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ColKlonk

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Everything posted by ColKlonk

  1. I'll wait a bit while all the new bugs get sorted out.... usually 3-6 months
  2. http://www.news24.com/World/News/Man-cited-for-killing-uncooperative-computer-20150421 :D:P
  3. If you're using stages, depending on your rocket size, you want the first stage to get you 60km+ up. (I took this cue from the Apollo program) For heavier rockets, this is usually only obtainable with inefficient engines (Low ISP) that have more 'grunt.. than sense' - just pure power. The upper stages you can mix-n-match to suite your objective. Although Kerosene engines and fuel are heavier, they compensate by having a nice ISP range compared to Liquid engines.. and when the tanks are running low be careful you don't wipe out Kerbils from the acceleration. That engine start mod gave me a few problems so I removed it. It's only 'troublesome' in the launch to orbit stages, but I got around this by never switching off my engines during this time. From what I've read, I think RL throttling in the game is not right as 75% seemed to be the minimum - This in itself is not a real problem as I can still remove an engine or two - just will require more concentration though:cool: Beyond orbit I've settled for Liquid Fuel nuclear engines - They say they're safe and radiation is minimal In the tracking station, select your target destination and zoom out so you can see it's orbital path - align the view so that you're in that orbital plane. Zoom back into 'Kerbin' (Earth) making sure that the orbital path doesn't fade, select a launch site that's crossing this path - take note of the intersection angle as this will be the angle you have to rotate to, before doing any gravity turns. Cape Canaveral is the best as when it intersects the moon's path the angle is a near perfect 90 degrees, requiring no adjustments on your part - this also saves fuel. I'll post a pic or two later.. Here we go.. Zoom out into the moon orbital plane.. (Maybe this is an idea for a mod) Zoom back in, keeping the orbital plane in the centre of the earth ( a mission but with a bit of practise = ok) Select the launchpad closest to the plane (Brownsville), and when under it..... launch (take note of the orbital angle and direction wrt to the '4 corners' [NESW]) Although you can launch outside the plane, launching in the plane minimises your fuel usage Before launch take a careful note of your actual orientation on the navball, and identify the direction of rotation. ... and you're good-to-go. Edt: My lines are not properly aligned.. but the method is unchanged!
  4. You're not thinking of 'stock' Kerbin are you..? whereas in RSS 'Kerbin' the atmosphere is 130Km. Here's a recording that I've patched together.. It's from multiple launches as I don't have a complete sequence recorded, but the methods are the same, minus some 'concentration gaps' https://www.dropbox.com/s/2x27p8dhcmx5xbb/Mother_1.mp4?dl=0 (40MB) Stage-1 => 6x RD-171M Kerosene Engines ( 33,000 thrust pushing 2,314,000 kgs) Stage-2 => 6x RD-171M Kerosene Engines ( 33,000 thrust pushing 1,000,000 kgs) Stage-3 => 4x RD-0120 Liquid Hydrogen/Oxygen Engines ( 5,000 thrust pushing 258,000 kgs) The method I'm currently using is:- Stage 1 - Get up to 50 Km+ while starting the slow turn, lining up orbital path (Orbit speed around a 1000ms) Stage 2 - Chase Apoapsis bringing it to within 60 seconds, correcting orbital path (Orbit speed must be a min of 3500ms at the end of this stage) Stage 3 - Final Orbit (250-300Km => not too high, as I would like to use the higher orbital speed for earth escape ), Try keep apoapsis within 20 seconds - sitting on top of it for altitude control and fuel efficiency. Works like a charm. I'll look at Liquid H and O engines later for stages 1+2, but at the moment they, even on a lighter load, don't have enough oomph!!. There is one engine pumping out 6K thrust but you can only have one per stage, and IIRC the ISP isn't too great either. (maybe these are just incorrect engine parameters, but Kerosene will do for the mo)
  5. One thing I've noticed wrt Gravity turns.. It seems to be accepted that you get your speed to 150ms and/or start rolling soon after launch. I'm thinking that this would be different for every craft. - If I start the turn asap after launch, I end up at around 90K (horizontal), at some speed that the rocket is warming up real fast.. which of course is not ideal. - If I wait until I reach 10K altitude and a speed of 200ms, I'll end up at 130K with 20 degrees to spare, which will easily put me in 250-300k orbit. One needs the speed to prevent too much G-Turn, but you'll also need altitude to minimise drag and heating effects. At 10K and 200ms, I'd reduce the throttle so that the acceleration is just ticking over.. and leave it there until around 130K. I also 'sort of' worked out a turn rate of approx 0.6 degree per 1000m gives a nice turn and prefer to do this manually. These combinations allow me to run at approx 2/3rds->1/2 throttle the whole way.. minus a short period of 100% at launch.
  6. I think this is fine tuned. Put the Mothership/Science vessel (72 Tons) into orbit minus 60ms for moon alignment. I lost 3400Kg of liquid hydrogen from orbit to moon maneuver (approx 90 degrees of orbit - 20 minutes).. that's a helluva boil-off rate;.; Using precious liquids... Over the Mozambique Channel..
  7. I obviously haven't read the fine print..... thanks for the pointers Anyway.. in the perpetual efficiency pursuit I'm bringing my rocket weight (as we're at sea level ) down. I want (sounds demanding !!) to push at least a 70 ton payload into orbit... I started with pure Kerosene stages.. but these are heavy.. so started to mix-n-match.. So far down to just under 2.3K tons, using kerosene for stage 1+2, and liquids for stage 3 A payload of 70'ish tons.. .. and after orbit leftovers after moon alignment +- 5% fuel boiling away .. and a pity to dump it, but always good to have too much .. and release...
