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panzerwaffe044
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Everything posted by panzerwaffe044
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[1.1] RemoteTech v1.6.10 [2016-04-12]
panzerwaffe044 replied to Peppie23's topic in KSP1 Mod Releases
The problem was not in mods order. Maybe someone has already noticed this thing. PROTRACTOR causes this delay malfunction. Not the mod itself, but the part (protractor calculator) attached to the ship. If protractor isn't attached the delay works fine, if - attached delay works only for flight computer commands. Is it only my glitch of someone has faced it too? -
I'll try them! Yeah they are cool, I'm already using them. I like the idea of SCANsat these black and white fuzzy images remind of the first interplanetary missions to Mars and Venus. Adds a lot to realism. And the signal delay is incredible. The mods I use: BoxSat Deadly re-entry FMRS HeatControl KAS Kerbal Engineer Redux KIS kOS KWRocketry Infernal Robotics Docking Port Alignment D-Magic Orbital Science Station Science Tarsier Space Tech Precise Node Procedural Fairings RCSBuildAid RealChute RemoteTech SCAN-Sat TAC Life Support Kerbal Alarm Clock Universal Storage Because as far as I understand with mods like Station Science, D-Magic orbital science, Tarsier Tech I will earn more science. SCAN Sat also adds science for scans. So in order not to ruin the balance I reduced it. I've seen a lot of walkthroughs, where people have almost 3/4 of the tech tree unlocked without flying outside the Kerbin's SOI. That's not the way I see my space program. It's good, that game is flexible and everyone can tune it as he prefers. 1). Engineering 101 2). Basic Rocketry 3). Survivability 4). Basic science 5). General Rocketry 6). Stability 7). Aviation 8). Advanced Rocketry 9) Electrics 10). Flight Control 11). General Construction 12). Space Exploration 13). Advanced Flight Control 14). Heavy Rocketry 15). Fuel Systems 16). Propulsion Systems 17). Aerodynamics 18). Landing 19) Advanced Construction 20). Miniaturization RnD upgrade... 21). Advanced Electrics 22). Electronics It's year six. I think I will miss the nearest Moho and Eve windows, because I don't have Fly-by contracts for them. I noticed if you make some action (for example, orbit the Mun) without taking a contract, this contract will not appear again. May be I am wrong. I'm going to explore planet by planet. Even in Kerbin's SOI there's work to do (seismic scans). In the next Duna window I'm planning to launch multiple vehicles, including manned lander. Well it's possible to assemble one giant ship in orbit (but I only have Docking Port Jr. the construction will be unstable and clumsy) and I'm limited to 140 t. That limits my payloads to Duna. I made a mistake. I forgot to place thermometers on my Duna Sats! SO i can't gather science form space near Duna. Well the next launch window will fix this.
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
panzerwaffe044 replied to cvod's topic in KSP1 Mod Development
The link to Unmanned Tree Download is dead, can anyone give me a link please? -
That's what I'm doing. More powerful tech allowed me to complete Kerbin Challenge 3, flag on Mun/Minmus, save a kerbonaut from surface of Minmus and build a returnable station around Minmus. I also try to make my space program more reusable (using mods). And it's really cool experience with limited funds, tech and kerbonauts. Deadly reentry and TAC make it even more fun. You are always forced to have plan B (rescue mission, repairing dead satellites on EVA and so on). Yeah, some things happened. I usually do simulations and calculations. I never push my vehicles to the limit. Always leave some fuel. (It's better to come home with science from 2 biomes, then get stuck on the Mun with data from 4 :-) It's better to spare an extra hundred of dV circularizing the orbit, then burn on ascent. After RnD upgrade the soil samples became my primary source of science points. My sample-teams headed to Mun and Minmus. After flying over 6 biomes on Minmus in one go my team (Jeb and Bob) made their burn towards home. Everything seemed to be good. But suddenly I found out, that I forgot to add additional heatshield to my double-pod (with DE that's fatal when returning from Mun and Minmus, basic built-in shield can only survive an LKO entry). As I had enough fuel, I made a circularization. I organized a rescue mission. I designed a vessel with huge 2.5m shield but small pod and a docking port, the idea was to dock with Jeb and Bob and reenter pointing this huge shield retrograde, that would be enough to cover the whole 3-pod ship! But my Minmus ship had no docking port, so Bill took a docking port, screwdriver with him, rendezvoused with Jeb/Bob, attached a docking port, docked and brought the whole crew with precious data home. That was the most memorable challenge. Sometimes launch fails happen, I just use launch escape system to bring my crew back. I just try to be very careful and always have some reserve (extra dV, supplies etc.) Are there any mods to add random failures, such as engine, controls, antennae, panels failures? Would be really cool to add such things to my career. So, my challenge continues. I upgraded RnD, Soil samples allowed to unlock long range antennae, the road to Duna is opened. Added some mods including SCAN-Sat, Orbital science, Station science (but haven't unlocked parts in the tech yet). I reduced my science point reward from 0.1 to 0.05, I think, that would hekp to maintain hardcore balance. 