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Clear Air Turbulence

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Everything posted by Clear Air Turbulence

  1. Humans made you say that. We launched the rocket with the pointy bit downwards.
  2. I am having an odd experience with my refueller. My design: (1) Boosters (2) Rendezvous unit (just a small tank, poodle, inline stabliser, solar power and remote guidance unit) (3 ) Payload (- stack decoupler - beeg orange tank - port - fairing) The idea is that I get into orbit, switch to drzv unit, rendezvous, dock the last stage and then decouple and jettison the RDZV unit BUT Quite a few times I noticed one of two things happening in the VAB Either the Delta-V of the whole rocket goes up insanely when I add the orange tank - despite the fact that the decoupler says no crossfeed. So it considers the two stages as one stage, in spite of the decoupler. So this means that (1) I am using fuel from the orange tank (2) I have no realistic sense of the d-v on the rdzv unit OR when I insert the stack decoupler between the 2, KER tells me I have no d-v; in other words, it does not see my assembly (rdzv unit and launcher) as a stage at all - - - Updated - - - Yes, the plan is eventually to have an interplanetary shuttle. And after that, stations in orbit around other planets, And landers on t'other side. Kerbals can dream...! Plus, I don't much like asparagus. To eat, maybe, but not on my rockets. Just an irrational prejudice. My challenge at the moment is efficient rockets. Plus I have a feeling that later versions of the game may start tightening up on the physics & that a whole lot of weird and wonderful designs may suddenly not work at all.
  3. I don't know what your KER fonts looks like so I don't know. I messed around with the settings when I first installed it.
  4. I'm out at 700 km for the station and I am noticing that it's actually quite hard to rendezvous. Closest approach is about 14 km... I will need to work on my skillz. Plus
  5. Hi there N00b here, sandbox mode I am having lots of fun getting to know KSP, and having landed on the Mun etc etc I am now considering some interplanetary trips. I assume I will need a space station or two, for refueling etc. But in thinking about this, I am noticing that there are some things I do not understand. I understand that what I will need is a couple of craft some distance out, with some full fuel tanks and some ports for refueling... but how do I get the most benefit from it? I will clearly not be able to refuel if I don't have empty tanks. Does that mean I fly up a great big ship with a ....load of empty tanks? Or that I build a ship, deplete the tanks in getting into orbit, and then refuel them once there? And, most efficient design for refueling station. Tips will be welcome thanks
  6. OK, I see. I just have a fairing covering a port. I assume the port will be available once the fairing has been jettisoned...
  7. OK, I see what you mean. That Poodle is seriously efficient. That plus a couple of Kickbacks is all it will take. Thanks! - - - Updated - - -
  8. I actually eventually got the rocket into orbit as built, just by flying carefully & not engaging SAS as suggested. But a second attempt to launch a fuel tank with the same launcher got the problem returning much worse... My launcher started behaving like a cross between a bucking bronco and a thrashing serpent. Not pretty. There is clearly a problem at the decoupler. I am using a small stack decoupler. Also: @SPeedDaemon - wow. I need to figure out how to get payloads into space without ridiculous amount of fuel. I am just trying to get a 7 ton rockomax tank plus docking port into orbit to the space station.
  9. ... Or, eventually, I hope, a non-wibbly one. The Kerbonauts have built their first space station: just a crew pod, some solar panels and some docking ports. The thing is to now try to get it into orbit. I have designed a simple launcher with enough d-v. But the thing gets the conniptions and looks very unsteady in flight. When I start ye "gravitye turne" it starts tumbling in a way that does not make for a good orbital insertion. I just have a stack of rockomaxes & a mainsail & some fins. Pic below Clearly the thing is top heavy. But anything with a 5 ton space station on the end is going to be top heavy What am I doing wrong?
  10. Well, if you are prepared to waste all of your liquid fuel on matching velocity again and again and again, it can be done.
  11. I actually successfully reskued my first Kerbal from orbit today. Total noob, too! I built a lander to take a three man crew to Minmus. It was a very tall lander, and Bill knocked it over upon Eva. So I had three standed Kerbals. I built a second, squatter lander to bring them back. But the ladder did not touch the ground. Jeb was unfamiliar with the Jetpack controls and launched himself out of Minmus SOI & ended up in a rather eccentric orbit. Bob and Bill got back down to Kerbin, though Bob perished getting out of the pod, falling to his death from a height of 1 metre. .... happens. Folks back at Space Centre designed a third rocket, this time paying careful attention to delta v calculations, a rather new concept at the time. The reskue craft got far enough to find Jeb; rendezvous (with MechJeb for the last few kilometres, admittedly) & picked up Jeb, who had a nerve racking half hour with the jetpack again. When he got aboard the reskue craft, almost all the liquid fuel was gone. But there was a bit of monoprop Gravity assisted slowdown past Mun got him into aerobraking. Nightside splashdown just east of Space Centre. it's a nice feeling of accomplishment, is all I can say. Now for building my first space station
  12. Hi there I have been looking through the tutorial threads without finding a clear answer to these questions I am in sandbox, need to rescue 2 Kerbals adrift in orbit around K (1) How do I launch into angle of target without Mechjeb? I find Mechjeb makes my rocket tumble end over end. I can get into orbit without it OK (and without somersaults) but I am always 6-7 degrees (and therefore an expensive corrective burn) out of alignment with my target (2) How do I calculate the Delta-V needed for getting into various orbits? I see there is a simple orbital calculator mod, but I can't get it to work & there's no answer on the thread in question (http://forum.kerbalspaceprogram.com/threads/115990-1-0-4-SOC-Simple-Orbit-Calculator-v1-4-0-(6-23-2015) thanks!
  13. Done. Your head's just 'sploded i just want to be paid to stay home and play with my synthesizers.
  14. In sub-Minmus orbit after overshooting lander with jetpack. He's singing to pass the time.
  15. N00b here too. But I have found (I think!!) that one way of making sure parachute does not overheat / burn up is to make sure that I am pointing retrograde as I enter the atmosphere. I seem to be able to remain quite stable in the air for the first 40 000 metres of descent or so. My theory is that this protects the parachute, and so far it has worked.
  16. It is time to report back. A user called Clear Air Turbulence tried to take the new craft "Upgoer 3.1" into subMinmusan orbit to rescue the heroic Jebediah Kerman, who had manifested there after an accident involving a misfiring quicksave in a parallel Universe. Signs that all was not well were already manifest when he tried to create the first maneuver node. As the projected orbital trajectory was plotted, strange wisps of steam appeared, not on the orbital map but above the screen of the computer itself on which the simulation was being run. Disregarding these signs, CAT embarked on an orbital rendezvous. As the craft neared the SOI of the orbiting Kerbal ... -- he had an SOI? it became clear that what we were approaching was not a spaceman but a tiny black hole.A A black hole not in the representation of the Kerbal Universe but in the matrix of the game software itself. In a matter of seconds the craft was sucked into the black hole... followed by the material of the screen itself... shortly afterwards the user Clear air turbulence was seized by the powerful space time vortex and removed from his living room. And it did not end there... In situation this, the event horizon of the inversion propagates itself through the surrounding space time at the speed of light. The shockwave of that event horizon thus appears without warning. When a particular space time continuum has completely turned itself inside out, no trace remains of the original time line. All appears normal as before. There is no sign that the observer and everything around her or him has been sucked away and replaced by the parallel universe Well, almost no sign...
  17. Sorry if this is a stupid question: how do I install this? I have downloaded it to my Gamedata folder, but I don't appear to see any toolbar...
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