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Everything posted by crackerbal
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
crackerbal replied to cybutek's topic in KSP1 Mod Releases
hi there ! just installed the " latest" 1.1..2.4p version landed with a big 30t rover on duna i target a station few km away and while driving i would to check the distance to target via randez vous window , clicking on randez vous made freez the game i had to close in windows task menager so i have no log output from this crash. i didin't check every previous pages to seen if this bug was already reported, sry if it was i will try to reload ksp and check if it's happen again ... if it is i will change installed ker version to an older and check if it's still happen (but i remember few days ago i havn't this issue in the same kind of situation driving an ore extracting rover on duna) btw refering to this : my personnal craft has a good "pouf" rcs engines readings and again but the most importent : thank u guys for keep this mod alife ! -
as i said usually when u take possesion of a kerbal in a rescue mission he becomes a memeber of space program witch allows u to complete multiple contracts, i did it with a contratcs including land on mun plant flag on mun and rescue a kerbal in orbit of mun.... so i dont understand why wouldn't be the same for eve and even if... why is then the "plant flag" working but not " walking" part ?
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hi everyone i had 2 contracts : 1st rescue Lizi Kerman from orbit of eve 2nd explore eve including : plant flag on eve, rdv 2 vessels around eve and walk on eve this last part do not get accomplish i dont understand why..... ? i pick up Lizi to land her and (L)easy accomplish the both contracts, usually pick up a kerbal incudes him into the space program, is this causing the issue ? here is a screen is anyone have a solution ?
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hi, watching for a lightweight vessels, i reaslise the best option to carry your crew over the space was to put a kerbal on EAS-1 External Command Seat first what i tried was to put it into the fairing (i didin't try with a cargo bay but i assume it's working the same way), but when i land my vessel, leaving the seat results on an extreme acceleration for a kerbal transforming him into spaghettis i supose when the kerbal leaves the seat he's shooting into fairing... and start to bounce between the fairing parties witch results on this kind of strange acceleration for him, anythink to fix that ? am i doing something wrong ?
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EVE reentery, the brick wall
crackerbal replied to Tidus Klein's topic in KSP1 Gameplay Questions and Tutorials
your staging is way different of mine i made a 3 stage : 1st for ~12km, 2nd to surborbital, 3th for orbit insertion and kerbin transfer burn...at some point like a classic kerbin => mun => kerbin lander, this can to explain the huge difference on deltaV readings in your design, u're probably loosing a lot on launch and early atmo fly and yeah u r parfectly right about low atmo acceleration, to keep it more less viable i keep my thrust under 1.5 twr ( starting at 1.2 around 2km ), tested different ways and all i know is going faster then 100m/ at 5-7km resulting on losing this vertical speed after btw, finaly i achieved my first manned mission on Eve, between 4100 and 4300 dv landed depending of the spot hight (1.7-3km), i had some issues with this kerbing legs, what was not occur on my "cheat" landing tests, so i was having to make several landing before i finally attempt a perfect 3.5 km landing spot ( pure coincidence ) without crashing conclusion : eve is anoying -
Eve Lander Won't Land
crackerbal replied to SteveD80's topic in KSP1 Gameplay Questions and Tutorials
u will find the answer here posted few days ago -
My rockets are too kerbal
crackerbal replied to Jedi_Mushroom's topic in KSP1 Gameplay Questions and Tutorials
1. did u done the tutarials of building rocket + making suborbital lounch + advanced rocked design+ orbiting lounches ? everythink u r asking for is explain on this 4 tutos ig, especialy done for noobs (like everyone was one day) these rocket designs are even a bit too overpower for what they are suposed to do, but at least it shows u all the basics and u can to train yourself with them, 1. put in orbit 2. orbit + land 3. orbit and rdv with somethign other in space then land (more fuel menagement) 2. a mun landing is pretty hard for a beginner try to land on minmus first; it's easier and let u train before performing a land on mun ( witch also requires more fuel ) 3. what do u mean by "presets" ? the trajectory ? the power ? the deltaV ? the Twr ? -
can u put a "0.4" better then ".4" on the first line thats realy confusing stuff btw good job to post it !
