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Everything posted by Zosma Procyon
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I'm going with you're idea. Gives me time for a few orbits and a chance to refuel the station. The station will be cuttings closer to the sun than I've ever sent a manned rocket.
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I am planning a launch mission to plant a small, well not really small, space station on a D-Class asteroid with a LONG period, because I can. The crew will four 5-Star veterans. The trick is I am not sure when I should launch. My space station launch vehicle has 13,447 m/s of delta-V to work with. I know I should aim for a rendezvous a or shortly after the asteroid reaches its periapsis, but I'm not sure of the best way to do that. On the picture below I have marked the current location of the asteroid (red star), and the four options I can think of. As it says on the picture, the asteroid will reach periapsis in just over 1 Kerbin year. I would like opinions on which option I should use. Please note the asteroid's orbit is moderately inclined to Kerbin's, and descends below the ecliptic just before periapsis. The first option is marked by the green triangle, and that is the current location of Kerbin. The idea of launch now is to put the space station into an elliptical orbit out beyond Duna, and have the space station arrive at or near the asteroid's periapsis at about the same time as the asteroid and importantly on about the same plane, so I have to do is burn like hell to match velocity. An earlier launch attempt that I aborted because I only had one Kerbal aboard showed the delta-v required to match velocity would be about 6000 m/s. Perfectly doable with this vehicle. The the other options would involve direct flights, and not launching for at least a Kerbin year. The next option is to launch when the asteroid is at its periapsis, and I have marked the approximate location Kerbin will be in with the yellow pentagon. An advantage of this is that I won't need to muck around with timing arrival at the periapsis. I will also be catching up to the asteroid while it is decelerating, which might save some delta-v. The disadvantages are that I have to wait (I hate to wait), and rendezvous will probably not happen until the asteroid is out past Jool (meaning more waiting). The third option marked by the blue rhombus is to wait a few weeks after periapsis, and catch up to the asteroid as it decelerates out. In retrospect I think launch there is about the worst option. The forth option marked by the pink square is to launch when I can get the maximum boost from kerbin, in about 1.5 years. The burn to catch up the asteroid will be enormous, and as will the burn to match velocities. So which one would you choose. Below is a picture of the asteroid's orbit. I'm sending my Kerbals on a very long away mission. And I'm not sure I will ever try to get them back.
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Deploy Drill Action Group?
Zosma Procyon replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
YES IT HAS! THANK YOU! I LOVE YOU! -
I recently started playing KSP again after a hiatus of over a year, and noticed a few features missing. One of them is the option to have the "Deploy Drill" option on the mining drills put in an action group so you can have it activated by pressing a key on the keyboard. Is there a way to bring this back? I have advanced tweakables turned on, his feature I quite liked is still absent. PUT IT BACK!
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Disable Staging in separators
Zosma Procyon replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
THANK YOU! Question solved. -
I have just recently started playing KSP again after nearly a year long hiatus, and have found a feature I made a lot of use of missing: The ability to disable staging on separators. I'm working on a new asteroid tug which will carry rcs pods for attaching to the asteroid to increase control, but without separators i'll have to use something else to attach them to the mother craft. I just realized I could use airlocks. Still, is the ability to disable staging still in the game?
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Show off your awesome KSP pictures!
Zosma Procyon replied to NuclearWarfare's topic in KSP Fan Works
This is my latest creation, and a retirement home for my 5-star Kerbals. I call it "Puff Ball Station". It holds about 850 Kerbals, 4 small scooters and one scooter built around a Klaw. It was going to be in a Keostationary orbit, but the first part of it ran out of run a few tens of kilometers to low, so I built it there. It took 6 launches to assemble. -
[Spoiler] Easter Egg Stocktake 1.1.3 Done
Zosma Procyon replied to MalfunctionM1Ke's topic in KSP1 Discussion
Is the Dead Deep Space Kraken in the northern or southern polar biome of Bop? -
