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Nich

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Everything posted by Nich

  1. The docking ports are next to the hitch hiker connected to the struts. The 2 pieces were launched separately and the green line should have given me a perfect view for docking however if I followed the target in the nav ball the probe core at the top would end up hitting the docking port i was aiming for and I would be no were close to docking successfully. I will try some docking ports lined up with the COM and see if that is better.
  2. I disagree an auto pilot that will tear apart you craft should not be part of stock. Infact MJ should be the STOCK easy normal auto pilot and the current autopilot reserved for hard lol. Personally I use neither KER and MJ take 90% and 97% respectively of the fun out of this game.
  3. I created a tug to build my moon base in space however I had to connect the port visually because Control from here was not working. Only mod I am using is Kerbal alarms. It felt like I was controlling from the red circle while looking in the green circles orientation(green circle was what I wanted). however for lining up docking ports this was of little use. I have also had this issue using docking ports.
  4. How do you put things inside decouplers? mine always try to put stuff on the Top floating in mid air or if I put a decoupler on an docking port junior it doesn't connect to the next tank even though there is more then enough room
  5. Very impressive demonstration video. Although that craft had an ungodly TWR. Also you forgot to add the 75km when I run the numbers at 75km i get 2287.2379584301482994121048375395 and 2425.9664837144090973858235072786 at 70m
  6. I use http://tinypic.com/ bit annoying but it works I like the RP aspect of it and it is always interesting seeing pother people designs in the early game.
  7. Someone should make a sticky. My Preflight checklist 1)Parachutes? 2)Batteries? 3)Power Supply? 4)Monoprop? 5)Thrust aligned with COM? 6)Lift behind COM? 7)Can I separate my final stage? / Do I how my stages are set up? 8)Do I have the correct fuel? 9)Do all engines have access to fuel? 10)Are my action groups set? 11)Do I have to correct crew? 12)PARACHUTES????? It only took 1000 failures but I am finally convinced this is not a wasted 2 minutes. Have not gotten lamented yet but it is a must before every flight. Also I have not gotten there yet but I will have to add correct docking ports to the list
  8. Reasons to use a lander in KSP 1) Multiple landings greatly increases the efficiency (my lander lands on the moon and rendezvous with the mother ship for only 180 LF) I think it is funny someone suggested this on Minimus as it is total overkill) 2) If you play with life support most of that can stay in the mothership 3) If you play with deadly reentry that can stay in the mother ship 4) In career mode attempt building a craft capable of landing on the moon with 30 parts that has 2 of each science and no 90+ tech. Cant be done I may make an official challenge. Reasons not use use a lander in KSP 1) Lander cans are WAY to heavy I believe .77 tons (1670 lbs) when they should really be .077 (160 lbs) 2) Only doing a single landing 3) There are no small ultra light landing gear 4) you can land on your engine without a care in the world (personally I wouldn't do that to my only ride home) 5) No good RCS choices for 1 ton ships, wish they have something 10 times smaller/lighter 6) The spark is just a little to small for my taste and the terrior is to powerful. Reason to use a LM CSM in real life 1) redundant life support 2) redundant power supplies 3) redundant propulsion systems Honestly I think accelerate straight up guy is a TROLL stop feeding him
  9. I have seen a mod "better then maned" where supposedly he has taken most of the grind out of career mode. And yes hard mode is VERY hard doing 13/13 moon landings without 1 crash is quite difficult. Hell have you ever tried a Mun or Miniums landing without patched conics or flight planning. I could probably do the Mun but I would bring 30-40% extra dv for correction burns. IMO buildings should have been unlocked for accomplishments i.e orbit gets you a new launch pad, high orbit gets you the astronaut complex, Mun flyby gets you patched connics, Mun landing gets you flight planning, Minimus fly by gets you a new VAB, and miniums landing gets you a new R&D. I was truly saddened when on hard mode I wanted patched conics to land on the Mun. 300,000 not bad..... ok lets see I can do 25 tourist orbits at 22 minutes a piece that net me 12k or 12 satalites to orbit at 4 hours for a net of 32k. And I can only have 2 contracts at a time so it is not like I can launch 12 satellites at once (which I could do) because they all have to be made before the contract was accepted.
  10. I don't know, skippers and mainsails just don't do anything for me. Below 23 tons (second stage) I use SRBs to launch. Above I use twin boars because there shorter which makes things more stable for me when I get up to that size then the mainsail equivalent.
  11. Holy hell a KSP savant for sure. I think it took me longer to get good at docking then your entire career lol. Thought of applying at NASA or are the too far below you lol
  12. Finally caught up. I have my first Mun base assembled in space. My only question is why does control from here not work. I seemed to be looking down from the red circle when I wanted to look from the green circle.
  13. Launched 5 tourist to the moon 9 days ago. they were about to reenter when I realized their craft had no parachutes. Luckily they did have a docking port junior one the top. Launched a second vehicle identical to the first. Launched a rescue vehicle with a docking port/strut/parachute Assembly. Testing went well and the docking port was able to withstand the force of the parachute deploying. Did the same for the the tourist and saved the day (dam tourist cant EVA to save their lives lol)
  14. ***Moment of silence***
  15. Nich