1). Before lauching vehicles to Duna we need to provide satellite coverage of Duna and the vehicle on the way there. I decided to launch a single Deep Space Sat. It coveres Duna, Moho, Eve, active vessel, has KR-7 to cover future targets within Kerbin's SOI and 2 DTS to contact Kerbin and to act as a reserve. I launched it to a high polar orbit. It is visible from Duna almost all the time. 2). Organizing Duna Sat Com Network and making our first Low-Radar surface scan FOR SCIENCE and for future landing. Duna Satellite Launcher. Main Duna Directional satellite. It talks to Kerbin using 88, the other 88 is a reserve for future missions, 2 DTS to cover Duna system, 1 16 to communicate with little sats nearby. (the signal delay is awesome thing, adds a lot to the challenge) Duna Radar Scan and Com Sat (2). One of them even managed to scan Ike and return to Duna's orbit to act as Com Sat for future missions. Initial Duna Sat Network complete. 3). I also launched Scan Sats to Orbit of Kerbin, Mun and Minmus. Scanning Kerbin, Mun, MInmus, Duna and Ike for science and to pick future landing sites. First scans: http://imgur.com/a/q9hz7 Current tech-tree. The next step is unmanned science missions to Duna and Ike. Manned landing will follow those missions.
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[1.2] Procedural Fairings 3.20 (November 8)
panzerwaffe044 replied to e-dog's topic in KSP1 Mod Releases
The same problem with connection. Please, help! -
Please, help. Tried to send an interplanetary probe to Moho. My intercept point was near Moho's periapsis. Kerbol's heat added to the engine heat and the engine ("Spark") exploded during deceleration burn (about 2700 m/s). What am I doing wrong?
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[1.1] RemoteTech v1.6.10 [2016-04-12]
panzerwaffe044 replied to Peppie23's topic in KSP1 Mod Releases
You are right, that's why I'm going to use kos for such purposes, but the game is rather new to me, so many things to master. Right now I just want to find out what's the problem with the delay. -
[1.1] RemoteTech v1.6.10 [2016-04-12]
panzerwaffe044 replied to Peppie23's topic in KSP1 Mod Releases
Great mod! Thanks to the developers! I really like that the signal delay is simulated in the game. But after launching my first interplanetary probe I found out, that the delay works for flight computer commands only (antennae deploying, science, staging, SAS on/off, RCS on/off, kill rotation and so on) but it doesn't work with direct input commands (WASD, QE, ZX from the keyboard). Of course, I can just keep my hands off the keyboard and control it from flight computer when the delay is more than 2-3 seconds for example. But I'd like to have some in-game solution. I started checking all mods, uninstalling and installing them one by one. The problem was in the installation order or some kind of interference I suppose, I deleted Scan Sat, kOS, Precise Node and Kerbal Alarm clock and then added them one by one launching the game after each one. I have many other mods, but I didn't touch them. Uninstall/install of these mods helped. Installation order: 1). Alarm Clock 2). Precise Node 3). kOS 4). Scan Sat I don't know the reason, I'm not a modder. But I'm just describing my actions, that solved the problem. The input delay is back!!! Maybe that would be helpful for someone. -
Science from space/surface of Mun/Minmus, t scans of the Mun, also I plant flags on Minmus multiple times, using light lander. Reusable space stations near Kerbin save Kerbals and complete "orbital station" contracts. I've already earned 2 500 000. It's not so hard as it seemed to be. I just don't spend too much time not to get bored. After upgrading the RnD building I'll start Duna manned missions to gain science for long-range antennae unlock.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
panzerwaffe044 replied to Peppie23's topic in KSP1 Mod Releases
Awesome mod!!! Thanks to the developers. I'm a new KSP player and I have two little questions: is planets' terrain modelled as smooth round sphere or objects like mountains and canyons affect signal? Is there any gameplay way to regain control of a satellite if you for example forgot to extend antenna, may be there are some mods that allow to send a mission and repeir the satellite on EVA (like Hubble telescope) and turn it on back? -
