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RizzoTheRat

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  • About me
    Spacecraft Engineer
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    UK and Netherlands

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  1. Loving the quote from Roscosmos, we've all been there...
  2. Thanks. Much easier to work with than I thought then.
  3. I've always used RemoteTech in the past, but am giving the standard CommNet a go for the first time this game. However I can't quite figure out power consumption of antennae. If I take the HG-5 for example, it says it requires 51.4 charge/sec when transmitting. So presumably that means if I transmit a 50Mit science report with it's bandwidth of 5.7 Mits/s, it will take 8.8 seconds at 51.4 charge per second, so about 451 charge. But what about the rest of the time? I rarely send science reports back, but do send unmanned craft that rely on the commnet for control, and I use kOS so transfer some of it's files around, which depend on connectivity but I doubt has a Mit size. so how much power does a relay use when it's just rebroadcasting a control signal?
  4. First Mun landing of this career. I sent Jeb in case there was a problem with the kOS script and he had to fly any of the mission manually but it all ran fine. In fact the only problem was the craft had too much DV and didn't need its final stage, which would have messed up the re-entry if the script was left to do it's thing as it wouldn't have fired the parachutes in the last stage, so I need to tweak the re-entry staging. But this isn't a screenshot of the first landing, it's the second. Once I'd got back up to Mun orbit I saved it and tried another landing (plenty of spare fuel!) to check a small tweak to the final descent code. That flag however is the one Jeb planted on the first landing, so the precision's pretty good without using any correction on the final descent. Just a shame it landed inside a rock
  5. Having got my launch, circularise and re-entry kOS scripts sorted I did my usual early game thing of a few tourist contracts to earn some cash...3 launches later I realised I'd accidentally set the kOS module to it's maximum setting and the craft was costing me 86k per launch instead of about 13k, not good when the contracts are paying 50k or so! Oops
  6. Got my kOS GUI looking more or less how I want it, and di a couple of sub orbital tourist missions to get the cash to upgrade Mission Control so my circularisation script will work. Still need to play around with skins for highlighting though, as I've not selected Moho here. Planner mode Flight mode
  7. Installed 1.12.5, both DLC's, and my usual mods. It's been at least a year but I'm back! One sub orbital and an orbital launch later I've spend the rest of the evening getting frustrated with GUI's in kOS I can get a basic structure but can't figure out how to format it better.
  8. I've never managed to get close enough trying that to not end up burning a fair bit of fuel fixing it, wheras can reliable get within a couple of km by orbiting first, which only needs a tiny bit of fuel to correct. Updating my kOS scripts so trying to define some specific parameters for it. The idea is to get the timing right so it only takes one orbit, but agree fur any further apart several orbits is more efficient. Not that worried about efficiency though I don't think there's a massive difference between them, but need to define some specific criteria for my kOS scripts
  9. If I wanted to launch to intercept a craft in an 80km equatorial orbit I would launch to 80km but ahead of the target, then push my Ap out further to slow down and get an intercept on the next orbit. If I wanted to launch to intercept a craft in a 200km equatorial orbit I'd launch to 75-80km but behind the target, and push my AP out to 200km at the right time to get an intercept half an orbit later Is there either an optimal altitude at which one approach becomes more efficient than the other, or is there a better way entirely?
  10. First Mun landing of the current career, and 100% kOS driven. Jeb landed safely only to discover that the self levelling suspension software doesn't seem to be working properly This mainly using kOS code I wrote in my previous game, 2 years ago, with a new mission planner that decides what bits to run. Also only just discovered the GUI so tempted to move the initial menu over to that at some point. I was also sad enough to video it for posterity Kerbin to the Mun https://www.youtube.com/watch?v=lrpTB65beDM And the return trip https://www.youtube.com/watch?v=g3AYEQ5Ia5w
  11. Testing my kOS mission planner by automating tourist missions. ..with the added bonus of making loads of Kredits in the early game. The planner runs in a loop and works out what task it needs to do next to complete the mission. In this simple case the first pass tells it to launch and circularise, and the second time tells it to land immediately.
  12. What graphics mods are you using? that looks stunning.
  13. Started a new career after nearly 2 years away from KSP. Building a new mission planner for my kOs scripts, but had forgotten that my circularisation script needs the tracking station to be updated to access the patched conics. So I figured it's time to do a few tourist missions to earn the cash for the upgrade. Then I found this rocket design doesn't quite have enough dV to make orbit...I got the Pe up to -35km! Probably could have had jeb make orbit from there just his backpack! Sadly the capsule didn't have RCS. In true KSP tradition though, I feel the answer is MOAR BOOSTERS!
  14. Dunno if I ever wrote it up but I had a kOS script to do controlled (ish) powered descents from orbit to increase the impact speed, but got disheartened by the lack of benefit before I ever perfected it. I was managing very close impacts by burning straight down and cutting the throttle when I reached the desired impact point, but had planned to try to do it by adjusting acceleration vector to allow for using all the fuel. Good graph, looks like I should have concentrated on hitting 5km or so away at the maximum possible speed.
  15. Its a SAR scanner from SCANSat. Busy mapping the surface so I can figure out where to try to land.
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