Ikare
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Everything posted by Ikare
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I have scatterer v0.0320, I think it's good. BUT I should have mentionned that I run KSP 1.2.2 I read this thread (ok, not the full 17 pages, but a good part) to know how to install Astronomer's on KSP 1.2.2, but I might have failed somewhere. With all the parts (EVE, SVE, TextureReplacer, scatterer...) I've always found it difficult to install the visual mods with CKAN, so with the additional complexity of Astronomer's I went for a manual install, but maybe took the wrong package.
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Hi. I'm coming back to KSP after a long break. I've reinstalled the game cleanly, and then added mods through CKAN. One of them being Unmanned before Manned (SETI-Ubm), since I really love this one (thanks for making it!). Thing is that it doesn't reorder the part through the tech tree. I've browsed a few pages of this thread, without finding even the start of a solution. I've the CTT 3.0.3 and the Module Manager 2.7.5. I don't think I've an other mods related to the tech tree, but is there an other mod known for being non-compatible? Thanks Edit : I solved the problem. Seems I failed to clean correctly my previous install, and there was some remnants of SETIctt, who prevented UbM to change the tech tree.
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Hello! A long time ago, I've sent a ship to Duna. And now, many months later, it has reached its destination! But... Circularization is way more expensive than expected! I planned my deltaV budget based on the map here : http://i.imgur.com/q0gC9H7.png So, with a first stop around Ike, I calulated (250+2*(30+180)+360) = 1030m/s And my ship has 1502m/s in its tank, so I thought it would be easyyy. But, really, it is not. The first step, achieving extreme elliptical orbit around Duna, is alredy 950 m/s. So what went wrong? Are the map values realist? Do I need to have a travel time of a full Duna year for them to be accurate?
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Shuttle Launcher : Launch, Flip, Crash
Ikare replied to Ikare's topic in KSP1 Gameplay Questions and Tutorials
Thanks to all of you! I just started reading the long thread on space shuttle, and I've already learned super interesting things (like the concept of "thrust torque"). Is there a place where these kinds of useful mega-threads are listed? -
Shuttle Launcher : Launch, Flip, Crash
Ikare posted a topic in KSP1 Gameplay Questions and Tutorials
I'm still learning the basics and a little more. Today, how to launch a shuttle? I've tried to make a spaceplane, but I never have enough fuel to make it to space. I've given up until I unlock the rapier engine. So, I made a launcher! My spaceplane/shuttle is quite eavy (it needs to transport 7 Kerbals for station crew rotation), so it doesn't seems illogical. But I just can't make it take off without flipping! So, is it just because the center of mass is slightly on the side? Is there a lift phenomenon (I guess not since there is no lift arrow...)? It would be rather annoying to add a 20 tons counterweight on the other side... -
How to retrieve a Goo experiment
Ikare replied to Ikare's topic in KSP1 Gameplay Questions and Tutorials
I read about it in the DMagic Orbital Science Thread, and I decided to try it. I liked the expanded tree idea, and the start with probes. However, reading again the content, I wonder if it was reasonable to use it for my first playthrough (but I rarely do a second playthrough, so I try the good stuff right away) : I now have a hard time gaining science. That's why I tried to build a mega-rover to do all Mun biomes, but it failed (Beside not being able to collect science from goo canister and materials bay, I could not manage to make it stay on the ground, despite its 20 tons). -
How to retrieve a Goo experiment
Ikare replied to Ikare's topic in KSP1 Gameplay Questions and Tutorials
Thanks Yemo! I do use SETI CTT, and that's the problem. Sorry every one, but I still learned in this thread -
How to retrieve a Goo experiment
Ikare replied to Ikare's topic in KSP1 Gameplay Questions and Tutorials
When I bring a Kerbal close to the container, I have 3 options : - Observe Mystery Goo (which toggle with Reset Goo Canister) - Scrap part - Salvage part So I really don't see the option to take the science data out. Yes, I can send the science to the MPL, but I'd like to also cash the immediate science gain when I go back to Kerbin. Maybe it's one of my mods messing with the context menu of the goo canister... -
Hello there. So, I'm feeling that I'm asking something that probably have already been asked a million times, but I can't find the answer. Maybe I've misuntersood, but I read that a Kerbal on EVA can retrieve a Goo experiment (or a Material Bay experiment) and store the data in a pod. I've a rover with a Mobile Processor Lab (which I believe I need to clean the experiments), and I'd like to do that to avoid the 70% science loss when only transmitting. But I've never seen any option to retrieve the data from the the experiment (btw, I use the radial Goo containment unit). So... Help me? Thanks
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Contract not completed after station stop on way back
Ikare replied to Ikare's topic in KSP1 Gameplay Questions and Tutorials
Thanks. It's nice to be able to claim back that stolen "achievement" -
Hello! So, I ran into a little annoying thing recently. I had a contract ("Back to Minmus") to land a Kerbal on Minmus and bring him back home. So I've sent a mission to Minmus, and came back with my pockets full of Science. But, I made a stop at my Kerbin space station, to drop this science at the mobile lab. I don't know it ift's relevant, but I divided the ship in two parts (the lander and the ship itself), and docked each of the parts separately. Then, I reassembled the ship and came back on Kerbin surface. And the contract is not fulfilled! Among all boxes, I just have "Crew : At least 1 Kerbal" ticked, and the "Vessel state : Landed on Minmus", "Plant a Flag", "Return home" are all empty. Do you have any idea what went wrong? If my "achievements" have been lost?
