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bewing

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Everything posted by bewing

  1. I'm afraid you misunderstand a little. The panthers want 7 units/sec max. Which is flying along at mach 2.5 at 1000m altitude or something. The radial/circular intakes provide 2 units when stationary on the runway. They provide a hell of a lot more when they are rolling down the runway at 35m/s. And a lot more than that when flying along at 350m/s. So really, those numbers are almost worthless. They can give you some idea about whether you will be able to go to full throttle while sitting still at the very end of the runway, but that's about it. Even the tiny circular intake can provide enough air not to completely choke a panther. It's been proven to me that intakes do stack a bit, but not much. The small amount of extra air is not worth the extra drag or mass, though. One intake per engine is more than sufficient. And you can usually get away with two or three engines per intake.
  2. What level is your Tracking Station, and what level is your Mission Control? "Not being able to target" usually means you only have a level 1 Tracking Station. "Targeting" is an ability that your Tracking Station gains as you level it up.
  3. Small ships, nothing. Large ships, sometimes they vibrate to death. But you have a few seconds to fix it before it's fatal.
  4. Generally, the focus stays with the part of the ship that contains the root part. You can change the way the focus moves with the reroot tool.
  5. The discovery science for an M700 scan is not a World's First achievement. World's First achievements give you funds, anyway -- not science. When you perform the scan, you should see a standard screen message telling you that you got some science for it.
  6. There is something called the antenna equation. Total max range = sqrt (Antenna1Range * Antenna2Range) This is almost certainly your problem. Check your relay's connection to Kerbin -- it's probably got a good connection. So the question is whether your lander has enough communication range to talk to the relay. The OKTO has a range of 5km, unless you have an additional deployed antenna on the lander. The HG5 has a range of 5Mm. If you calculate out your maximum range, you are probably too far.
  7. It depends on how much time you're willing to spend. If this is a game that you can only play for a half-hour per day, then you absolutely need to make it easier on yourself. OTOH, if you think it might be fun to drive a rover for 5 hours across the Mun, then keep everything turned on. You'll find something worthwhile within 4 hours if you keep moving and looking around.
  8. There are only a very limited number of things on each CB that the scanning arms are able to scan. On Kerbin, for example, there are some crystals up in the mountains. The monoliths were a good guess -- you need to look for things that stand out as being completely different from all the other terrain surrounding them. But the things you are looking for are natural parts of the terrain. The monoliths are something completely different. When you find a brand new one and get close to it, that counts as a World's First achievement, and you get money for it. The KSC one doesn't count at all (because the Kerbals that built KSC already found it).
  9. The easiest way is to make it extend itself by transmitting science -- then you can hopefully highlight it and right-click on it while it is extended. If you can do that, a window will pop up that will allow you to do anything you want with the antenna. You can click the "pin" box to keep that window open for a long time. If the antenna won't highlight while it is transmitting science, then you have to do it the annoying way. Your camera can zoom all the way inside all the parts on your ship. So you just have to peek around inside your ship's guts until you find the antenna, so you can highlight and right-click it.
  10. You hover your cursor over the An/Dn marker to get the relative inclination.
  11. NaN is technically a computational error in a program. A "well-built" program is never supposed to show a NaN to an end user, because a naive end-user will be expecting an actual number and then when NaN shows up "they will think the program is broken". So, the devs have "fixed" KSP so that it doesn't show NaNs anymore. Just get your relative inclination down to .1 degrees, and then if you really want perfection you can do a manual burn just before your node until your An/Dn begin to rapidly move around your orbit, then stop.
  12. Yay! And the lower you circularize, the less fuel it takes in either direction. So 12km was kinda high, especially if you then decided to try to land again.
  13. You're definitely going to need quite a bit of Radial Out in order to keep from crashing into the ground -- to cancel out your downward velocity. Once your vertical velocity is positive (so you won't crash), then you will want to burn prograde to get back up to orbital velocity and get your Ap and Pe back above 8km or so.
  14. You want to get Val back to orbit to save her. So you don't need to land. So you don't need to cancel your horizontal velocity -- just your vertical velocity. If you would have had sufficient dV and fuel to land (assuming the burn started on time), then you definitely have enough fuel and dV to abort.
  15. The sekrit sauce is called the "root part". You can only connect the red ship to your current ship at the red ship's root part. So: go to the ship you want to merge, select the "reroot" tool, click on the ship, click again on the part that you want to be the attachment point, save it, go back to the other ship, Open with Merge, and the two ships will click together.
  16. Planes veering left on the runway is a very common problem. Unfortunately, there are quite a few engineering problems that cause the same effect on the runway. It is common enough that it's in the FAQ on this forum. The most common and easiest solution is to set the friction on the front landing gear to "manual" and then reduce it to .5 or less. You can reduce it all the way to zero if you feel like it..
  17. Generally, you mostly want 50% of your burn to happen before and 50% after, so that it averages out sort of at the node. Was that enough weasel words for you? The game already takes that into account with the countdown timer -- the default is for the timer to hit zero at that "50%" point (which is adjustable). However, that 50% rule does not apply to suicide burns!
  18. It sounds like you've run into the old "Can't Undock Bug". Which is actually more like 5 different bugs that all produce the same result, and the devs can't track them all down. To fix it, you need KML -- one piece of it is specifically designed to fix this exact problem:
  19. Sometimes you need to quicksave and then restore the game from the quicksave to "help" the contracts complete. If that doesn't do it, then I'd guess it's either a mod incompatibility, or your game is corrupted and needs a steam file validation.
  20. You are correct. Sub-orbital means above the atmosphere. If you are in the atmosphere, you are flying -- no matter what your Ap says.
  21. Uh, I don't think it's that often? Isn't that the number in your game settings that defaults to about 8? Well, if the ground range variation is that small, and is a simple function of initial air speed, then yeah that sounds pretty simple.
  22. You would need an atmospheric drag model that matches KSP's fairly closely. You also need to know the exact timing of the various parachutes to go from closed to partial to full deployment, and the related drag values. You also need the mass and drag of the landing craft, to factor that into the simulation too. In any case, you pick a theoretical reference point on the ground straight beneath you. You theoretically initiate the parachute sequence as you theoretically cross it. You simply run the simulation until your theoretical landing craft reaches terminal velocity and then measure how far downrange you went from your starting point. Then pick your actual destination point and subtract that number, and begin staging your parachutes there. You can redo the calculation once a second, or something like that, after you are below the altitude/speed limit of your first parachutes, to refine the exact moment.
  23. Reaction wheels use a heck of a lot of power. If you can't generate power, your reaction wheels have probably already used it all up. Unless you've got a nice big battery or 3.
  24. I think if you manually set the friction of the front wheels to 0 in the SPH, it will work much better. I think the front wheels are grabbing the ground when you touch down. Also, your airspeed seems very high when landing. When you are down to a few meters above the ground, I think you need to "flare" more to reduce your airspeed.
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