  8. This could be KSP/Unity itself or the RSS mod. The key feature is the 200 metre mark, where the target ship warps off... https://www.dropbox.com/s/ftdefrahekyc992/200m_Error.avi?dl=0 Maybe KSP/Unity devs, or RSS recognise the 200m number, which might be firing off an event of sorts. I'll carry on looking into this.. as I cannot get beyond earth until this is resolved.. (ignore the altimeter readings - have height above ground mod installed - this was happening before this mod) Later
  9. I had the same problem until I used only SAS for orientation... RCS seems to put a wobble on everything, even though you're only rotating.
  10. Cannot remember exactly what I did.... When this happens I time accelerate to 2x (or the next step), Map view then back to ship view.. viola! I'll give exact details if it happens again.
  11. There's a problem with KSP in that the Mods can conflict with each other and mess up the core game itself. The way around this, is to install one mod (or group) at a time and try it out on a 'test mission'. At some point you'll start picking up problems, so you'll have to uninstall the latest mod. This is also no guarantee as there are also intermittent problems that pop up now and then. There are about 4 or so mainstream big mods, which have been 'tested and working' with a group of mods - it's probably better to go this route, as at least you'll get some bang for your buck.
  12. I sort of ignored this.. wondering if it's worth pursuing... a confirmed waste of time no doubt.
  13. One could avoid all this garbage if KSP managed it's objects properly
  14. I'm not sure whether I'm missing something here... Is there a way to control a satellite from the launch ship ? I take a couple satellites to the moon and cannot find a way to link the ship and satellite, so that I can control it into final orbit. I give the satellite a nice big dish for mission control links but this is not reliable (if at all), and another 2 shorter range aerials for local stuff. I can get comms with earth orbits and mission control.. but further out is a problem with a 'mothership' Or can one not do this in RSS Have the Antenna Range mod installed. Thanks for any help
  15. I have a good one with regard to ATM... running KSP under OpenGL. ATM under 2x compression was messing up my instruments so I dumped it... and gained 100MBs of memory.. interesting . I regularly cleaned ATMs cache as I tried and deleted mods, so there was never any leftover images that loaded unnecessary.
  16. Very Very ...low level sim, with a few extras thrown in. To improve the sim level (Delta-V), Squad have to dump the extra baggage/platform they based the game on.
  17. I was trying out different lander/miner/refueler configurations and put the left 'lander-can' right up against the 'spinning wheel'. After landing I thought I'd step outside and... everything above the wheel went flying... .. that's Kerbal-Power for you ! Actually the pilot was Chuck Kerbal.. Next craft I moved the can further away from the wheel !
  18. Working out alternatives for manned long distance 'exploration' You want push a fair sized module around the solar system, but you need gas.. you always need gas. How to configure a ship for solar system exploration ?? The monkey has to make a plan. Maybe this might be an alternative idea. Staging is only used to get the stuff into orbit, where one can plonk all the pieces together Each section is (de)coupled allowing you to drop and collect as you please. A big engine tank 'fairing' holding 8x LV-Ns (Although they only give 60 Thrust each, they give a whopping 800 IspVAC = economics) Fuel tanks in the centre between the engine (I would have though heat might radiate from the engines and blow the tanks but not in KSP !) That nice thing is that KSP empties the tanks furthest from the engine first (well in this case).. 20 tons a tank.. use and drop The tanks will be in orbit for 'collection later' And the main tank is still full - Got to the moon on a 'full' tank. One could use this method to transport tanks (and supplies) to the moon orbit, for returning ships. Similar to a shuttle service.
  19. I'm aware of memory managed.. but this is about OOP and if code uses it, these are a few of the the problems. Evert DLL is essentially an OOP object and there are lots in the game, managed or not.
  20. Not sure whether this has been posted.. From this website.. http://www.projectrho.com/public_html/rocket/
  21. Take a bet this is where KSP has it's memory leak... What is not made obvious in OOP and critically essential to prevent 'memory leaks'.. - check if the object already exists, and not create a new one. - is the need to unload the object once all child objects are 'deleted'. If this is not done... you'll have all these unused objects floating around in 'memory space'.. which prevents the heap manager from doing it's job ===> BSOD
  22. It's not that difficult even if you only have high school maths.. Quarts is just a new name conjured up for doing the same thing - It's just presented in a different way. Reading these topics would help Maths:- Linear Algebra (same maths different angle - Vector maths will be in here), Basic Co-Ordinate rotations in n-planes (nothing more than Sines, Cosines) You can go into Complex Numbers.. but it's unnecessary for these purposes (use only the real part) Computers:- Any books on 3D game development - They all say the same thing.
  23. Don't worry about the fuzziness of graphics and text 'glyphics' - sorted that out. https://www.dropbox.com/s/111puqq8ypgsus2/IVA_dOCKING2.mp4?dl=0 (40Mb= 4 minutes)
  24. For thousandzzzzzz of years we've been looking up at the real sky, stars and moons.. So.. what's holding you back ?? You must think Beeeeg.. very beeg, though !! For Kerballed flight you're looking anywhere between 2500-3500 tons of explosive stuff behind your Kerbals
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