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Gooru

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Everything posted by Gooru

  1. I just got an expand station contract for a vessel labeled as a "ship". Indeed the "ship" is a planed Station on it´s way the destination planet, so it looks like a station with thrusters. It has a hitchiker module, a cupola, lab, antenna, energy and dockingports and the game takes it for a station.
  2. Try to reach 1400m/s while on 10+ km before going for your apoapsis. A picture of your craft would be helpfull to tell more
  3. I had a expansion contract for my first and for my 2nd station around kerbin, that weren´t build for contracts. I also have "reposition satelite" contracts for satelites i didn´t place for contracts. So i guess it has nothing to do with a contract. The lines in the config read: ContextualChance = 75 // The maximum chance for a station expansion request ContextualAssets = 2 // The amount of stations required around the planet to reach that chance this doen´t necessarily means the chance to get a contextual contract is 0 before you reach the threshold of 2. It could also mean 75% is the maximum you can reach when you have 2 stations around a planet and with one station the chance would be 75%/2 = 35,5%
  4. Im setting up a Duna station with fuel supply from mining Ike. I´d like to have a reusable Duna lander to get (nearly) all the science, without having to send multiple crafts. Is i possible to have a heatshielded lander with legs and thrusters "outside" the shield or would a planelike design be better?
  5. I´ve finished the techtree and wanted to convert my incomeing science to Cash and Reputation by using Strategies from the administration. When i open "Patents Licensing" with 45% and try to open "Open-Resource Tech Program" with 15% or more i get the massage "Cannot activate as the total share of science would exceed 100%" When i open "Patents Licensing" with 50% or more i can´t open "Open-Resource Tech Program" at all, as the same massage shows all the time. Seems like the administration isn´t that good in maths.
  6. Wow, thanks. That patch worked like a charm. The Rocket is stable like hell now, without even taking care of preassuer ans AoA. Thanks to claw for fixing what the devs messed up.
  7. Sorry, it seems i can´t just insert the image. but here is a link. http://imgur.com/WjzehEG
  8. I have no problem to fight the gravity and enougth dV. But if i throttle too fast the dynamic pressure will make my rocket flip if there is too much AoA. I i throttle down the rocket is much more stable.
  9. No. I just have one single big Tank down at the engines. The CoM moves to the top when fuel is burned so it should get more "darty" while burning. My problem isn´t that there is atmo drag. The problem is that the drag suddenly and randomly changes direction so one can´t react fast enougth to counter it. First it pulls (or pushes) the nose down and then suddenly from one millisecond to the other it pulls it up so the rockets gets out of control and flips backwards. What causes this sudden change of that force?
  10. At first i have to say i really really hate the new aerodynamics. It nearly killed the game for my i played three times more than any other game in the last 15 years. The main problems is, i simply don´t understand why certain things happen to my crafts. One thing for example are the backflipping rockets. You build your payload, put it on top of a rocket and launch. Of course you´ll forget the stabilizers and it will flip when you start your gravity turn - no problem. Fly a little bit slower to minimize dynamic preassure and add some controlsurfaces at the back. Things get better, the rockets get stable and your controlsurfaces hardly manage to keep it from flipping. But then - Baaaaaammm - all over sudden all the aeroforces change diretion and try to flip your rocket the over way around and before you can do anything it makes a backflip. What is this? i don´t know why it is happening and i don´t know what this behavior has to do with real aerodynamics. I googled to find out if this effect exists in reality but found nothing. What mysterious kerbal-backflip-force is simulated by the engine when this happens and what can i do to counter it?
  11. How to do a gravity Assist Maneuver? I know the transfer window planers, so i can find a window to jool or eve and then an maneuver from there to elo for example. The 2nd maneuver of course has to be timed with the arrival at the first planet, but how do i match the other information i get from the TW-planers. As far as i know i can alter the PE by adjusting my approach and that changes ejection speed and angle, but how do i aim for a specific planet?