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Mun Landing, acceleration and deltaV
Ikare replied to Ikare's topic in KSP1 Gameplay Questions and Tutorials
Thanks everyone. Here is the final story of my lander: I had around 15 TWR, so it was more than enough (4x 48-7S Spark engine). I've previously seen than reducing my apoapsis did not change my orbital velocity at periapsis (not significantly anyway), so I just burned retrograde (prograde actually, I didn't get why but my rover was wrong-sided) at apoapsis to have a -1km periapsis. At some point, I then burned at around half thrust, for it seems I have a small asymetry in my engines : my lander just make incontrolable spins if I go full thrust. After a few tries to find the altitude of this "some point", I succeeded! But I was a little short on fuel and I forgot to lower the lander legs, so my rover tires exploded... I'm really happy . I think I'll just accept this fate for my rover, instead of trying again. And next time, if my lowtech Mechjeb has it, I'll use a suicide burn countown, this seems awesome! -
Mun Landing, acceleration and deltaV
Ikare replied to Ikare's topic in KSP1 Gameplay Questions and Tutorials
I'm reaching 800m/s at the moment of the crash if I don't use my engines, my initial velocity is below this. Maybe, as I slow down, I spend more time in mun attraction and that's why I actually need more. I've watched http://forum.kerbalspaceprogram.com/threads/96985-1-0-4-WAC-s-Delta-V-Map-continued-2-1-%28Aug-13th%29-Swash-transition If I understand it correctly, I need 910dV to go from an "elliptical orbit to SOI edge" to the surface. I have exactly 985dV, so I guess there is a way to land. The burn to modify my orbit will be smaller than the gain it offers? Anyway, I'll try that, thanks. -
Hi everybody. I'm pretty new in KSP, and while I've read a lot of tutorials and wiki pages, there is something that I don't understand in my current mission. I've placed an orbiter around the Mun (on a very elliptical orbit, pe = 50km, ap = 2200km), and detached the lander. Once I've modified the trajectory of the lander, its remaining deltaV is 1000m/s. If I don't use my engines, I hit the mun at about 800m/s. The way I understand things, I should be able to land, but in reality, I'm always short in fuel and hit the mun at around 230m/s. How is that possible, given that spending its fuel, my lander should be less affected by gravity? Thanks to anyone that has an idea on the problem.
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[1.1.x] Procedural Fairings - For Everything! v0.2.0 - July 4
Ikare replied to Felger's topic in KSP1 Mod Releases
Thanks, I'll do that next time I play -
[1.1.x] Procedural Fairings - For Everything! v0.2.0 - July 4
Ikare replied to Felger's topic in KSP1 Mod Releases
Hello. First, thanks for your mod. Second : I'm using your mod and I've a problem with the last version. In my last save, I still have a fairing base attached (KzResizableFairingBaseRing) to my satellites. With the new version, it disappear when I load the satellite to fly it, and everything attached to it without another link to the command module cldisappear with it (so my fuel tank and my engine). Do you know what happens, and how I could avoid it? Thanks.