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Some Kerbal

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  1. Getting ready to start venturing out from the "safety" of Kerbol and looking to make sense of the dV charts. Are the numbers on one of the charts it takes 1140 dV to get from Kerbol SOI to Eeloo intercept. Does it take an equal amount of dV to get from Eeloo back to Kerbol SOI. IE are the numbers the same for both directions?
  2. There is a button for both probes and relays. If you have a relay antenna on it the game applies the relay name to it. Make sure you have that filter turned on as well
  3. This. As this was my first time doing any mining I was not understanding the mechanics of what the tooltip numbers were telling me. The corp temp numbers were climbing no matter how much cooling I had and that was confusing me. Once the warm up was completed everything wired the way it was supposed to. I just never saw any mention of this in any of the tutorials I watched so I was confused. Course now I have a mining rig with two large drills and four gigantic cooling arrays as a by product of trying to figure this out. But hey, I learned.
  4. I will build the mining craft with the drills raised up a bit and replace the two that are in operation. Bit of a hassle but the current crafts are overbuilt with radiators as a result of my learning curve in mining operations. Will use it as a learning opportunity.
  5. I am also noticing this issue. When the drills deploy and contact the surface, it lifts the ship up and bounces it around. Once everything settles down and I start the drill, the bouncing starts up again. I did not have the issue with the ship dropping through the landscape under time warp. Instead the ship bouncing seemed to stop. Started right up again when I came out of time warp. Mods in use are: Better Burn Time, MechJeb2, MavBalls to you, PlanetShine, TriggerTech. None update to 1.2.2 yet.
  6. I tried running the two drills without the converter, and then just a single drill. In each condition, the drill overheated and shut down before I got 10 ore in the tank. With all four medium panels out, the drill tool tip says it's thermal efficiency is 5% and the thermal panels tool tip says they are cooling at 9.3% ( and this 9.3% is dependent on where the sun is; if it is low in the sky the cooling rate is higher(14%) than when the sun is directly overhead. In darkness, the rate is 6.3%). Even with those numbers I should not be overheating a drill. If the drill is putting out 100kW of heat and the four panels are running at 9.6% of the 1000kW, I should be dropping 96kW of heat. Do the thermal units need to be attached directly to the drills? Is there some sort of distance limit from heat generator to thermal units that affects efficiency?
  7. Hello sports fans. Managed to get a station up around Minmus and garnered enough science to open up the mining equipment. Decided to give that a go. Russled up a ship with two large drills and the Convert-o-tron 250 and plopped it onto Minmus. I have 4 medium cooling arrays and a level 2 engineer and I cannot seem to keep things cool enough. So the question is, what is the recommended amount of cooling per drill and per convert-o-tron? I have browsed through the various tutorials on mining but I was not able to glean an answer. Based on the numbers in the tool tips, the convert-o-tron required 200kW of cooling, max of 500kW. The drills require 100kW of cooling each, max of 100kW. That puts my cooling needs at 400kW (for this ship) at a minimum and 700kW for max performance. The numbers in the tool tip for the radiators are a bit confusing. The mediums Core Heat Transfer - 250kW. Max Cooling 19494kW. Transfer rate of 10%. Cools up to 4x part temp. With 4 medium radiators I read that I should have 1000kW of cooling capability, which should be enough, but since it is not I am clearly not understanding something. Please point me to the right tutorial or tell me how these numbers work. Thanks in advance
  8. So I was able to figure this out. I had tried just about everything I could think of in game, including restarting and nothing seemed to show me the projected path. It was not until I switched to another ship that was already outside Kerbol's SOI (it is on a run to Duna) that I spotted the projected path of the satellite contract. So this mirrors what Bewing stated above - I had to be focused on the sun or outside of Kerbol. I got worried when I accepted the contract and launched and did not see the projected path until I got the craft outside Kerbol's SOI. Of course, then I figured out I did not have enough DV to get the craft where it was supposed to go - basically on an outer planet path - so I re-purposed it into an Interplanetary relay (either that or I junk the craft altogether). Going to be a challenge to get a craft with enough DV to make the maneuvers, but I will figure it out eventually.
  9. Hello, I have a contract for positioning a satellite in a specific orbit around the sun but I am not seeing the projected path when I look at the universe map. The contract gives me specifics for AP, PE, inclination and longitude of ascending node, the same type of info normally provided for contracts to put up satellites in the Kerbun area.. I am still reasonably new into the game and this is my first contract to put up a sun satellite. Normally when I accept a contract to put up a satellite within the Kerbun area, I can see the projected path in the map. IS this correct? Do satellite contracts for the sun normally not show a projected flight path? I am running Kerbal 1.2.1 with the following mods Better burn time, MechJeb 2.5.9.0, NavBalls to you, Planet Shine
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