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HydraZineSoda

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  1. Apologies if this problem was already reported, I make an impatient skim reader and may have missed it. My issue is with vehicle editing times in sph. Basically I built a plane to do some early GAP contracts, did said contracts, then modified the plane to be capable of breaking sound barrier, literally adding a third engine and replacing nosecone with extra air breathing thing. I completed sound barrier contract then returned to runway and recovered to sph. So the craft has been stored in sph 3 or 4 times in one initial state, and is now stored in sph in a second, altered state, with one part removed from and 2 added to the original design. For some reason when I now open this craft it’s going to take 2 days 4 hours to edit from second state to second state, and 9 minutes to edit from second state to second state minus the two parts I added when I modified the craft. I discovered this when I wanted to ditch fuel. I can launch the vessel in the state it should be, but it seems like what storage thinks my craft should be and what editor thinks don’t match up. Happy to send my save file and thanks for making kct.
  2. Perfectly fair. And if I did attempt this launch time would be straight away from fresh save. Getting any old mun flyby wasn't a problem. Getting a free circular without fine controls however...
  3. I need to call this a night (or even a dawn) so here is the culmination of my quest for a perfect circle. Link to craft file: https://drive.google.com/file/d/0Bwrp_eJ4c_vbQmdGVm5UWWpqWk0/view?usp=sharing Launch mass 11.65t / Orbit mass 0.76t / Payload fraction 0.065 Ap - 129,784 / Pe - 100,007 / Eccentricity - 0.0208261207 (Please check this as I am not used to this equation). Link to screenshot as security settings are defeating me: https://drive.google.com/file/d/0Bwrp_eJ4c_vbbFZTUWctVF9CaUE/view?usp=sharing Full Disclosure: I cannot reliably reproduce the same results with this craft. The difference between Ap and Pe varies from 20km at best to 40-45km at worst. The only mods on the ksp install I'm using for this are kerbal alarm clock and Smart Parts.The values given above are taken from a run that seemed closest to the mean result. If you are Snark and you are doubting this then please score based on whatever you can reproduce. Flight Plan as it should work: 1, First stage BACC triggered by spacebar 2. Second stage rt-10 triggered by fuel depletion, thrust limited so that rocket continues to follow gravity turn. 3 Third stage 110 second timer triggered by fuel depletion, which then triggers another 90 second timer. Inertia from the gravity turn keeps the rocket pointing somewhere near the prograde vector as these timers countdown. I assume this is how stock physics works and I swear on the honour of my forbears I am not knowingly exploiting any glitches. 4 Circularisation burn triggered by second timer should occur within 5 seconds before or after Ap. 5 For best results, no phys warp, RW on the probe core is set to SAS only.
  4. I have two queries. If I get my dumb booster onto a mun assist and orbit after said assist is less eccentric than my initial transfer orbit, which orbit is admissible? If post assist orbits are admissible, please may we use time warp AFTER the rocket is out of fuel?
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