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Ezekiel

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Everything posted by Ezekiel

  1. @antra Thanks for the write up. Editing the save file fixed the issue for me. Seems like the state is sometimes not getting set to "Ready" after things have decoupled/undocked from the node.
  2. I takes ~2000dV to intercept Jool from a 100x100km kerbin orbit. I just did it. Matches what the deltaV chart says here: https://wiki.kerbalspaceprogram.com/wiki/Cheat_sheet
  3. I have the same problem with the medium size docking port not pairing with another. I would like to upload my save file but the forum is not letting me at the moment.
  4. I believe I found my issue, the Tuba engine heats up the other engines around it very easily, even though visibly the plume is not touching the other engines. Not sure if this is a bug or intended, but it "feels" like the engines shouldn't be heating eachother up. And I don't think that the heat is sinking into the rest of the ship and then going all the way to the other engines, there is a lot of mass to heat up if it was transfering that way. Also, notice that at the first burn in the video at ~74% throttle, nothing explodes, and then at ~15% percent throttle with the craft in a different orbital orientation the engines heat up and explode quickly. The other craft I was trying to dock with was about 5km away if that matters.
  5. I was just coming into dock with another vessel, got about 300m away and suddenly my engines decided to heat up and explode even though they weren't even firing. For reference this was with LV-3000 Tuba Engines but not sure if it's part specific. The orbiting vessels were both at about 100,000m for the rendezvous.
  6. On the Duna mission, the mission briefing mentions that the phase angle between Kerbal and Duna should be 45 degrees, and even suggests using a protractor on your screen to line them up (which is a classic solution ). At a minimum, that phase angle information should be in the trip planner.
  7. @Periple Is spot on with the suggestions. It's like using LOD for graphics. If what's happening on a vessel is far away from the player, then the player isn't going to see (or care) about what is happening second by second. All they really care about is when they leave the vessel to do something else, they can return later and the vessel's state will logically make sense. So that allows heuristics to be used that substitute the normal simulation while the player is gone, and if the end result is nearly the same as if they sat there and watched, then they won't care (and will be happy about the performance increase in the meantime).
  8. Thanks for spending the time to make these awesome parts! Ok, I have a request for two new parts (or maybe they could be combined as one?) that would be very essential to orbital flight. It would be an engine system and fuel tank that attaches to the back of the command pod. The fuel tank would be half the length of the normal tank and the engine could use the standard liquid engine model with a different skin (it would be nice if this was smaller, but that might be too much work). The engine would be very weak but the tank would have a lot of fuel. Just having the fuel tank and engine on the capsule would not provide enough thrust to lift it off the ground and only the engine or another fuel tank would be able to attach to the bottom of the fuel tank (so it's large tank size won't be exploited). Once you're in space this would make it easier to adjust the orbit, because it takes very little force to change the path of a stable orbit. It would also give players an easy way to de-orbit instead of just drifting if their rockets have run out of fuel. The names could have something like 'Nuclear...' or 'Orbital...' to explain the use. I'll probably try to tell Harvester about this too because I think it could really change the game.
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