    Landers

    That is funny I just saw someone post one of those just yesterday lol I think it was in [h=1][showcase] Showoff Your Rep-Worthy Crafts[/h] withing the first 8 pages at least
  16. I have always wondered why the parachutes default to .04 pressure to release when they do not have the strength/too much drag to be deployed in the upper atmosphere as a drogue chute. I have not done much testing in the upper atmosphere with very slow re-entries but i suspect you have to go through the super sonic burning phase before you can deploy chutes and there is no way to avoid it. I set all my chutes to .34 and have yet to loose one yet. I tend to set my PE to 35-38k for entry
  17. So you know when your on reentry and you notice your last separation and parachute are in the same stage. You quickly RMB you last separation stage and decouple it manually or you quickly make a new stage for the parachute and move it up. I just don't see that being possible on a console. PLEASE PLEASE PLEASE do not dumb down the PC version so that it plays well on console. That being said I think everyone playing PS4 will pay for the game, hate the limitations of playing the game on PS4 and will buy it again for PC. Think of it as a paid demo and squad stands to make a TON of money. I personally think they should offer to sell the PC version for 75% off to console players who are not satisfied so the game does not go down in flames.
  18. NO TO KSP 2.0 Just need to fix what they already have
  19. So after thinking about it I realized that the energy equation alone does not define the motion of the ship. You could be passing through Kerbin for all the energy equation cares. Then I was thinking conservation of angular momentum. Please correct me if I am wrong but if you had 2 roughly equally massive planets and you applied a force to one planet you would get a change in velocity and angular momentum based off the moment of inertia and distance of the tangent force to the center of mass of the two bodies. However because the the center of our two body problem is essentially the center of Kerbin the angular momentum of our ship should remain constant. this should give us a second equation to help solve our first one. Thus r1V1/r2 = V2 (V22 - V12) = 2GM(r2 - r1)/r2r1 r12V12/r22 - V12 = 2GM(r2 - r1)/r2r1 ((r12 - r22)V12)/r22 = 2GM(r2 - r1)/r2r1 (r12 - r22)V12 = 2GM(r2 - r1)r2/r1 (r1 - r2)(r1 + r2)V12 = 2GM(r2 - r1)r2/r1 -(r2 - r1)(r1 + r2)V12 = 2GM(r2 - r1)r2/r1 V12 = -2GMr2/(r1(r1 + r2)) Since all values are positive that leaves us with an imaginary number. Perhaps my assumption of constant angular momentum was not valid or hopefully I forgot a negative sign somewhere. - - - Updated - - - And heng I was wondering about that which was why I was trying to do the math my self. Equation for circular orbit speed at 70m is when centripetal acceleration cancels out gravity F = mV2/r Where F=ma a= 9.81 r = 600,070 V = 2426.25 m/s Then subtract your orbital speed at KSP 174.9 and your at 2251.35 dV already i suspect getting to 675,000 takes a bit more then 138.55 dV but I will do the math. - - - Updated - - - beabop Originally my plan was to attempt to define everything in terms of r (isp, air density, flight angle, velocity, thrust, acceleration of gravity) Then integrate that from 600,070 to 675,000 with an initial condition of V0 = 0 and Vf = 2287 in the horizontal direction. The big problem comes from drag which is not directly related to r and the fact that I do not believe the wiki has been updated for how the new aero model works
  20. I read in a post that the minimum dV required to get to a 75x75 LKO orbit is 6350 m/s. I have thought about this problem ever since I went to school for aerospace engineering. I was thinking of coming up with the prof of this my self but I though it might be more fun if I let everyone who is interested in helping help and we may get a better answer. If you have read or written a research paper on the topic please don't give away the answer. I would like to take a step wise approach and move from the impossibly low but bare minimum dV required and add in more complexity until we get to a realistic minimum dV requirement. Step 1 remove air friction. Do an instant horizontal burn at KSP and a second instant burn at AP to circularize. A: 2389.7 (Orbital Vagabond) Step 2 add in air friction. simple launch, vertical with infinite TWR, second burn at AP to circularize. Step 3 Gravity turn with no air friction TWR limited to 2 at launch (increases as vehicle burns off fuel) Step 4 Gravity turn with air friction TWR limited to 2 at launch (increases as vehicle burns off fuel) Step 5 Variations from a gravity turn (does getting to lower density air sooner improve required dV) - - - Updated - - - Step 1 I believe the easiest way to calculate this is conservation of energy where E = 1/2mV^2 + GMm/r E1 = E2 V1 = ? V2 = ? VStart = 174.6 m/s VFinal = 2287 m/s 1/2V12 + GM/r1= 1/2V22 + GM/r2 (V22 - V12) = 2GM(r2 - r1)/r2r1 V12 = 2GM(r2 - r1)/r2r1 - V22 r1 = 600,050 m (Orbital Vagabond) r2 = 675,000 m (Orbital Vagabond) GM = 3.5316 x 10^12 m3s-2 (Orbital Vagabond)
  21. I have always wondered what the 100% bonus to science experiments scientist were supposed to get but I have never seen it in all my experiments on kirbin scientist and pilots all get the same science from experments
  22. Also I suspect you can not have completed a story line contract after it either. I was doing the fly by Mun contract when my satellite was accidentally slung shot into solar orbit (didn't have flight planing or conicals unlocked yet) After this I never received the land on the mun or any of the minimus contracts. It went straight to the explore Duna contract.
  23. In my experience letting engines spool up to 100 fixes the problem. It may just be cross wind I find engaging SAS fixes it as well
  24. Also did you have multiple material bays on board? My first time I tried launching 5 mat bays but the diminishing returns happens on each bay even though it say you will get full science.
  25. Yes the fly by wire is game breaking for pilots. A little challenging to design around if you like docking head first. But it is low in the tech tree, it is very light and it is better until your pilot hits level 3. They should add in pilots have a chance to recruit free recruits of the opposite gender after returning to Kerbal from a mission. Percentage chance depends on the challenge of the mission i.e. first time back from orbit is practically 100%. It could also be tied in with upgrading the administration building. - - - Updated - - - And yes the RNG played a major joke on me. my first 15 rescues were 13 pilots 1 scientist 1 engineer. To top it off the price of hiring new recruits goes up when you rescue someone. I need 3-4 scientist but they were 600k and at the time i only had 1.2m in my bank.
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