  12. THis would require the AP to be in the equatorial plane. If the PE is at high latitude the AP is also.
  13. So the junior is for the big mining sites and the big one is for the small? :confused:
  14. I´m just setting up a new Mining-lander and hab a look on the new Drill-o-matic junior. From the data displayed in the VAB it looks like the junior needs less power, less cooling, weighs less, costs less, but has the same ore output like its bigger brother. So why should i ever use the big one, if the small one does the same but is cheaper by all means?
  15. I just put down an old spacestation for LKO. I did a quick retrogradburn to PE 45km and let it drop. It survived without loosing parts and had no radiators, heatshields or care for AoA or anything on it. It wasn´t streamlined at all. Please take this as constructive criticism. I really think the reentry heat system need some rework on it. All the talk why this radiator works that way, and why this is correct and so on is fine. But if an old station can drop throught the atmosphere without damage while a streamlined spaceplane expoldes all the time due to overheating there simply is something wrong.
  16. There are 88.xxx science on my station in kerbin orbit and it has an antenna and energy. In 1.0.4 i transmitted a total of around 2000 science from that very lab, so im sure it was functional. I can´t transmit the science from my station-lab since 1.0.5 I tried both antenna settings. If i click transmit on the antenna the antenna opens and closes without transmitting. If i click transmit on the Lab nothing happens.
  17. I´m talking of the stock nuclear engines. I´m sure you now can build some new things that are great, but this doesn´t help me with a big running mission on the other side of the solar system, that took a loot of time and (play)money to set up. This is not league of legends or somthing were a game lasts 20 minutes or less. This is a game were some people will never do more than one playtrought.
  18. I´ve a build a big interplanetary ship with living quaters, lab, Res-converter, landing shuttles and engines. It took seven launches (and a "little bit" of planning) to put it together. I didn´t even know, but when i started KSP some day steam had updated it to 1.0.5 Now the engines of my ship are missing. They are simply gone. So it´ll stay in its last orbit forever i guess. And the Aerodynamics have changed, so my landing shuttles are no longer able to do what they are made for: landing. This is annoying
  19. I played KSP for 3 or 4 years now and was always looking forward to the release. I never liked the Idea that a change from a patch could destroy a savegame i put in months of playtime, but it was ok to me in early access. I stopped playing around one and a half years ago to await release and then started my so-long-planed-great-career-savegame. But now i have realize that squad keeps changing things that destroy my crafts or make them unusable mid-mission. Will this game ever be "stable" to play it without the risk of loosing all due to some random change in a patch?
  20. I start from a lowest possible orbit (aka 72kmx72km) there i travel at 2291m/s with817m/s dV left. i tried several first deorbital burns to PEs from 50km to 0km and lower. i tried retrograd burns just before turning my nose prograde. and then AoAs from 90° to 0°. So i´m temted to say i´ve tried anything. ____________________________ if i do a deorbital burn with all dV left and an 30°AoA entry the flames start around 40km with V=1900m/s i´ll explode at 30km with V=1700m/s
  21. I tried any AoA from 0° to even 90° I don´t have airbrakes on the craft but i´ll try even if it is ridiculous to have airbrakes of the size of the planes hull to slow down while an reentry because of a 90° wing entry doesn´t slow down enougth. Why the hack such a stupid gameplay mechanics is introduced long after beta.... thats just ridiculous.
  22. Hmm... Ok, let´s try to understand your math. You say i´ve got a 50% chance to get a scientist. (1 out of 2 outcomes - a scientist or not a scientist) So my chance to get a pilot would also be 50%, right? (1 out of 2 outcomes - a pilot or not a pilot) And my chance to get a engineer would be another 50%. (1 out of 2 outcomes - a engineer or not a engineer) What would be the chance to get an pilot or an scientist?
  23. Same problem here. Just tried to reenter with a mk1 spacepalne for 3 hours now. I didn´t even get close. It allways explodes due to overheating. I lowerd orbit to 72x72km to reduce speed as much as possible. But even after that burning retrograde in the upper atmo doesn´t bring down the speed enought to survive the heat.
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