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HorusKol

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Posts posted by HorusKol

  1. The SCANsat contracts aren't unlocking for me.

    • KSP 1.3.x
    • SCANsat 18.0
    • I've also got ContractConfigurator installed

    There are 5 contracts available in the mission control building, but they have red x's and I can't accept any of them. I've unlocked the first radar scanner for the low resolution contract. The contract says all conditions are "met" - but no rewards are listed, and there is not accept/decline option.

  2. 23 hours ago, FullMetalMachinist said:

    Sorry, but no. The vast majority of reentry heat comes from compressing the air in front of the craft. The ship is moving so fast that the air can't move out of the way, so it gets squished so much that it heats up to the point of being plasma (the "flames"). 

    I was trying to not get overly technical.

    In any event - regardless of if the heat generated is from friction or compression, the outcome is the same: the faster your travel and the more dense the air you travel through will result in more heat being generated.

  3. Here's a non-mathematical description of what's happening:

    First - heating is from moving through the air. The amount of heating is determined from the speed of your craft through the air, and also the thickness of the air it is travelling through.

    But if you're entering at the same angle and starting at the same speed, why does the heavier craft heat more? Because it takes longer for a heavier craft to slow down - it has more momentum, so needs more time or denser air to slow down.

    So, your heavier craft takes longer to slow down when you first start into the atmosphere - this means more time at high speed to heat up your shield. It also means you are going faster as you pass further down through the atmosphere, so you are hitting thicker air at higher speed.

    At the end of it all - more time to decelerate plus travelling faster through thicker air means more heat buildup over time.

  4. 21 hours ago, Tw1 said:

    True, but  it's not so much about picking and choosing, I want the onus to asses and plan be on me. I want reasons to do such things beyond being told, and being paid. 

    Contracts are currently the only way that many activities a space program does are included in the game. 

    With a contract, some external group has spotted an opportunity, or seen a need, and presumably will get some benefits from when the work is complete. 

    You just get a payout for working towards some else's ends. It makes you a service provider like Space X, rather than an exploration leader like NASA..

    ...

    Collaboration and helping out other organisations is a realistic thing for space programs to do. Universities and scientific organisations do request experiments and contribute instruments in real life space projects. But the player should get the chance to be involved in the exploration too, more than just being the implementation guy. 

    It's getting better, with things like the coming need for communication networks, but we'll see. That, like the insta-scans for resources may end up feeling like just another means to an end, rather than goal of its own, and presumably won't be ongoing like contracts are.

    From my view - NASA isn't much of a leader... especially not these days. It has always been subject to the direction of the government, and has been reliant on contracts with the Army, Air Force and Navy, as well as private contracts, to bolster it's public funding. Even with things like Voyager and Pioneer - a lot of those projects had a huge amount of input from outside NASA proper.

    That said, you can play the career game how you say - for example, I have my own progression I want to follow - and I pick the contracts that support that, so I am setting my own agenda. I do use Remote Tech and ScanSat, and the contract packs - I just figure that contracts for setting up communications networks are more like the guvmint providing funds to advance the space program rather than a private contract.

    I've not read much about the stock inclusion of communication networks or scans - I'm not sure how they will differ from the mods, but I like these mods and their restrictions/caveats/behaviours.

  5. On 01/04/2016 at 10:51 PM, Tw1 said:

    When we say career is "limiting", it's not about how we can't just build to our heart's content, and fly wherever, (Though a sandbox mode should always be there for that purpose,) It's about how much it limits the direction we can take our space programs. In current career mode, you get told what to do. "Move 3 kerbals here, click on this part there, briefly place a satellite there,". We don't want to be told what to do, we want  rules, and data which we can use to weigh up strategies, and set out our own paths.     

    But career doesn't force you to do any of that - it says "Move 3 kerbals, and get some funds and reputation for it" - it says "Click on this part there, and get some science for it".

    There is always the choice not to to do all the contracts offered. In fact, many of the contracts can be avoided (cue arguments of "well, what's the point").
     

    Granted - I do feel there is something missing from career mode - that's why I use RemoteTech, and get contract packs, and the like. Maybe there needs to be a fourth mode added - either rename the current career mode to "contracts" or something, and bring in a new "space programme" mode... but then, that could easily end up being a highly restrictive sequence of launches and tests and missions...

     

    End of the day - there are many ways to play KSP - in fact, many ways to play each mode. The only wrong way to play KSP is to not have fun when doing so.

  6. I killed Jeb...

    Going for a Mun landing, and I realised in Kerbin orbit that I had no batteries and no solar panels... so, the attempt was aborted, and Jeb deorbited the return vehicle. All seemed good, with a pretty standard reentry, when suddenly the lander yawed crazily and ended up nose first doing about 2000 m/s at 30,000 m. Kerblooey :(

    Val bravely stepped up - she's in MunLander II (with solar panels and batteries) and is ready to leave low Mun orbit with a stackful of science.

     

    On the other hand - I discovered that I can get science from analyzing my ScanSat data (full scans of Kerbin, Mun, and Minmus).

  7. After much trial and error throughout the weekend, I finally got a Kerbin communications network running, and a dish pointing at Mun.

    I still haven't completed the contract for the communications network, though - because the 4th satellite is between the wrong ones (I thought between 1 and 3 - but the contract says between 2 and 3), so I'm having to wait for it to shift its apoapsis a bit before re-circularizing.

    It's taught me a lot about MechJeb, though - and I'm ready for getting networks around the Mun and Minmus.

     

    Meanwhile - Jeb's returning from a science-gathering flyby of Mun so I can unlock some more tech (like, bigger batteries and solar panels!)

