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hoioh

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Everything posted by hoioh

  1. It's a DIY project, keep in mind that you transport the solar panels separate from the structure and attach them in space using a manned maneuvering unit (MMU) also of your own design
  2. No, the opposite. Any lab module can only be part of 1 base, vehicle or rover. I am thinking whether that interferes with my own plans though. My sytem is designed around flexibility and modularity and relies on moving things around. Each kerbal carrying part can be attached and detached from any of the vehicles in my fleet. So it can be part of my transit vehicle, descent vehicle and base. Not sure now if my final design actualy relies on this system though. (It did at one point, but landing directly on top of a docking port in atmo is really freaking hard, so I might have tossed the idea. A better pilot might though) Basically what I'm getting from this is: Every part can only be part of any 1 vehicle at a particular time (Y10D1-0:00) for scoring achievements. No part will ever count towards multiple achievent scores. The only exemption is the mobile lab achievement, wherin the actual base SHOULD be mobile. This means that on Y10D1 you should be able to pause time, inspect each vehicle at 0:00 and find all the required parts in place all around for max score. Did I get that right? @michal.don
  3. The flaps are located on the wings, in front of the COM, so the pitch authority should be better with the flaps deployed considering Jeb had to pull back so hard on the wheel
  4. That's odd, because there on it for specifically this purpose, I'll recheck when I get home
  5. It does, but I forgot to add instructions. You can try to apply the brakes in the air, if that doesn't work it's under one of the actions groups 1-5 Those control surfaces close to the body can slow the plane down really quickly
  6. I wouldn't worry about that, our OP is smart enough to word things just precise and just vague enough to allow for maximum creativity as the current mission descriptions clearly show. And he has a mind of his own, always creating something new that is just not exactly as suggested. Also, it's hard to get your mind to work that way (vague, yet specific), it's what lawyers get paid rediculously well for and for good reason.
  7. It depends on how you see 'outpost', my mission will include several separate outposts. That way any one can fail without influencing the others. In the event of an evacuation I wouldn't need to evacuate all of them, but only the kerbals at one outpost. My AV and EAV will each be able to handle a single outpost. They will be stationed at the DSS, deorbit close to the required base anywhere on Duna and bring the crew up to the DSS. Modularity then allows me to transfer them using the DSB to go to either Ike for resource replenishment, or Kerbin for return. LS capacity therefore can be significantly reduced because the number of kerbals that need to be kept alive is far smaller
  8. Haven't got that particular experience, because I'm working with TAC-LS and thise parts and experience no such problems.I'd say this is a 'snacks' thing. Maybe an edit to one of the files preventing devices from going over 100% would fix your problem. How many kerbals are working in the module may also affect the ourcome
  9. That one is a no, the SLV can't have AP above 180km, so there's no way it could boost a payload to Duna. Basically the SLV cannot contribute to anything above 180km, it can only park the payload up to that altitude Anything goes, even stock can be modelled. According to the OP : That' what I could answer off the top of my head, ultimately it's up to D-E- to make a final decission. The other questions I wouldn't dare answer, but as a simple rule fo thumb: If you have to ask, consider if it's neccesary. If not, solve it a different way. It can be any vehicle of your choice, so SSTO is one of many options! In fact, my rocket is an SSTO, which is just short for "Single Stage To Orbit" so it doesn't need to be plane shaped to be an SSTO
  10. @jinnantonix Apart from TAC-LS, I would recommend getting kerbal engineer redux or Mechjeb to make it easier to plan your DV requirements. These mods provide readouts that show you exact numbers instantly without the need to calculate them for yourself. This makes planning this kind of mission a lot faster. Personally I like the "near future" suite of mods (without the magic engines from the propulsion set of the suite) mostly the solar panels wih higher capacities to reduce part count, the larger nuclear engines and the nuclear reactors are good. And on top of that I use "space-y" including the heavy lifters pack a lot for the larger tanks and engines, again to reduce part count with similar performance. I'm also a great fan of "tweakscale" which allows you to resize a lot of parts. This doesn't make them better for the most part, but more usefull. An example would be a scaled up version of the medium landing gear to allow a stable position on the runway using extra large gear in the back while maintaining the ability to steer the nose where you want it to go. On top of those I use a whole bunch of mods that provide different crew quarters and different/larger tanks. Such as "cryo engines" and "cryo tanks". I use RCS balancer to help in placement of RCS ports and there's just so much I don't even realize off the top of my head after playing modded for at least the past 4 years. There's a nice spreadsheet in one of the pinned threads of the mods and add-on releases topic to help you find the finest of mods and the right versions for your installation. Before you install anything into the gamedata folder though: make a copy of the KSP folder and do it there, play from there too! Automatic updates can severely screw over your install just at the moment you've got it working just right
  11. It absolutely is! A stock install with only TAC-LS would serve you just fine for this challenge. It may make it a little bit harder, but all the parts you need are in the stock libraries in principle. I don't, but I like playing around with a pile of mods. That's my choice though. You do you I do belive Kerbolito does his mostly if not completely stock
  12. Considering what you're saying, could it be an idea to repurpose the existing badge in the light of the changes to the challenge as a whole? (Not that I would ever qualify)
  13. Perfect geostationary is pretty much impossible, it's more about close to or slightly over with pe and ap really close as well. If you can manage perfect I'm sure that would be considered very awesome though! The following is my opinion and hopefully something that inspires you to think of something awesome: Your suggestions, other than dress, aren't really missions as much as they are achievements. Which is interesting in it's own right, but doesn't really gell with the structure of the challenge as is. Even just heading for dress and landing on it, on it's own is an achievement, but not much of a mission. Why go to dress and what will we do there? If you could figure out a reason to go, that could make it a mission and it might be interesting and really cool to perform!
  14. Ok, this is a really vague sentence, let me see if I understand correctly: 1. you may use liquid fuel for the rendezvous clear as day 2. unless the craft also used SRBs only to get into orbit, it cannot assist in the rendezvous So, if I used if I don't conform to the parameter A, I can't use LF for the assist. Not that it matters, because I've already failed the mission 3. If it also used only SRBs to achieve orbit, you may use its engines and the other craft's engines interchangeably.  I'm guessing this is about the other craft now and that's why the sentence confused me This means I have a Craft A and a Craft B: Craft A can go up on SRBs, or any other method Craft B can go up on SRBs only If craft A went up on SRBs it can expend some fuel to assist with docking If craft A went up in any other way it cannot spend any fuel to assist with docking Is that correct?
  15. Got one more for ya: On my way into the jool system I tend to dip in under Laythe to get a gravity assist capture for jool and then adjust for the final arrival at laythe
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