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Orbin

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Everything posted by Orbin

  1. This never ocurred to me but it sounds very intriguing. Did I get it right: with vertical launch you mean you just shoot straight up so that your Ap is just inside Mun's SOI and when you reach it the Mun will be there as well. Then, floating kinda stationary above the Mun, you burn in whichever direction you want your orbit to be? Am I picturing it right? Does this even work?
  2. Sorry, I have no means to try stuff out myself right now, but from looking at your numbers and my experience with bezier kurves I figure the following: In the first example: So if you want to create a cylinder you might want to do something like this: Again, I have no idea how this might turn out, but it seams kinda reasonable... But I don't think that's the way to solve your initial problem, removing the yellow stripes. To do that, try editing the fairings_diff.dds in ..\GameData\Squad\Parts\Aero\fairings\ (to look something like this one: fairings_diff.dss)
  3. I don't know iMovie and Premier Pro, but like The_Rocketeer said, when it comes to editing audio I can really recommend Audacity. Let's you record, reverse, convert... you name it. And it's free.
  4. One strange thing I ran into at the amin building was this: I wanted to set up two strategies, trading 50% of my science gains for money and the other half for rep. But after setting up the first strategy it said I can't activate the second as I would exceed 100% resource spent. I couldn't set up the second strategy even at 5%... I don't use the amin building much, so I've no experience, but how is it possible to trade one resource for two others? Edit: Sorry if it's a little off topic...
  5. You should also remove all unnecessary fuel from the SRBs. You don't need them to burn longer than one or two seconds with high TWR.
  6. As a workaround you can assign an actiongroup (I usually use abort) to clear all experiments/delete all reports. Then the do-science-actiongroup should work again for all experiments...
  7. I guess what you could do (especially if you want to try different tweak sets) is modify the .craft-file. You can just save it with a different name and you can load your different setups without fiddling with the sliders all the time...
  8. Some time ago someone posted a link here on the board. It was from an FAA-document(?) about re-entry. That's the link: https://www.faa.gov/other_visit/aviation_industry/designees_delegations/designee_types/ame/media/Section III.4.1.7 Returning from Space.pdf I managed to find some other sections of this document via google. (namely section III, chapter 4.1.1. and chapters 4.1.3 to 4.1.6) I really enjoy reading it. It's understandable, still not to simple. It offers formulas to use, but you don't have to have studied physics to understand it. I want more! Does anyone know the name of the whole document and where I can find it (preferrably pdf-download)? Has anyone read it? What are the other sections/chapters about and are they even worth reading them? Any help will be greatly aprreciated.
  9. This. I managed to successfully descend quite a few spaceplanes and rockets by just letting them spin uncontrolled. I always managed to regain control in lower atmosphere. Also I'm kinda baffled noone mentioned the ass-first approach: When I'm worried about reentry but have some fuel left, I just enter the atmosphere facing directly retrograde and burn once the heat reaches uncomfortable levels. Like above, truning prograde/regaining control isn't a big deal once the air gets thick enough. Another important thing that was only mentioned once is the CoM/CoL relation. When wrong it's really difficult to reenter, when right you can almost reenter hands-off-keyboard... Also, what's you experience with speeds? For me, the make-or-break point seems to be around 1800m/s surface speed. Above that I'm sweating, but I can't remember overheating anymore going slower than that...
  10. If I understood you right, your problem is that lander isn't you root part. Try pressing '4' (or the 4th button to the upper left, the one with the cyan Z-shape on it), then click on any part, then click on the lander (don't ask me why two clicks are required, but the second click is the important one). It should then become your new root part and everything you detach from it should become transparent while the lander stays opaque. EDIT: Ninja'd (and way better explained) by Snark
  11. Of course, here you go: https://www.dropbox.com/s/af4o08y1638cga2/Tourists%20%40%20Minmus.sfs?dl=0 It's the ship called Tourist Rescue orbiting Minmus... Other mods installed are: KIS/KAS, KER, KAC, SCANSat, Chatterer, Trajectories and a few minor tweaks I can't imagine interfering. (To still name them: AviationLights, TCshipInfo and RadiatorToggle) Thanks for looking into... On a different matter: Searching the thread for a solution to this problem (yeah, I really did) I found this post. Is there an easy way for me to implement this?
  12. I seem to have a problem with tourist contracts: I used two of the smaller housing units (Mk 1) to ferry a couple of tourists to Minmus and back. However, they don't get their sub-objectives (suborbital flight at Kerbin, Minmus-flyby,...) checked, even if they are in that situation. Do the base parts not count considering contracts?
  13. Correct me if I'm wrong, but I think you can check them in your Astronaut Complex under assigned crew after accepting the contract. (at least in 1.0.4 you could) Sure, if it's a pilot (or whatever you don't like) you'd still have to either accept the penalty for declining od let that poor guy wait forever, but I guess that's better than sendig a ship... Edit: Just checked, still works in 1.0.5.
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