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Human Person

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Everything posted by Human Person

  1. I‘ll take a look. So, I've looked at the Eve Lander. Staging was messed up, so I fixed it and let Mechjeb do it's magic to tell me if it will be able to launch from EVE: First, I looked at the ascent vehicle TWR: Your ascent vehicle will not be able to lift off from sea level, but you will have good chances of lifting off at 3.5 km altitude or above (this is where the SLT hits 1.1, wich is ok for EVE). BTW: what are the Ant engines for? Delta v Your Delta v for Ascent seems to be around 5000 m/s, which is too little for EVE. I would pack at least 7 to 8 km/s here. don't worry about the size of the rocket, there are a couple of ways to get more delta v out of yours. - dump any excess weight, especially in the last stage. make that as lightweight as possible. The big Monoprop tank on the top, you don't need that. You also don't need the heat shield underneath the capsule. Dump all the RCS Thrusters on there (Jeez those are a lot), you better have something in Orbit that can dock with the craft after its ascent so the actual crew capsule is just passive in this docking. make sure you can dump the shutes just before or during liftoff, the landing legs too. I f you don't want to do that, make at least sure all the chutes are on the booster that is being dropped first. - maybe reconsider using the Mainsail. It has some ISP in the thick atmosphere but Vectors and Aerospikes (I love me some Aerospikes on my eve landers) are better suited for those conditions. Aerodynamics Any particular reason not to use nosecones on the boosters? there's literally no better application for those than on Eve ascent vehicles reentry and landing I see you chose the 2 inflatable heatshield approach. I have no experience with that design, but I know it has worked for others. my approach usually is a big heatshield on the bottom and large wing pieces (I make them into a giant grid fin) at the top. This is - for me at least - the most tricky part and requires a lot of testing. Hyperedit is your friend. The landing legs won't reach the ground. you will land on your engine bells, blowing them up and or tumbling over. The relays look good, as does your mothership (what is the purpose of the vector stage on there though?)
  2. no, I say @RandomPerson. He joined 2 years ago and didn't post anything so far, so maybe he has been waiting for something like this?
  3. Behold, my Eve Lander. It has the equipment to land and mine on Minmus, (maybe the Mun), Gilly and finally EVE and maybe return to Kerbin again. I just need to launch it and ... dang it! Fairing explosion bug. Well, that's it for this craft. I'm tempted to just remove the fairing and try again, but that would be against the rules of this challenge.
  4. Could you specify the problem? Do you have problems adding fuel tanks or do you have problems adding engines, or do your engines not start or do your engines start but the rocket doesn't lift off? Or nothing of the above?
  5. "I didn't remember what we should have learned for the test today so I didn't learn anything out of precaution." Me to my Chemistry teacher. I wrote a B+ btw.
  6. I'd go with a reusable SSTO rocket. Just a big booster with landing legs at the bottom and chutes n' airbrakes at the top. Make sure it has about 4000 m/s of deltav so you can make a reentry burn to prevent engines from blowing up and have some left over fuel to soften touchdown. The Mod Trajectories can help landing near KSC.
  7. I'm very inconsistent on this one. E.g. I have the Peter The Rocket rocket family, which has 3 members by now: Peter The Rocket Peter The Advanced Rocket Peter 3 Do you see a problem with that?
  8. I would send 2 rovers with grabbing units so you can attach them on opposite sides and launch the thing to a low mun orbit, where a 3rd craft grabs it that has a large heatshield and parachutes for recovery.
  9. I have had the same problem with an Eve lander once. Is this a bug in the current version? Unfortunately, I don't have footage of the explosion, but here is my solution. I just removed the fairing and put massive Wings on the rocket to counteract aerodynamic instabilities.
  10. Hmm. Well, you‘re giving us little information to help you. How did you build the craft? Might be fuel flow problem, maybe locked tank (can you even lock tanks in that version?) You said Moon, not Mun. Are you playing with Realism Overhaul installed? that would bring whole range of possible problems. Why do you still play in 1.0.2, that is quite an old version of KSP. Who remembers bugs and problems with that particular version? Maybe you should update.
