with rotating rockets. my question is are the control surfaces facing the backwards. So are they setup for retrograde flying?
  2. Are aerodynamics surfaces suffering from the same problem. So are the also counter rotating when they are in the opposite direction of the command module (root) then they should to compensate rotarion?
  3. Absolute true that is the first part of the build. the strange thing is that the pods seamingly don't have the effect but the engines create a turning motion around the accel of the craft. its not flipping around although of course prograde and retrograde are swapped around. And its only the roptation that is behaving problematic not the turning
  4. thanks see if pasting work https://www.dropbox.com/s/xzxbyl12362cv4i/screenshot2.png?dl=0 it it the engines creating the rotation. if I switch them off the rotation slowly stops. indeed if I use one of the oder p[ods and zay controll from here it doesn't rotate. So defently ad bug in1.0.5 2028
  5. I have a rocked that start turning. I can only thing and that is that the main command pod (root) is upside down. it does this ad launche and in orbital. it has size command pod face forward and the main facing back and three skippers. the same kind of contruction with the main pod facing forward doesn't do this. I'm playing with FAR and some more mods but I don'y think they will influence this. I would place a screen shot of the craft if I could find out how.
  6. Yes it can but with a LOT of contract grinding in flight 3.
  7. NO I'haven't tryed it jet my self. But I want to try it. But first i need for my self to have an idee what is needed. I'm not saying that the craft has to go completely up and down I expect that Tylo and Eve can only be done in a lunar mission way getting a lander down and up when the main craft stays up. All I stated that the craft should leave kerbin influence as one. I hadn't thought that doing the other planets and moons STTO way could be done. This could be an other interesting challange. probably with difficulty putting in eve and tylo. I could put a spacial notation on this challange for using STTO.
  8. Dear all, I believe it possible to launch one ship from kerbal and then land a kerbal on all planets and moon and retrieve them. So here is my challenge. special notice for those who do it in a STTO way, maining one ship all the time with no part lost for easy. build only single ship that can leave kerbal sphere of influence that can: a) get back all kerbals on board at any stage suavely back to kerbal can put a kerbal on all planets and moons except for Eve and Tylo c) doesn't use any advanced mods with futuristic drives or the like. d) no cheating for medium. build only single ship that can leave kerbal sphere of influence that can: a) get back all kerbals on board at any stage suavely back to kerbal can put a kerbal on all planets and moons. c) doesn't use any advanced mods with futuristic drives or the like. d) no cheating for hard build only single ship that can leave kerbal ad launch pad that can: a) get back all kerbals on board at any stage safely back to kerbal can put a kerbal on all planets and moons. c) doesn't use any advanced mods with futuristic drives or the like. d) no cheating for extra hard build only single ship that can leave kerbal ad launch pad that can: a) get back all kerbals on board at any stage suavely back to kerbal can put a kerbal on all planets and moons. c) uses TAC live support and may use USI kolonization system, kerbal engineer and the like, kerbal joint reinforcement and the like and mods that don't do anything to the game play. d) no cheating Special notice for those who do it in a STTO way, maining one ship all the way, all the time with no part lost.( I expect some serious problem with eve here but prove me wrong) I would like some comments on this as this is the first challenge I propose. (I would like something like eve rock or Jool five awards for this). I made this so every one can get a real challange and enjoyment from rocketeers, to space gods explanation; futuristic mods are: kerbal engineer and the like are: kerbal engineer, trajectories, precise node, mechjeb but not kerbal joint reinforcement and the like are: kerbal joint reinforcement, quantum struts, welding but not procedural fairings, procedural wings No cheating; it should be obvious to most but no kraken drive, no infinity glider, no infinity fuel, no hyper editing. but saves are allowed difficulty setting: 100% reentry heat for all. the rest is not really applicable.
  9. I take the gauntlet ad least is so far I prove that all science and all money is possible. first launche simple. although this one is science oriented. get at least 25 science. so pack a 6 goo canisters. a pod seven flea's and seven parachutes and fly. next science spend 25 science on three sciences.(basic rocketry, engineering 101, survivability) next flight is about money. so make it far and high. but don't get into orbit. 9 if you want take some science on the way) next upgrade your mission control. next take the contracts lv-T45 landed testing, Bacc landed testing, TT-38k radial decoupler landed testing. next build your test rig. make sure that the second pod is occupied. and all fuel is taken out. launch it and activate all stages. DON'T RECOVER, but go to space centre. go back to mission control and pick up contracts for testing flea landed, RT-10 landed, RT18-A separator landed. activate your main ship at the launch site, add an extra stage and activate all stages. DON'T RECOVER, but go to space centre. for i = 1 to 16893 go to space centre pick up one of the testings above. leave space centre select right craft (for the radial decoupler the small one) ad stage activate 2 stages DON'T RECOVER, but go to space centre. next. so that is all science and a lot of money I have tested this loop now 20 times and it works. For those who think that rep will generate a problem you can always accept and then decline a tourist mission. one for every 20 part test should do the job. But I have my doubt if its necessary. As for getting to visit all planets with one launch. That I believe to be worth on other challenge.