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
crackerbal replied to AndyMt's topic in KSP1 Mod Releases
hi, i tested this mod for few days with several lounches, i end by delate it, not coz it's bad simply i prefer fly by my own i was saving maximum 200 dV with this mod installed, but in fact manually lounches prevents lot of issues that can occur with a mod lounches like flipping rockets for exemple anyways good job on keep it alife, it's a good mod, deserving to been updated -
Making an Interplanetary Ship - how?
crackerbal replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
@Jestersage almost there ! 2 solutions : 1. simply add some oxi to push a bit more on your jets or whatever 2. adjust your ascent profile to gain MOAR speed earler, the worst could happen is you blow up... -
EVE reentery, the brick wall
crackerbal replied to Tidus Klein's topic in KSP1 Gameplay Questions and Tutorials
@Tidus Klein my actual deisgn have a total of 7728dv on Eve non atmo, i tested it yesterday once reach the eve orbit 112ap-98pe i still has 1056dv left, lacking only 300dv for a trip back to kerbin i ment "hey lets put a bit more fuel so we will be fine", but when i ad any (even smaller oscarB) fuel tank on it, i'm losing the amount of deltaV lol.... idk if it's the KER experimental wrong readings of fuel flow or not, but as initialy my plan wasn't to bring this lander home but simply dock it to the ssto with some tourists i will probably reduce the amount of fuel better then incrase... anyways going to try this out on the both ways Ps : my actual biggest problem is the acceleration during ascent after 1st stage around 11-13km i'm usually losing a lot of velocity dont know how to fix it -
@clipperide when i used this for the first and (almost) last time was long time ago on 1.0.0 when i send some turism mission out of kerbin sol, with not enought fuel to come back but just enought to catch the mun encounter. I send a "probed" ship into mun orbit to set up a randez vous with incoming guests crossing this way, I only remember I made them back to kerbin both ships clip each other ... i remind much better all the trubles to set up a right orbit for a nice encounter with a "fly by" random orbit of the other ship, pray to have enought time for correct maneuvers to catch this before it will leave the sphère of influence etc.... it was an horrible day in my kerbal life history btw i'm actually having same kind of frustrations : set up a viable crewed landing mission to eve and back... this will causing me horrible purple nightmares this night i will probably next time use your concept of grabber into minning rover + landing gear as elevator i'm usualy working to build my docking connexions at hight of a reckomax/2.5m structure type, revert by 90°, for exemple this small station on duna, everything that's build with the 2,5m pieces will easliy clip on and as i always know the hight, it's then easy to build the next part and set up a good alignment for a docking port on the VAB here are the shoots first the station then the rover
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EVE reentery, the brick wall
crackerbal replied to Tidus Klein's topic in KSP1 Gameplay Questions and Tutorials
happy birthday ! @Tidus Klein <3 -
1. when u say 7km/s deltaV, u mean read landed on eve ? actually with like half of this i'm only lacking 600m/s to circularisation burn 2. when u speak about ascending, u mention a slow speed. actually i occur some serius issues with my twr and acceleration. Starting with 1.2 twr landed around 2km from sea lvl, i gain speed realy quick witch results on losing this " acquired / overpowered speed " when i separe the first stage at around 10km ( i'm never exeding 1.7 twr during ascend and finish with a thrust around 10% ). what's wrong here ? 3. looking for efficiency : i'm actually starting gravity turn around 40-45km, is this too hight ?