  11. Granted, a cat get‘s a wish. It chooses not to be with you. I wish for the next person to get their wish granted without corruption.
  12. Granted, it‘s Cabbage. I wish I had a new identity.
  13. Granted, you can now make braids under your armpits. Ever heard of RAID? Oh well, your 20TB drive is too slow to do anything cause you didn’t set RAID up properly. I wish to loose some weight.
  14. Im Grunde müsste du nur die Forumseite zu den entsprechenden Mods finden und die aktuelle version runterladen. Nicht jeder mod ist bereits mit 1.3.1 kompatibel, aber bei manchen (vor allem bei mods die lediglich neue Parts enthalten) sollte das kein Problem sein. Für solche Fälle einfach mal ausprobieren. Die „Installation“ der mods könnte nicht einfacher sein, einfach den runtergeladenen Ordner (bzw. Der inhalt des Game Data Ordners) in den Game Data Ordner deiner Installation verschieben und du bist fertig! Aufpassen bei den Mods: EVE und GPP, die haben ein paar Voraussetzungen um zu funktionieren (andere mods werden auch benötigt). Genaue Anweisungen findest du auf den entsprechenden Forumseiten. Falls die englische Sprache deine Hürde ist, helfe ich dir gerne weiter. Schlechte Idee. Immer zuerst die Forumseite der Mod aufsuchen, da gibt‘s die meisen Infos.
  15. First of all, the unit of delta v is m/s. m/s^2 is a Unit of acceleration. How much your capture burn costs depends on the kind of transfer you chose. Delta v maps assume Hohman Transfers, wich require you to intercept minmus at your Apogee. If you hit Minmus before your apogee (a fast transfer), or after your apogee (a slow transfer), you will need a bit more to capture as you are traveling at a higher relative velocity.
  16. Oh, didn’t mean to post this ... sorry.
  17. I love the Puff Monoprop engine. If only there was an inline version of it, so you can use it like every other engine.
  18. Transfer window planer Kerbak alarm clock MechJeb Infernal Rpnotics Visual enhancement Mods Better Time Warp (you definitely want this when playing OPM)
  19. GPP and OPM work perfectly together, you don‘t have to choose. On the other hand: If you really want to change your game, You should give RSS and RO a try. It‘s time consunming and you have to troubleshoot a few mods here and there but it‘s definitely worth it
  20. I played a little further, but on my settings, nothing noteworthy happens. I basically have to do all the testing contracts. Scraping together a few funds here and there (now over 100.000) is possible but every science point is so hard gained! Also, my reputation doesn’t get out of that sinkhole. (One failure makes up for 20 successful launches - financially and reputation wise). I did all the science I can with Mun and Minmus flybys and still haven’t even unlocked the terrier engine (not even the reliant). I will bail on the settings. I’m not saying it’s impossible, it’s just super tedious.
  21. It is possible! Others and me did it in this challenge. My 2nd post shows exactly what kind of transfer to jool I chose. Basically, you want to arrive at jool with some extra energy. Such a high speed encounter can be achieved e.g. by choosing a fast (some people might say inefficient) transfer, so make sure you’re a little late in your transfer window. The extra delta v needed for your exit burn is well spent! The requirement is simple: when doing a gravity assist, you leave the SOI with the same velocity you entered it with, so you want to make sure to enter Jools SOI with a higher velocity than Jool’s orbital velocity itself and leave it in a retrograde direction. Another approach some people in the challenge took is doing a bielliptical transfer. This requires an extremely high solar apoapsis (way bejond Jool), where your orbital velocity is so small, you can flip your orbit easily. The is method takes a long time (approaches in the challenge range from multiple decades to millennia ofr mission time). Brute forcing yourself into a retro solar orbit is possible and has been demonstrated by a few people as well.
  22. Your profile pic says it all.
  23. Hmm. Are you in Orbit Mode or In Surface mode? The game switches to surface mode automatically at some point so that might explain the issue. Make sure you are in surface mode! If you have problems landing on the mun in general, I can highly recommend the tutorial.
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