  10. ok this challenge is pure grinding, as theoretically you can get any money and science from part testing in orbital around Kerbin. hereby I claim that it possible that with craft five you can visit all planets and moons in one go if your computer allows, have all sciences and all upgrades, no matter what difficulty.
  11. I can confirm that the more reputation you get the more contracts will be offered having more stars. AD the beginning you will not get 3 stars contracts and I believe ad 100 you get an additional 2 star contract offered and ad 200 you get your first three stars contract offered. Also I noticed that reputation has a connection to science to be gotten from contracts. Below 0 I didn't get science and above I to get science.
  12. if you play 10% science be aware that any science below 1 will effectively not be transported to the lab. so in effect all sciences on herbal eva's, crew reports, materials bay, barometer, temperature and soil samples. all give below 1 science so give 0 science in the lab I'm not sure if this should be seen as a bug or a feature. But this is not the only place where you will run into this. also when doing getting science from part testing you always get whole numbers. which has effect that 100% (normal) you would get 9 sciences this means that in 10% play you get nothing. I get the feel that this is an overlooked effect of working with integers although science itself is stored in (ad least) one decimal
  13. if you play 10% science be aware that any science below 1 will effectively not be transported to the lab. so in effect all sciences on herbal eva's, crew reports, materials bay, barometer, temperature and soil samples. all give below 1 science so give 0 science in the lab
  14. you can stack more fuel tanks on top of one other for one engine
  15. may be on idee to get it on a mountain top on duan and refuel there again?
  16. It is just the activation that needs to happen ad the given points. you send set you deployment ad a much lower level. say 0.5 atmosphere. then this normally doesn't happen. They are still trying to find a heat resistant parachute. but still failing.
  17. yes. every satelite is like that. theoritically you don't nee electricity either. But is you want propulsion then in game no. This because of a gentle man called newton.
  18. expirence is gained by going to for the kerbal new bodies. try going to minim. you gain experence for fly by, orbit land and plant flag.
  19. I would say its a bug, try reloading, 22% is a positive rep, normally you start ad 0%. check for the last time if the are any contracts under active. 22 procent should give you ad least 4 1 star contracts probably 2 2 star. after reload wait for 5 day's. I that doesn't work try to see if you can upped the game by going next level. (like going 1st time to the moon)
  20. Ad higher levels you get more and more difficults (stars). As you gain more and more reputaion you gain will be less and less. here there are seemingly some hard levels ad about 5000 you get the 3 star contracts. each star level of contracts circulates though a certain set of possible contract. these are also dependend on science level and what you have reached. Ad 0 you get all that is given in the contracts ad 500 i got about half.
  21. Ad the moment I have to set the deployment higth for the chute ad 0.5 Atmosphere. any higher then that there is a change they burn or rib. click on the parachute in VAB and change the sliders I like that they are still testing to find a chute to be deployed ad 10000m ad 600m/s. probably trying to find a fire retardend.
  22. too through you have to keep moving. But playing a 10% game you have the get you science some were. Most close biodomes are gone with the first three sciences. to to grow you need part testing. And indeed strange contracts that are not fitting my growth are discarded. But playing a 10% game you need 53 part test to get the next three sciences. the main bottleneck on a 10% game ad least early on in a 10% games is science, money still flows in fast. no more then 50% of each contract is spend on the craft. And 100% craft recovery is is very simple from sub orbital.
  23. I had to restart my 10% game because I didn't get enough science in only rescue missions. but that said. two comments one general one to 10% gaming. first one doing part testing, i noticed that I'm more or less cycling trough the parts. meaning. I have rt10,rt5,lv45,testing first and I can only get these part test, deselecting and returning till i can do it suborbital. the next series is BACC the mk16 and mk2 r parachutes. (ps they have to be done even if they give no science else the keep returning, and the next lot is the tt38k and the one first set. etc. etc. the next cycle will have everything again in order but one offset. So there is a memory which testing has been done and you can do that one for some time or the rest has been done!! secondly. on a 10% game make sure that you only start to do part testings don't upgrade to early your vasilties as you will be overwelmed by contracts that are not giving science. thirdly. This get me thinking. Could it be that you don't get part testing contract anymore because they are under prioritized by other contracts because you have done them all?? If so then I think someone should inform the developers one this bug/feature. I see it as a bug but they can have put it in as a feature, but they should ad least be aware of the effect.
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