Jump to content

endl

Members
  • Posts

    361
  • Joined

  • Last visited

Everything posted by endl

  1. so im using MECHJEB and KAC to xfer to eeloo from kerbin but for what ever reason the node is drifting while im trying to align to it. engines are off, RCS is off it still jitters turning RCS on only makes it worse. do i need a higher orbit?
  2. its as you see it space plane + with engines from b dynamics, disabling the gimbals has helped the torque rotation but now mechjeb can not control burn time, it hits the apex then instead of cutting off it goes full burn with the burn time going up until the orbital plane starts going off alignment
  3. i dont think youll get much out of it but here you go
  4. is there a resource i can look at for karbonite levels/rates. im trying to figure out why im getting so little fuel from my kerbin orbital collector. do resources dry up atm?
  5. so i have a small vessel that im testing out after inserting it into orbit i want to see if it can make it to my space station as a ferry between two orbiting stations. problem is that when i start my rendezvous maneuvers i get massive spinning and the node flys off typical of over acceleration. is there like a TWR to avoid when building a vessel for orbital maneuvers. i know placing the engine too close to COM causes torque i tried moving it back but now it spins on a different axis. so i guess i need some more info on how powerful to make the engines. im using some radial engines from the D dynamics pack atm.
  6. why dont you try creating enough lift with a wing design that lets you glide into a landing. this way you can aero brake if you have no fuel
  7. ok submitted, hope this isnt hard to fix ;p im sending up 12 of them with base so thats 24 total drag for what would normally be 2.4 edit: i know you said that its breaks the decoupler of the derp propulsion module if you were to add a 2nd node, is it possible to get a node version and a radial version in the parts list so that we can just attach it with a standard decoupler if thats the case? or is there some other issue that prevents this possibility?
  8. im having problems using planet textures the game crashes when trying to load them
  9. i love the idea for drill swapping to get deeper/better resource efficiency. it totally hits all the requirements. 1. not brain dead 2. requires EVA 3. cant just be launched with all the parts.
  10. look up a user named overfloater he does some amazing wizardry with stock parts. ive picked up a few techniques from dissecting his crafts.
  11. 4. is cuz im lazy and sloppy if i do it by hand i get an elliptical instead of a nice circular orbit
  12. so i have read/followed lots of advice on ship design and messed around with alot of orbital stuff but now its for me to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no kerbal has gone before, now that ive gotten that out of my system heres my current situation..... i have designed a broad mission that consists of a universal tug and many different craft. atm im just sending them 1 craft and 1 tug at a time into orbit to dock and proceed onward, my dilemma is getting mech jeb to cooperate and not waste my fuel. i have my tug parked at 150k orbit but mechjeb wont xfer to eeloo because the mission window is 200+ days away so to speed that up i have to move the craft to 600km orbit by doing 3 large burns in order to circularize. this eats alot of fuel. so this comes down to 2 questions. 1. am i bringing enough fuel 2. is there a better way thats less fuel intensive its basically an orange can with 4 nukes as the tug, the back is the lander thats a karbonite processor its about the size of half an orange can. im using near future solar/construction for the components.
  13. i had this problem but i got some great help so heres what i learned. (using mechjeb) 1. create a control group for toggle engines if your using rapiers you can use the same control group for open/close air intakes 2. dont use rocket ascent path to get to orbit. manually fly to 11k point nose to horizon gain speed eventually youll start falling and not gaining much speed point nose up to 45 climb to about 20k point nose back to horizon gain speed until 2.3km/s or as close as you can get anything above 2 is usually good enough. 3. make sure mechjeb is handling flameouts this will automatically throttle back your engines as you run out of air so you can gain speed until the last second (if your not at 2.3 km/s you need more thrust and/or more air intakes) you should be climbing pretty high by this point 4. hit your control group that you made in step 1 and turn on autopilot for mechjeb it will do the rest congratz your in orbit
  14. i was thinking about the direction you want to take so that mining isnt so brain dead, and i have a counter proposal what if instead of consumables you create an enhancement system. where your mining efficiency starts off low but by interfacing components you can increase it. for example you have a deploy able that attaches like KAS from a 2ndary site that does stuff like "filters ore". it would make the deploy able large and expand from a radial mounting so it doesnt make sense to slap it onto the same mission vehicle due to the stability problems it would cause but rather design one thats dedicated also it should require a kerbal to interface the two modules.
  15. well you guys were wrong about the cupola. it was the USI derp pods just found out they have a drag coefficient of 1.0 and i had 12 of them
  16. hi again rover dude. ive been having some problems with rocket stability and needless to say im now looking at excessive drag in my design. i was checking all the components for their drag value and noticed the derp pod has a drag coefficient of 1.0. is it supposed to be so high? i think its causing my rockets to flip because at this point i have to try launching my design by striping one part at a time to identify the imbalance. edit: just tested and confirmed its the derp pods causing crazy drag. i can provide ss if you think im using them in some unintended way, also i miss the black color how come it was removed ?
  17. not really they are both progression hurdles, i just dont see it adding much value to something like sandbox. for career mode its definitely cool
  18. your proposal sounds awfully similar to armor repair, these are traditionally there for the purpose of slowing down player progress to end game as they are resource sinks. for a game like kerbal thats basically a design space for the imagination i dont think this mechanic is warented unless you wish to limit it to something like career mode. i like the idea of prospecting but thats about it.
  19. nope i used asparagus assembly from different successful lifters ive made
  20. is there like a preferred ratio of sas/ton? also mechjeb doesnt use sas so will that even work. or will i have to force it to use stock sas?
  21. welp i give up. this thing has bested me i cant really break it up because of the way things need to be interconnected. mods: Near future series(solar,ships,construction), B9, B dynamics, 6s tubes(with extra tubes from thread), karbonite (and k+), USI survival craft file
  22. i have been using limit terminal v on mechjeb as i was told it was inefficient in lower atmo. i guess i could just go full bore and give a shot. edit: nope didnt work
  23. yea im using stock aero, far makes my vc chug. i tried bringing the lifter mass higher as well the rocket still flips.
×
×
  • Create New...