I just put a space station in orbit of Eeloo, and then went back to the space center. By the time I entered the tracking station, the station had vanished. I checked the log file, and it says the station (called Alzir) collided through terrain. The station was in a 6.4 km orbit, and the highest point on Eeloo is supposed to be about 4 km. What's going on here? I'm going to try reloading from my backup drive, and putting the station in a much higher orbit. Maybe 100km. I have the most recent version of KSP, and my only mod is the most recent (as far as I know) version of Mechjeb. If I uninstall Mechjeb, this station and everything else I have will disappear. Here is what I think is the relevant section of the log file. Starting from when I went to the space center. FLIGHT to SPACECENTER (Async) ===================== [LOG 19:02:56.052] [UIApp] OnDestroy: ContractsApp [LOG 19:02:56.052] ScaleModList: listSize 41 maxListSize 526 [LOG 19:02:56.052] KbApp.OnDestroy Vessel Info [LOG 19:02:56.053] ScaleModList: listSize 41 maxListSize 526 [LOG 19:02:56.053] KbApp.OnDestroy Planet Resources [LOG 19:02:56.053] KbApp.OnDestroy Planet Parameters [LOG 19:02:56.054] [UIApp] OnDestroy: KSPedia [LOG 19:02:56.054] ScaleModList: listSize 41 maxListSize 526 [LOG 19:02:56.057] KbApp.OnDestroy Planet Info [LOG 19:02:56.059] KbApp.OnDestroy Vessel Crew [LOG 19:02:56.060] [UIApp] OnDestroy: ResourceDisplay [LOG 19:02:56.060] ScaleModList: listSize 41 maxListSize 526 [LOG 19:02:56.060] KbApp.OnDestroy Unowned Info [LOG 19:02:56.060] [PlanetariumCamera]: Focus: Eeloo [LOG 19:02:56.064] KbApp.OnDestroy NullName [LOG 19:02:56.065] [UIApp] OnDestroy: CurrencyWidgetsApp [LOG 19:02:56.065] ScaleModList: listSize 41 maxListSize 526 [LOG 19:02:57.142] UIMasterController: HideUI [WRN 19:03:02.801] The referenced script on this Behaviour is missing! [WRN 19:03:02.801] The referenced script on this Behaviour is missing! [WRN 19:03:02.801] The referenced script on this Behaviour is missing! [WRN 19:03:02.801] The referenced script on this Behaviour is missing! [WRN 19:03:02.801] The referenced script on this Behaviour is missing! [WRN 19:03:02.801] The referenced script on this Behaviour is missing! [WRN 19:03:02.801] The referenced script on this Behaviour is missing! [WRN 19:03:02.801] The referenced script on this Behaviour is missing! [WRN 19:03:02.801] The referenced script on this Behaviour is missing! [LOG 19:03:04.170] UIMasterController: HideUI [WRN 19:03:14.841] [UiApp] Awake: ContractsApp [WRN 19:03:14.841] [UiApp] Awake: KSPedia [LOG 19:03:14.842] [ApplicationLauncher] OnSceneLoadedGUIReady: scene SPACECENTER ShouldBeVisible() True ShouldBeOnTop() False iIsPositionedAtTop True [LOG 19:03:14.842] [ApplicationLauncher] SpawnSimpleLayout: HorizontalRightLeft [LOG 19:03:14.851] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 19:03:14.852] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered [LOG 19:03:14.853] Loading Depletion Nodes [LOG 19:03:14.853] DepNodeCount: 0 [LOG 19:03:14.853] Loading Biome Nodes [LOG 19:03:14.853] BiomeNodeCount: 2 [LOG 19:03:14.853] Loading Planet Nodes [LOG 19:03:14.853] PlanetNodeCount: 13 [LOG 19:03:14.898] [MessageSystem] Reposition 0.02 64897 [LOG 19:03:15.548] [UIApp] Adding ContractsApp to Application Launcher [LOG 19:03:15.665] [GenericAppFrame] Reposition 0.22 64902 [LOG 19:03:15.800] [UIApp] Adding KSPedia to Application Launcher [WRN 19:03:15.897] [F: 64904]: Vessel Alzir Station crashed through terrain on Eeloo. [LOG 19:03:15.897] [Vessel Alzir Station]: Thompwin Kerman, Olivia Kerman are now dead. [LOG 19:03:15.898] Added -19.21 (-10) reputation: 'VesselLoss'. [LOG 19:03:15.899] Added -18.98207 (-10) reputation: 'VesselLoss'. [LOG 19:03:15.902] [Vessel Alzir Station]: Vessel was destroyed. [LOG 19:03:15.902] [Vessel Alzir Station]: Thompwin Kerman, Olivia Kerman are now dead. [LOG 19:03:15.902] Added -18.74855 (-10) reputation: 'VesselLoss'. [LOG 19:03:15.902] Added -18.50966 (-10) reputation: 'VesselLoss'. [LOG 19:03:16.518] UIMasterController: ShowUI [LOG 19:03:18.717] Flight State Captured [LOG 19:03:18.885] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.886] Saving Achievements Tree... [LOG 19:03:18.887] Saving Achievements Tree... [LOG 19:03:18.887] Saving Achievements Tree... [LOG 19:03:18.887] Saving Achievements Tree... [LOG 19:03:18.890] [MessageSystem] Save Messages [LOG 19:03:23.878] Game State Saved to saves/Space Program/persistent [LOG 19:03:23.880] UIMasterController: HideUI [WRN 19:03:23.882] [HighLogic]: =========================== Scene Change : From SPACECENTER to TRACKSTATION ===================== [LOG 19:03:24.029] [UIApp] OnDestroy: KSPedia [LOG 19:03:24.029] [UIApp] OnDestroy: ContractsApp [LOG 19:03:24.043] UICanvasPrefabSpawner TrackingStationSpawner spawning TrackingStation [LOG 19:03:25.537] UIMasterController: ShowUI [WRN 19:03:37.232] [UiApp] Awake: ContractsApp [WRN 19:03:37.232] [UiApp] Awake: KSPedia [LOG 19:03:37.232] [ApplicationLauncher] OnSceneLoadedGUIReady: scene TRACKSTATION ShouldBeVisible() True ShouldBeOnTop() False iIsPositionedAtTop False [WRN 19:03:37.237] [KnowledgeBase] OnAppLauncherReady 65024 [LOG 19:03:37.255] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 19:03:37.256] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered [LOG 19:03:37.256] Loading Depletion Nodes [LOG 19:03:37.256] DepNodeCount: 0 [LOG 19:03:37.256] Loading Biome Nodes [LOG 19:03:37.256] BiomeNodeCount: 2 [LOG 19:03:37.256] Loading Planet Nodes [LOG 19:03:37.256] PlanetNodeCount: 13 [LOG 19:03:37.283] [MessageSystem] Reposition 0.02 65025 [LOG 19:03:37.585] [PlanetariumCamera]: Focus: Kerbin [LOG 19:03:37.718] [UIApp] Adding ContractsApp to Application Launcher [LOG 19:03:37.749] [GenericAppFrame] Reposition 0.19962 65030 [LOG 19:03:37.800] [UIApp] Adding KSPedia to Application Launcher [LOG 19:04:22.713] [PlanetariumCamera]: Focus: Eeloo