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EVE reentery, the brick wall
crackerbal replied to Tidus Klein's topic in KSP1 Gameplay Questions and Tutorials
lol we are almost on the same progress in our conception i was actually asking me "what's about the breaking legs, how to fix it ? this guy on the forum put a lander with his legs intact, what am i doing wrong !? " after experienceing some twr / acceleration issues with the "vectors" i switch them into 4 "dart" system ( less thrust but put me highter with the same amount of fuel ) by doing this i assume breaking legs will also break the "darts" on touch dawn, so i put a 2.5m découplers with the service bays under them to absorb the impact and accesory been used as a "lounch stability enhancers " ( plus oppening the service bays while landing is acting as aerobreakes ) i will try your solution of the spring rate even if i'm realy enthusiastic of my service bays system can u tell me your total deltaV landed on eve ? that would helps me a lot -
Making an Interplanetary Ship - how?
crackerbal replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
firstble : i dont know what to edit sry for my english, i can't do better ( edit : the last part of my post ? i will try... edit of the edit i did change the end of my first post hopes it's clear now) secondly : u actually can to build your ssto around mk1, mk2 or MK3 it doesn't drasticly change a lot, u can to build your lab around a mk2 design ssto link by the Mk2 to 2.5m adapter fuel tanks. Btw i find the bigger ssto easier to plane and put in Lko then the small ones, All u need to learn is how the velocity is working on spaceplanes, flying prograde arnoud 10° mark (above or below depending of how fast u want to gain altitude /speed), aiming for a 1250m/s between 14km-18km is a good way to put the kerbals in space all i've learned about ssto was from mark thrimm youtube channel and this 2 threads, it's more complicated then the classic rockets but way more rewarding doing multiple contracts was the reason i turned on ssto ( spaceplane, not rocket), but before doing that i made one with a rocket : there is also a rover based on MK2 LanderCan but i havn't a screenshoot of this, once the rover did his job on duna i recover him with the " drone" to kerbin, release the rover for a landing sequence on kerbin and left the drone in orbit for some other futur missions, i belive u should to do this kind of stuff. notice i did change a bit the first stage of this rocket to make it able for recover. ps an other exemple of an interplanetary tug, i made this screenshoot to compare the efficiency of gravity turn done by a mod and mine... finaly i delate the mod, but if u are a real begginer it can to helps u understand how is GT working : this tug carried the 18 tons rover to duna, and back with no problem and a large excess of fuel hope it helps u ! -
last i i was playing it was on 1.0.0, and dont remember how was this working but i supose the fuel crossfeed was on, since i play on 1.2 i'm discovering lot of new stuff .... i've just chek Claw in the VAB and yeah the orange message "no fuel crossfeed" is there... dunno what to think about i will test it, but seems legit it allows u to transfer what u want once in space.
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euhm how do u crossffed fuel from this " ant" ? ( the grabber unit do not crossfeed fuel if my memory is still working well
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3. spending more time on doing things for the better results ( building, flyiing, manoeuvering, dockin, landing rdv ) 4. never learnd how to use mechjeb ... sry, tried gravity turn to simply my life, finaly delate it after 3 days, but i definively adopted kerbal enginer the deltaV and orbital stats are realy usefull 5. Where there's a will, there's a way : MOAR POWER !
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Making an Interplanetary Ship - how?
crackerbal replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
i'm using the forum sine few days so i dont make as many shoots as i should to well illustrate my missions but here are some of the duna ssto everythink begin here landed on ike ( by night to show it's not mun but ike ) and by day back to kerbin and the 266 deltaV left before the aerobreaking on kerbin sry if this is spamming your thread i will delate this if u ask -
Making an Interplanetary Ship - how?
