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Everything posted by bewing

  1. Yeah, the devs changed the mechanics of it all. The ISRUs always produce the same heat now, no matter what the load is.
  2. Yeah, but the problem is that every step requires substeps, and an even more basic set of knowledge. And to give you a "tutorial", we need to know just how detailed we have to be with "which button do you click next." You seem to know how to build a rocket. That should tell you exactly how to build a rocket in the SPH. That includes knowledge about how to stick parts on the side of your rocket. Wheels are parts. Stick 4 of them on the sides of your rocket in the SPH. Now you have a rover. Now you know how to build a rover. Have you tried doing even that much?
  3. A rover is a rocket with wheels attached to the sides. That's all you need. Some wheels don't attach in the right direction, and you need to rotate them before they will work. Do you know how to use the "reroot" tool? Have you ever used the "Merge" function when opening a craft file? To turn a craft into a subassembly, open the "advanced" editing menu in the SPH or VAB (do you know how to do that?), then click the "subassembly" tab, then drag and drop your craft onto the subassembly icon.
  4. What kind of base? Most bases are just a bunch of rovers docked together.
  5. I'm not sure I agree. I find flags hard to see if they are standing up -- from some angles they are basically invisible. If you move the camera so you are looking down from above, and the flag is laying down, you can easily see it. They should all have green brackets surrounding them too, unless you are within 150 meters.
  6. Are you using mods? Because that sounds like a mod conflict problem then.
  7. Yes, something is wrong there. All rescue victims are supposed to have both a jetpack and a parachute. Did you get your game from Steam? Have you done a file validation?
  8. I assume your "shuttle" has wings? And a good relationship between CoL and CoM -- so that it can still maneuver a bit? And it has enough reaction wheels and/or RCS to control its attitude on reentry? And it is built so that the nose has a nice high heat resistance? Basically, the answer is that you create a reentry profile that your shuttle can handle, as far as heating goes. I prefer a shallow profile, myself. So I initially set my Pe at about 60km altitude. I position the Pe either a few hundred Km ahead of, or behind the runway in question, depending on the dragginess of the craft. Then you try the reentry a few dozen times. You need to maintain a high AoA (like 90 degrees) for most of the initial part of the reentry. You may need to turn on RCS. You pick out landmarks on the ground (such as when you cross from land to water) and note your speed and altitude as you cross them -- to see if you are going "too fast" or "too slow" and/or "too high". You adjust your AoA according to your speed and altitude. I find that being around 1500 m/s, at 25km altitude, when you are 100km from your runway works out OK.
  9. I think they do work without it. N/A just means "you don't have to worry about it".
  10. Yes, you do have to upgrade the Astronaut Complex first. With a level 1 astronaut complex, you can only EVA when landed.
  11. The converters convert a zillion tons of ore to fuel in a second. Therefore, you need half a zillion drills in order to keep up. There's no point to trying. You want one large converter. You might try to match the output of the drills to the consumption rate of your engines. However, that would assume that you are burning the engines continuously forever. Which you won't be. So that's pointless too.
  12. In stock, if you have any craft in low Kerbin orbit, you can select it and create a maneuver node for it. Let's call that craft your "test craft" and say you want to go to Duna. When you decide that you have enough tech and resources to go, then you "fly" your test craft from the Tracking Station. You select Duna as your target. You create a pure prograde maneuver node with an Ap just high enough to get to Duna's orbit. You notice that the "closest approach" marker for Duna shows Duna as being ahead of your Ap. For CBs that are in larger orbits than Kerbin, this means that you are too early for your launch. By judging how much of an angle, based on how big a fraction it is of a Duna year, you can calculate approximately how many days it will be until the transfer window. You can do this a few times, several days apart, to narrow down your estimate. Once you can create a pure prograde maneuver node for your test craft that has an Ap just above Duna's orbit, and the Closest Approach marker shows that Duna will be at your Ap at the same time as you are -- then you launch your real craft, create the real maneuver node, and do the real transfer. If you need some inclination to your burn, you can even launch your actual craft at sunrise or sunset into an inclined orbit. But the point is that the method that is embedded into the game for determining the timing of transfer windows is to create "hypothetical maneuver nodes" using test craft in orbit around your CB of origin. And once you know when the transfer windows are, you can write them down -- because the planets are always in the same positions every time you start a new game.
  13. You will see it if you focus on Minmus, since it's pretty clear that it's in minmus orbit. Or go into the Tracking Station, and look at your list of crafts for the name it gives you on that contract. Then click the "Fly" button. The game creates a new craft that belongs to you, and puts it in orbit someplace.
  14. No. The pilot with the most stars dictates what the SAS capabilities are, and you don't get any more than that.
  15. This is a process I call microbouncing. The way that "contact with the ground" works in a game engine like Unity is that (during a physics timestep) gravity is calculated for each part. If the part ends up below the ground, it is moved back to the surface and given a small upward velocity. This makes the part fly through the air for a very short time, and then maybe sink below the ground again. During this time flying through the air, the part is not in contact with anything, and therefore has no friction. This is a fundamental problem with all game engines, as compared to reality. It is random.
  16. There is a user-controlled filter for what is shown in map view. In map view, hover your cursor at the top of the screen. A bunch of icons will pull down. Anything with icons that are white are shown, if the icons are black, those things are hidden. Click on the flag icon. Now you should be able to see all the flags. You can do this in the Tracking Station also.
  17. Well, I'm not sure about your steering issue. It may be a bug in the game. Like you say, it may just be an optical effect. I will have to test it myself to see. For your grip issue, the answer is the "Friction Control: Auto" in the wheel's menus. Click it to "Manual" and then turn it up a lot. You might think that's what you did with the "Traction Control" -- but traction control is something completely different (it has to do with brakes, not friction). Truly, you probably want to turn the Traction Control off (slide it down to zero).
  18. Use grandparent autostruts across each docking port boundary and decoupler boundary, and a maximum of five root part autostruts -- one from each section of the craft. If it has more than five sections, start at the very back section and work forward. Are you trying to launch this from the ground, or is it already in orbit?
  19. You probably need to click the button in the settings for "Enable Advanced Tweakables." But if you got your game from Steam, you probably also want to verify your file integrity.
  20. If you got your game from steam, then it's important to understand that file corruption often happens during game updates. So after an update, if you see something odd happen that looks like a bug, the very first thing you should do is verify your file integrity from Steam. Have you?
  21. Actually, the game is built so that you are supposed to leave them operating unattended.
  22. Yes, I use shallow reentries myself. So it certainly is doable, but you have to be delicate about it, and it takes a long time to land -- because you have to reenter 1/3 of the way around Kerbin and then fly all the way back to KSC in realtime.
  23. Probably, but you'd really have to test it yourself to find out.
  24. The physical reason is mostly a matter of where the kinetic energy gets deposited. If you come in shallow enough to really start getting hot, but you are in a low-drag (prograde or retrograde) orientation -- then it's just the nose or engine that's absorbing all the heat. And they absorb for a long time, because you aren't slowing down. Then there's the issue of skin vs. core heating. The surface of rocket parts are designed to be very heat resistant. But if you just let them bake, then their insides melt. But you are partially correct. Heating goes as velocity cubed. So your first couple hundred m/s of reentry velocity are best scrubbed at very high altitudes, over a longish time. If you are above, say, 50km altitude, then your craft can reradiate all that heat before you get down into the flames. Even so, you want to scrub the velocity as fast as possible -- which means maximum drag.
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