Continuing my career... I have added mods (RT, TAC, DRE). The mods are really superb, the gameplay changed drastically. The most important thing to do first is to provide satellite coverage of the Kerbin System. With shortage of funds and low tech (no improved Communotron 32 with 5Mm range, no interplanetary long-range antennae, no folding solar panels, no big batteries) the mission becomes complicated. Several mistakes were very costly and almost ruined the career. I've lost my first vehicle with 4 base Omni Com Sats, that were planned to provide partial coverage (burned during ascent, still getting used to DRE). Another vehicle with heavy Mun Sat and Mun Lander was lost during transfer to the munar orbit (I forgot to extend and point the DTS antenna to Kerbin). The Mun slingshoted it to the high Kerbin orbit. To that time I only had 11 000 left and a few Omni Sats with thermometer around Kerbin. They saved me. In spite of everything the goal was complete: 1). First of all I established a base Com Sat ring around Kerbin - 1000 km orbit (7 small cheap omni Sats). They provided basic coverage and allowed me to use LKO freely and safely. With Communotron 16 you can't directly connect from KSO with KSC using omni - 16, the range of 16 is only 2 500. Kerbin Omni Com Sat 2). After that I launched 2 heavy Sats to KSO to complete my Kerbin Network. That gives full coverage of Kerbin (except for the poles, but I don't need them yet). These Sats use Communotron 16 Omni to contact KSC through small omni sats. Three antennae (1 for Mun, 1 for active vessel, 1 for Minmus). Kerbin KSO heavy Omni-Directional Sats 3). Next step is to cover Mun and Minmus to gather data from space and surface. The decision was to launch 1 heavy Omni-Directional Sat and a small lander to each body. Sats a placed to high-elliptical polar orbit and landers land in northern hemisphere, so the lander has an omni contact with the SAT almost all the time and the SAT is visible from Kerbin KSO SATS nearly at any time. Mun/Minmus heavy Com Sat (1 Omni to contact lander, 1 Dir - for active vessel, 1 - for Kerbin, 1 - for Mun/Minmus/reserve) Mun/Minmus lander with thermometer and one Omni antenna to contact the nearby SAT The Network is complete. The Mun and Minmus are explored, science gained, tree tech reseached further. Astronaut complex, Tracking Station, Mission control, VAB, Launchpad are upgraded to level 2. The next building that I need is RnD, cause I can't research the tech further. The next step is Duna. By the look of things the first Duna mission will have to be manned, because I have no access to long-range antennae yet. Current tech-tree. We are good to go...
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Your new file works cool! Don't have to change anything! Perfect balance, thanks!!!
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Thanks, the ascent overheating became more logical. BTW, what approximate ascent profile could you recommend for the latest update, that you gave?
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The same question! What's the best ascent profile for the recent version of DE? I'm a new player. Trying to maintain low speed and making a smooth gravity turn makes velocity vector fall down the horizon. Increasing thrust makes the rocket fall apart. Struts and fuel lines go first, that makes further flight almost impossible. I understand the physics of the process and how it works in real world, but can't figure out how to complete it in the game. Also try to build my rocket as aerodynamic as possible. Shall I just go straight up to the upper atmosphere and then make a pitchover maneuver? AFAIK these parameters depend on the specifications of every vehicle (mass, TWR)...
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That's what I'm going to do. I'm new to KSP. I have to figure out how these mods work first. And after that I will continue my career with these extreme hard settings and mods.
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That's what I do. The difference is huge. No, that's interesting. I landed my first probe intact, but it was just luck, so I put off my Mun landings until LV-909 unlock. Mission failures would be critical for my budget at that moment. Agree, that's the most annoying part about extreme-hard mode. But I just play several hours a day and try to alternate earning money and science missions in order not to get bored. 1 trip to Mun, then make some money, it's quite OK. The real cool thing about this mode is the lack of savegames and flight reverts. You really have to count all risks, do simulations. Failures can really ruin your career. The most exciting is to do something blind. I sent a manned mission to Minmus with very ealy tech without simulations. After the return burn I had 7 fuel left, that was close... But multiple contracts were completed and SP gained. I've also crashed several probes into the Mun (these were really expensive missions), there were multiple failures during launch, the abort and launch escape systems really make sense in this mode now! Really many things you have to care about in contrast with usual modes!