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Rocket Explodes at "log in"
Zosma Procyon replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
As far as I know, although my current is over 2 weeks old. -
Rocket Explodes at "log in"
Zosma Procyon replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
Most recent verison, Mechjeb is my only mod, and I'll look for the log file. Actually I just reloaded KSP to undo this random explosion from my backup drive, so I cannot provide the log. -
I've had an occasional probably of some of my rockets exploding when I try to "log in" to them. These are already underway, and there is nothing around them for them to hit. Is this a known bug?
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I'm actually launching my second Laythe, second Bop, and third Vall base along with my second Tylo, as well as a crew return craft, and rockets to lift crews off of the Joolian moons. 10 launches to Jool in total. I use RT-10 Hammer boosters. Not much additional mass, and I don't like leaving my parking stages in orbit. They're big enough to smash a space station to pieces.
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So I recently did a test flight of what will be my second base on Tylo. I use solid fueled boosters to deorbit the parking stage of the base. But during the test flight I discovered that the ignition for those boosters was in the wrong stage, and well, this happened. Other than this, the test flight went well.
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He he he, no! That ship is just three 2.5 meter service bays with 8, 16, and 16 external command seats, with a couple batteries, a probe core, solar panels, rcs fuel, xenon, and one of my ion engine clusters with a heat shield. The Kerbals are technically EVAing. I figured out that they don't need anything more. This is my standard craft design for returning crews to Kerbin. I have two ships on the way out to Eeloo to pick up crews.
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The tug is built on one of the max size white tanks and four orange tanks. Enough for a 10 minute burn, 5330 m/s Delta-V without any cargo. That ought to be enough. It also has a high efficiency mining and refining rig build into the Klaw module. Once the asteroid is in position, probably a low polar orbit of Jool, the Klaw module will serve as the foundation of the space station. The tug is a tractor, not a pusher. Stability won't be much of a problem.
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I'm sending an asteroid tug with more thrust than usual out to Dres, so I can send an E Class asteroid out to Jool where it where serve as the nucleus of a new space station. The thug is driven by 8 Aerospike engines (chosen for their efficiency), producing about 1.4 MEGANEWTONS of thrust. Can the Klaw take that?
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Moho Canyon?
Zosma Procyon replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
Well that is mildly disappointing. I was hoping for a deep shear walled canyon. -
Moho Canyon?
Zosma Procyon replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
No, it has a canyon biome on the southern hemisphere. -
How wide is the Moho "Canyon" at the bottom? I'm launching my third base to Moho, and my current standard base is 31.7m wide. I've never been to that region, and do not have any assets orbiting over it. I'd like to plant my base at the bottom of the canyon, because it will look cool. Also, does anyone have pictures of the bottom the Moho Canyon?
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So I just landed a rocket on Duna, loaded some kerbals who have been marooned in my first off world base for more than 40 years. The rocket's landing structs have red and blue lights on it, and I'm pretty sure I didn't put them there. Is this something I need to be worried about. When I lift off, the structs will be jettisoned. Pay no mind to the empty fuel tanks and parachutes lying on the ground. They served their purpose.
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Do dead Kerbals respawn in Career Mode? I just noticed that my space station orbiting Eeloo is missing. I have no idea what happened to it, and the crew which included Bob is listed as KIA. Can I get them back without tampering with the persistence file? I tried that once and it corrupted the file. Here is an update: This might be a bug. With the respawn option deselected, it shows that I have 9 kerbals lost. But with it selected, it says I have 0 lost, but the kerbals are still dead. Anyone have any ideas? My only mod is mechjeb, but I'm fairly certain it isn't responsible. I tried selecting and deselecting respawn with it uninstalled, and ended up with over 150 unrecoverable kerbals because all of my ships disappeared.
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I've been grabbing ever class D and E asteroid to pass Kerbin's SOI for weeks, and the E's have all massed 150 tonnes. But I just captured a D class asteroid in Dres orbit massing about 620 tonnes. Are Dres orbiting asteroids exceptionally dense, or was the mass of asteroids changed in the recent patch.