crackerbal replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
hi there i worked on this few days ago, and i'm a beginner too all i can to say about Duna ssto : 12k lf and 2k8 oxi is what am i has once in LKO on my SSTO to duna the payload was a Mk3 cockpit + lab + isru + drill + 2100 ore tank ( mission :p) + all science modules + small satelite + radiators, gigantors, batterries ... in all about 20t, the amount of fuel was far to big if i didn't occur some issues with my mission once landed on duna... i landed on Duna, get to Ike, land on Ike and finally get back to Kerbin to land all my 6 kerbals and finaly went to sleep dreaming about the same kind of eve mission ( dreams... ) my mission was to bring 2k ore from duna to ike; what am i didn't realise was that 2000 ore = 20tons !!! witch basicly doubles my payload at this point , without refuel some oxidiser to push up my rapiers i wasn't able to get higter then 42km ( close han ? not enought ).. so yeah i had to reafuel on duna for take off to orbit but finaly arrival into the Ike low orbit i realise that transforming the 2k ore into LF gives me enought deltaV to land on ike, witch i did.... assuming u will dont carry the 20tons of ore, i belive u can to easliy make kerbin-duna-kerbin with around 8000 LF and 1k5 oxi ( depending of how many rapiers are u using, if u take the venor rcs or the monprop rcs etc... ) i made my ship around 4 NERV ( witch is enought, trust me ), i made several 1min45, 2 min burns at periapsis to make them more optimal, the only ones i pushes farder was the final ones where i was leaving the courent buddy orbit, landed on ksc properly with some fuel left all i can to say about Eve ssto : i made it more litgher based on the Mk2 cockpit, crew cabins etc in all 10t payload 8000 LF1800 Oxi, 2 nervs, mission : land outpost on minmus, put outpost on eve orbit + fly by gilly (tourist mission), i landed on Ksc with 6.2 or 2.6 ( let's say nothing) fuel left i didn't made a dres ssto i build one for Jool with a huge 16 Kerbal cabin, i count to expolre all the moons orbiting there, or at least as much as i can, it's actually on his way i will send some feed backs later this night or tomorow finaly for conlusion what am i undersdand from point 5 and 6 of this : is u dont realy mind about an SSTO but a simple propulsion system that carries u from kerbin to duna /eve low orbit, release the lander, and when the lander is docked back, bring this to kerbin ? why dont u better plan to build a ssto rocket then ? 1. u build your lander and the other payload 2. u put the interplanetary orbiter ( tug ) under this 3. add a loucher with some prob capable to get back on ksc once the orbiter and his lander are on LKO doing this, will save u lot of time, nerves and stress resulting from multiple calculations, Btw assuming u will land a small lander on duna mean u need wa less fuel to return on duna orit and randez vous with your tug. Once back to kerbin u can to let the orbiter on Lko for refuel it on when u would lounch your eve / dres mission. With my experience 1 or 2 big kerbodyne fuel tanks and a "rhino" engine u have a great mothership ( tug ) that can to brings the mid-heavy payloads almost everywhere and back and as said above do not lounch from mun or minmus keep your periapsis under 300km and forget the less 1min burn hope it will helps u ! gl -
TWR & Fuel Efficiency question
crackerbal replied to dognosh's topic in KSP1 Gameplay Questions and Tutorials
over 2 twr at lounch is to hight, if u dont moderate your acceleration your rocket will start to flipping around 8-10k coz of to hight acceleration and drag usually i'm aming for a 1.6 -1.9 twr at lunch, assuming it will raise as long as u brun fuel and gain alitude, i try to keep it between 1.75-2 in flight by reducing the thrust, and around 1.5 after 10km-14km, and when i say i'm aiming for 1.6-1.9 it's mean that usualy everythink that exeds 1.6 is spend as initial booster and drop after less then minute i belive the worst of all is having to hight thrust compared to the low, i mean it's better to lounch with 1.2 twr then 4.5 anyways the best to calculate this is to estimate the velocity u want at some point of altitude ex:u need to put 200t rocket at 500m/S on 10k ( ksp wiki for the calculations formula ) btw once you did your first 45° gravity turn, continue the turn and just try to aim for "time to PE" and keep it between 40-60sec by adjusting your thrust ( even if it's below 1 twr) and u should be perfect i seen a post with a great twr discuss i will try to find it and put it here. btw i'm actually searching for an optimal twr on eve if anyone have an idea, actually with a twr of 1.4 at 2km from sea level i accomplish a twr of almost 4 at 10k, with only 15% thrust at this point... the atmo and gravity on eve are so broken.... -
the first part of my first "kerbin space station" was exacly this : an almost empty stage i spend on fly to duna/orbit ( undock the lander / land / back to the stage) and back to kerbin/orbit i simply added an isru and some ore tanks on this, and since then i'm only using this first interplanery drone to put my lander(s) almost everywhere on the kerbol system, btw the better way to plan all this thing is to have an isru on the moon /planet to transform directly the ore on the fuel kind u need it becomes way more lightweight i prefer the "twitch" for moar power !