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That was tough, was there an antenna on the lander? Did you transmit the data? I also launched such vehicles to the Mun. In my opinion the problem is not in SAS, but in the lack on reaction wheels. Thats why I added a pod. And actually landed... But it's difficult, thank God I have already unlocked the OKTO and Inline reaction wheels...
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After establishing a satellite-drone network to do Mun/Minmus space/surface contracts I started to think about the Mun. Minmus Surveyor It was too dangerous to send Kerbals there, things can happen, you know... So I started my unmanned Munar Program. I needed a vehicle capable of bringing a big lab to the Mun and back. The simulations began... The EVA over Mun helped to unlock SPACE EXPLORATION (barometer) and add more potential science!!! Going to the Mun (early version of the vehicle) Somewhere in the Midlands. Bringing precious science home. Well, the mission was a success, though I crashed 4 Landers (3 tipped over, but managed to transmit part of the data, 1 smashed into the mountain during low altitude approach). Each mission gave me 25 SP. But these things are rather expensive, about 60k each. When landing those Labs I thought, it would be good to bring Jeb or Bob here to gain Crew report and EVA. I wanted to add a pod to the ship, but it became too heavy. The simulations showed, that it was not enough fuel to lift the manned lab off Mun and return it home in 100% of the situations. Solution was to land a Kerbal on the Mun, but with no lab on the light vehicle, the Plant Flag and space/surface of Mun/Kerbin helped to reduce the cost of the manned missions. Jeb was the first to go... For all Kerbalkind... After that a little improvement came, the rockets became more aerodynamic and stable... In the Canyons near the East Farside Crater, good target. if you are in the equatorial orbit or near it, but difficult to land because of the steep slopes. The aerodynamics and landing practice let me save more fuel. The only good way too use the fuel is to increase payload in my case. So I had to try to add the pod again. The simulations started... And it worked. It was enough fuel to reach Mun, land Bob and the lab and return them intact!!! The mission began... Manned Munar Lab (no need for a second lab, Bob is in the crew assisted by OKTO autopilot system). Bob in the Polar Crater Bob and science return to Kerbin... It was a very exciting challenge to explore Mun that way. Each misison with Bob+science gives me 30 SP, but missions are rather expensive. Mission was completed, though several vehicles crashed (good, they were unmanned). If Bob is stuck on the Mun the rescue team is ready to go! The Mun exploration continues...
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That's why I focused on getting electrics first by all means. I have ulocked electrics and upgraded the VAB. That allowed me to create a probe-satellite network. I launched 4, 2 are landed on the Mun and Minmus, 2 are orbiting them. At least the cash problem is solved for now. Still have to attach the pod (almost 900 kg of dead weight), because the OKTO's torque is not enough, especially on ascent. I've spent all my SP on "electrics" and can't unlock "flight control" (for reaction wheel). Now I'm looking for the way to land a giant lab on the Mun/Minmus and return it home. My current tech doesn't allow me to build a big stable rocket (need general construction at least). I tried it to Mun, but haven't tried it to Minmus, which seemes to be easier, because of the low gravity. I'll try it... Or I can send many little probes and try to bring them back. Or I can gather money for EVA-unlock and do the same, as you did, to unlock tech-tree further. That seemes to be the most reasonable way to gain SP now. Thanks for the tip. I'm playing KSP less than a month, your notes are very helpful.
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What is the reward for "Terrier" contract? BTW, do you unlock "AVIATION" in your tech-tree? I doubted whether to unlock it or not. But I did it. I created an aerial lab and explored all biomes on Kerbin and made all science possible, using it. It also helped to get to the rooftops of the KSC buildings. I also need it, because some time later I'll get "AERODYNAMICS" because of the FAIRINGS only, I'm playing with Deadly re-entry and FAR and it's very important to me. Aerial Lab - 1 First Polar expedition. That's my current tech-tree. As far as I understand I have the same difficulty settings as you, but I started with 0 reputation. When created the campaign I thought that it would be logical to start from 0. Kerbals make their first steps, building flying powder-barrels, don't punish them, by giving them -1000. :-) TECHTREE Order of development: 1). Engineering 101 2). Basic Rocketry 3). Survivability 4). Basic science 5). General Rocketry 6). Stability 7). Aviation 8). Advanced Rocketry I'm looking forward to Electrics. To make proper space-probes with SOLAR PANELS at last, I'm still limited to 30 parts and have to carry huge amounts of batteries to make my missions profitable. I actually managed to make some and even landed one, but after 4 transmissions the batteries were dead, I posted about them before. Now with "Terrier" I have 100% Munorbit-and-back capable craft. 1 ship orbits the mun in polar orbit and makes "Science from Space near mun" and "Surveys" and 1 is near Kerbin with "sc fr near Kerbin" and a tourist. I've also sent two space-labs, base on these crafts and gathered 100% science from "space near mun" and "space high above the mun". But a proper manned Lander mission isn't possible for now, because of 30 parts limit. I upgraded Launchpad and now collecting money for VAB. The next step, I think will be orbiting Minmus and gathering space science until I have Electrics and VAB upgrade. What's your tech-tree order, by the way?
