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Venusgate

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Everything posted by Venusgate

  1. Hmmm... I forsee a "Experienced tourists" challenge in the near future...
  2. Feel like im getting better ad designing re-entry vehicles. No SAS this reneetry, and the fins didn't explode neither.
  3. Continued deploying my 3-sat keo-sync comsat network (2 of the 3 pictured) (Using StockRT, so the com16s have 5Mm) And taught myself a neat trick to get a equilateral triangle! Deploy first sat, burn prograde until my orbit period is 8 hours, @8hours, burn retro to 6, release 2nd sat, repeat for 3rd! Here's a loner: Interesting failure/update: unknown if this was intended by RT or squad, but a equalateral triangle of sats around kerbin is about 7Mm sides (2Mm beyond the comm 16s or comm32s) but a 4 sat network @ 2868km is ALMOST EXACTLY and under 5Mm. Neat, eh?
  4. *Is reminded of early .90, where a pod with a single ft-400 and 909 had a quite wobbley BACC strapped to it's nose*
  5. You can use the poodle to get to orbit, throttle down, re-adjust your staging mid-orbit on the left so that the poodle is in the "next" stage, and then press space to "test" it.
  6. Quiznos, stahp. I'm not using your mod because I'm near my ram limit. You're not making me feel good about my decision.
  7. how about just estimate the science points needed to unlock the minimum parts you think you need to get to mun flyby and give yourself that much?
  8. I don't understand why the deltaV calculator in Kerbal Engineering Redux isnt stock yet. There's enough trial and error trying to make rockets not flip over that we really don't need to try to make efficient stages based on "intuition" or buckets of hand-written calculations, so yeah, I would say get that first. Second, once you're out of the soup, upper stages don't really need more than a 1:1 TWR. If you have power to give you more than 1.5 TWR with full tanks in that stage, you're really just hurting yourself with the extra weight of the engines. Bonus tip: if you're using KER mod, and trying to deliver a fuel payload to LKO, check either or both of the green arrows on the fuel tank fuel meters in the editor. This will make it so KER does not calculate your deltaV USING your payload fuel to get it up there
  9. It's a bit cheaty, but i've started attaching a single radial chute inside the service bay. created that little extra needed drag, doesnt break off, and is a nice backup to save the kerbal if the **** hits the fan on rentry.
  10. This is a great mod, DaMichel. Very subtle, but supremely necessary addition. Just wanted to mention that there is a minor incompatibility with Waypoint manager. IVA with an activated target, there is a slight overlap with the active target data, and the flight data.
  11. I have a difficulty. I downloaded the procedural parts mod, and pruned as best i could, given the new squad parts format, but I don't have procedural SRBs up front, and cant see proceedural fuel tanks in the first few nodes. Ideas?
  12. I think I experienced this in .90 too. even a pilot with two stars experience will randomly switch to an engineer or scientist with nothing.
  13. Oh man! I've been formulating a challenge based around the GL-10! Someone beat me to it! XD
  14. If you are looking just for howto get into orbit with craft design, the Kerbal Engineering Redux mod will save you a ton of time. If you are taking an academic approach to calculation, based on experience of other players, the deltaV to reach orbit through the atmosphere is about 3400 m/s with an efficient (but not perfect) launch profile. Keep in mind, the amount of delta v required to go through the atmo is not perfectly calculatable for all crafts, since it changes based on air resistance based on cross sectional area of your rocket, as well as piloting technique in your launch profile.
  15. Yes, but you will still need a means to pilot them up there, be it command pod or probe core. The hitchhiker storage is not a flight control module.
  16. Use Format, or in imgur the "forum or bulletin board" copypaste.
  17. Skimmed the thread. Am I the only one to think that fuel cell generation really doesnt have to match electricity consumption? As long as you know how much deltaV your batteries are going to give you in a single burn, you should only need one fuel cell to rebuild your supply until the next burn (either kicker or sling or mid course correction). Also, solar panels are great but at a distance, this will be the only ion toy pre-end game.
  18. At some point, I think you jsut have to plan for the worst, or use mechjeb. It's not just shape of the rocket, it's your speed, relative to terminal velocity (which changes with altitude), and angle of attack: which are impossible to flawlessly reproduce. in reality, 90% of your design and skill are going to save you up to 500 m/s. The last 10% of perfection is only going to save you ~15-20 m/s
  19. You put enough stank on it and you cant get to Mun orbit in less than an hour.... just sayin....
  20. Preparing to perform a kicker burn to minmus, as I realized I didn't send any of USI'd supplies up with her..... looks like i'll have to wait to unlock the claw, or until KAS updates before a rescue...
  21. I thought it was because somewhere in the code there's a few lines that every tome someone reverts in career mode, a hardmode player gets a rescue contract? To answer your question booly, No, it will not break your save to update to 1.0.2 ("soon" to be 1.0.3), but it wont change contracts that are currently available/accepted.
  22. That is a little strange - I heard Jool's atmo was expanded, but only out to like 200km
  23. How about draw the line at "Fuel cannot be more than 50% overlapped with other fuel"? I think jezeris could do the same flight with only +1 or 2 minutes if it was 3 tandem cargobays
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