  8. 19 hours ago, FullMetalMachinist said:

     

    19 hours ago, FullMetalMachinist said:

    This first album is a fairly 'normal' early career tourism craft.  While it needs a little help keeping the right orientation during parts of reentry, it's pretty straightforward.  Note in the 4th and 5th pics how I'm using body lift to slow down my vertical decent.

      Reveal hidden contents

     

    These are just some of the "general rules of thumb" for reentering crafts. For more specific advise, I'd suggest uploading a screenshot of the ship that's causing you problems.

     

    Yeah - that's pretty much my tourist taxi design there - and your strategy of using body lift is something that I seem to have been honing in on by trial and error. Even when going at high-speed with the flames, I've angled my craft a little flatter than my retrograde velocity, and then more so as I start to slow down - this is all with SAS on, and Jeb seems to be able to hold it tight. Once I'm not longer supersonic, I turn SAS off and let the craft tumble a bit more - but maybe I should try and just flatten my trajectory even more to get more lift.

    Anyway - successful return last night, though it was close as I was at 2,000 metres before I'd slowed to 260 m/s. Might have more success now - thanks :)

  9. So, I had yet another a ship break up in the water because I was still going too fast to deploy chutes almost right down to the surface.

    I was coming in from an AP of about 80 km, and a PE of about 35-40 km, which seems to have worked most of the time before (although, in hindsight, those successful attempts might have been anywhere up to 100km/30km AP/PE) - with pretty much the same ship (capsule, crew compartment with tourists, and a heatshield).

    So I'm wondering if there's a decent rule of thumb to follow for re-entry to make sure my vertical speed drops to below 250m/s with enough time (altitude) for my chutes to deploy and slow me to 6m/s.

  10. 2 hours ago, FullMetalMachinist said:

    I hope you didn't delete your save, because that's fairly easy to recover from. In the space center view press and hold Alt-F12 for a few seconds and you'll be able to add your science points back. Just don't get carried away. 

    ack - to late... oh well, I'm already in orbit and only one fly by the Mun needed to catch up to where I was...

  11. Well - ended another career last night.

    I was getting impatient with Kerbal Construction Time delaying new parts from research (yeah, I know I can warp - but then, that's 180 days of game time with the Kerbonauts twiddling their thumbs) - so I removed the module. When I restarted, the research was not unlocked, but the science had still been spent...

    So, career 4 begins.

  12. 14 hours ago, panzer1b said:

    I have nothing against career, but it just does not fit my playstyle whatsoever, and unless they open it up with some sort of story (and make combat a part of it), im probably never going to bother even trying to play more career.

    I think that's what it really is about - KSP gives three fairly different ways to play - and then there are mods - so, there's lots of ways to play the game the way you want to play.

  13. 2 hours ago, AlamoVampire said:

    let me ask you this. would it be nice to have a reason to play career mode? To have a way for what you are doing to mean something more than: take this contract and do x, y, z and then move on? Would it not be nice to have a reason to emotionally invest yourself in your space program? Would it not be nice to have things to do come at you in a logical and linear way rather than, oh, you hit this point on your tree, here have all these contracts, even tho, it does not make sense to be told: fly to eeloo and set up X even tho, gotten past duna isnt a thing yet?

    See, the way career is now, it provides NONE of that. Its not logical, its not linear, it makes absolutely zero sense in the way contracts are generated. See, right now, I may only be in year 7 of my current sandbox, but, it has a rich story built into it. I have an emotional investment in the goings on in my program there, I can do things in a logical progression that career mode just flat out lacks. I am not sure why career is so emotionally dead and illogical <i have my theories of course> but, it has given me no reason beyond: did they polish it? no? ok, back to the sandbox with my shovel and pale and the stories i can dream up. Again, career mode gives me NONE of this.

    Maybe it is because I'm still in Kerbin/Mun/Minmus system - and maybe because of selected mods - but I am getting a reasonably linear progression in my contracts:

    1. various things to get to orbit

    2. science and tourists in orbit

    3. fly by Mun

    4. setup commmunication satellite network around Kerbin

    5. Scan Kerbin

    6. point dish at Mun - flyby Minmus - land on Mun

     

  14. Probably on my third serious career. Lost count of the actual number of times I've restarted, though - usually because I started with new mods, and then realised they were bugged/awful/not-for-me.

    First serious career ended when the new career mode was introduced and the contract system offered more direction than the original basic science mode. It wasn't too big a deal, because I'd only ever gotten as far as Minmus. 

    The second serious career (this time I'd gotten probes to Duna and Eve) ended when the atmospheric physics changed, and I took a long break to forgot all my habits in building and flying rockets.

    This third career - I've taken advantage of Contract Configurator, and also parts/packs like RemoteTech and ScanSat to provide more depth and direction to my space programme. I haven't seen too much of a problem with direction that the stock contracts offer - but I heard that they get less directed once you get out beyond Minmus.

  15. Valentina had a nice fly by of Mun - first trip there and back, with a nice free return orbit (gonna need a bigger rocket to get into orbit). The final return was a bit tedious - only had enough dV to get my PE at Kerbin down to 50 km, so Valentina had to aerobrake in 8 or so passes before finally slowing down enough to stay in Kerbin's atmosphere.

    Meanwhile, Jeb exploded a couple of launchers on the pad - trying to get enough science to unlock solar panels and the OCTO probe to start a communications network.

  16. On 1/5/2016 at 3:18 PM, Grenartia said:

    As a physics major, I had to give a physics-related presentation to my class and the professor (its a 100-level class, so nothing too complicated). I basically just did a video of me explaining the bare basics of orbital mechanics. Literally just me explaining why you have to do a gravy turn, and what burning prograde and retrograde do, and noting the relationship between velocity and altitude.

    Yeah, you got to watch out for those gravy turns - otherwise, you'd end up spilling it and that would be a mis-steak ;)

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