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Yes and it is more aerodynamic too. There is no SAS and the rocket is very tall and unstable. Tried without the pod, it is impossible to control and it flies like a brick, espesially during the maximum dynamic pressure at max-q, thats why I also reduced my SRB throttle to 70%. Maybe you can give me some advice concerning the most efficient design, I'm still limited in parts and tech (no advanced rocketry, VAB is limited to 30 parts). Did my first blind Minmus fly-by, didn't simulate it. Was afraid to lose Jeb. Everything went fine, Minmus gravity is too weak, so I came almost there, where I started from +500 km higher and had a lot of fuel left. I have a question: after "Minmus Fly-by" I was offered a contract "Orbit Minmus", but I won't be able to complete it in the next 3 days, because it seems I need much more fuel to deccelerate and then accelerate again to come back home, and tech is limited. Will it expire for good or I will be able to come to it later?
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Thanks! It's actually the first time I'm playing KSP. My friend knows, that I'm a space and aviation fan. I play Orbiter, Take on Mars, Mars colony challenger, DCS Simulator series, Falcon, Space Shuttle simulator and so on. He actually bought me the game as a birthday present. I found a lot of great realism mods here, I'll use them for sure, but a bit later (first of all I got Deadly Reentry and changed some temperature values). I started it on "hard", but it seemed too easy. So I maxed it out. I actually used the same metod, as you described, as it was the onlu logical way. Then I came here and saw, that someone else used it :-). Actually, you were right, 2 minutes of clicking and it came over again. The next challenge was to land on the Mun and transmit data from there, using current tech, cause I have not enough science for AVIATION and ADVANCED ROCKETRY, I started to experiment in sandbox. This is the most interesting challenge in KSP, to get as much as possible with limited resources and tech! The goal was: complete "Land on the Mun", "Explore the Mun", and later take "Science from the surface" and "Science from space near Mun". I launched two spacecrafts: Orbiter and Lander. I had enough money for fail, the most important was to gain 4 points of science + 0.1 ScPo for 1 RepPo in later missions. Btw, this strategy is very helpful, for 10 contracts with 1 Reputation reward you gain 1 ScPoint! Of course both ships were unmanned, I don't want to lose my experienced crew. The Orbiter made the job done. It's a one way ticket, so I don't need additional fuel. But without Jeb it was a bit difficult to control, I think I've lost some fuel, but it got to the orbit! But the "lander".... Well I crashed the first, cause I ran out of fuel, trying to descend. Then I tried another translunar trajectory (stiil no nodes and patched conics - no upgrades yet). The trajectory was oriented just towards the surface. After trying this landing in Sandbox I attached my joystick, which I got used to, because of playing in aviasims, and it worked!! This time I descended correctly and had 6 m/s before touchdown, almost ran out of fuel!!! But is was great!! Of course they will run out of power soon (after several transmissions), but they'll complete their task. I turned the batts on only to make maneveurs, they will need their power to transmit. "THE EAG... THE BARREL HAS LANDED"!
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Can you help me, I've also decided to start an extreme career (only reputation was left on 0%), did the same mission with "Science from space near Kerbin", everithing was fine, I upgraded my Launchpad, furthermore, instead of upgrading the "Basic Rocketry", I upgraded the "Basic" science first, that gave me opportunity to sent crafts with lots of power and antenna to the orbit and fulfill this contract dozens of times in one flight. But after my first trip to the Mun's orbit, this contract is not available anymore. Then I saw a new contract "Science from space near Mun". "Yeahhh" - I thought, I would send a probe with batteries and thermometer there and complete it several times before th power is out! But this contract appeared only once!! The next is about landing on the Mun! But I don't have euipment yet (Terrier engine, big fuel tanks) and I'm running out of funding. What to do? What did I miss?