kermand
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Everything posted by kermand
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Using flaps to prevent spaceplane flipping
kermand replied to Milesy's topic in KSP1 Gameplay Questions and Tutorials
I never tried. It might work, or it might increase your drag so much that your plane will turn into a flying brick. Fine tuning wings is a PITA, no doubt. My solution is to have all my wing parts attached through a common ancestor, say, the foremost wing part, so that I can manipulate them at once. You'll have to use autostrut though, to solidify the rest. Don't let this deter you from tuning your angle of attack. I know of no other parameter that can so dramatically improve the performances of a space plane.- 21 replies
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Using flaps to prevent spaceplane flipping
kermand replied to Milesy's topic in KSP1 Gameplay Questions and Tutorials
One thing that works miracle for nose refusing to pitch up during take off is to modify the angle of attack by rotating the wings a bit. Hit C in the space plane hangar to have fine grained control and rotate the wings very slightly so that the fore side is higher than the aft side.- 21 replies
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On my current campaign I decided to spice up things by restraining myself to launch only from Woomerang launch pad. The main difficulty so far has been to rendez vous stuff in orbit. While it is trivial to do so from KSC on an equatorial orbit, the minimum inclination you can get from Woomerang is about 45 degrees, and if you don't time your launches carefully you can end up with up to 90 deg of relative inclination between the first and the second part of a station! So my question is how to compute the optimal launch window to match a specific longitude of ascending node from Woomerang? I tried launching always at the same hour of the day, but because sidereal day and solar day don't match, it works for quick succession of launches over a few days, but when trying to add a module to a station after a few months a I am out of luck. Noting the date and hour of the first launch and computing the new launch time from it works, but is too much bookkeeping. Of course, I could eyeball it and correct inclination with a normal burn, but my shuttle replica's OMS does not have much delta V budget, and I'd rather launch on the correct orbit from the starters.
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KV 1/2/3 pods wont decouple from their base
kermand replied to kermand's topic in Making History Support
I found out that clicking on the "decouple" button on the part's right click menu works. I wonder why it does not work with staging. I tried with and without fairing, it never works through staging on my install. Anyway, that will do for me (^o^)/. -
Since i installed making history, I can't manage to have the KV 1/2/3 pods decouple from their base, leaving only the round part. I saw that it is necessary to have a part linked under them to decouple, but i tried it and it does not work. When i stage, the part just does not decouple. In fact for a long time i just assumed it was supposed to have a decoupler added under it, like the original (gemini like) pod. I just recently noticed images of the KV-1 properly detached on the net. Am I missing something ?
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Sorry for the reviving but I have had a similar problem. During my last rescue mission, the part supposed to hold the Kerbal was a KIS container, without even a habitation space. No Kerbal was in it. I tried to determine which mod the part is from but couldn't. Is there a way to edit cfg files to make a part ineligible (or eligible) to rescue missions ?
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One could approach your problem from the other side : why does your Jool probe weights so much ? Maybe you can set priorities for what you want to send there and remove some dead weight. Or you could split your big probe between several smaller probes to be launched separately. Jool's SoI is quite big and forgiving if you send some of your probes a little before or after a transfer window (because you can't fire them all at the same time).
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parts [1.12.x] Asteroid Recycling Technologies
kermand replied to RoverDude's topic in KSP1 Mod Releases
Hello I accepted an E class asteroid redirect mission, and then noticed the ART mod makes asteroid giant mastodonts in the million tons. Well, at Kermand Space Program we don't let a customer down ! So, I decided the kerbals will complete the mission or die trying. My question is: does the Jaw ans all the converting units in the ART mod benefit from the presence of an engineer ? Or is it just the same if i send an unmanned probe to hollow out the asteroid ? -
KAS. You can make great things with KAS, an engineer and a wrench, but often the game crashes, or something explodes. When you reload, it often happen that the kerbal in EVA collides with the ship, and goes spinning like hell at very high velocity, requiring a cargo bay to catch him/her safely. KAS keeps you on your toes by summoning the Kraken.
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Go to near Kerbol space, and come back
kermand replied to kermand's topic in KSP1 Gameplay Questions and Tutorials
Now that i think about it, the constraint of having to return to Kerbin makes the Jool slingshot a poor option indeed. It's much more difficult to perform in terms of navigation, and I would approach Kerbol with all the kinetic energy acquired from Jool's altitude, most of which i would have to get rid of in order to set my return apoapsis at Kerbin. Not sure mister Oberth has enough magic in his hat to make this profitable. -
Go to near Kerbol space, and come back
kermand replied to kermand's topic in KSP1 Gameplay Questions and Tutorials
I tried to set the maneuver nodes, see where it goes. one 4083 m.s-1 burn to get a Kerbol periapsis under 1.000.000.000 m then one 3322 m.s-1 burn at apoapsis 171 days later to match Kerbin at the second pass. then a 1800 capture m.s-1 burn to return home after a one year trip. Probably less if aerobraking. total 9200 m.s-1 not including the losses due to the most definitely long burn times. The Jool slingshot option looks even more sexy now ^^ -
Go to near Kerbol space, and come back
kermand replied to kermand's topic in KSP1 Gameplay Questions and Tutorials
Lots of nice discussion here, thank you all. (^o^)/ I have to admit i did not think about correcting my orbit the first time I return to apoapsis. Definitely a brain fart on my part, as this looks the simplest approach. The 15:8 confusion did not help either, but a 8 years mission would be too long anyway for a manned mission with no stop at another body, as I play with life support. A one or two years mission is the best. As for the worth of getting low solar space science, it is definitely not worth it as far as completing the tech tree goes. But if i wanted to do that i could just press the Mun, Minmus and Duna like lemons and it would be done. The goal here is mostly to get the satisfaction of having done a type of mission I never did before, bonus satisfaction if it is done elegantly. As for "do the math"/"use the UI" controversy, isn't it mostly a matter of personal taste ? I enjoy the trial/error approach most of the time, but it is also cool to plan a mission starting from the equations, bringing with you just the necessary fuel and beeing able to say "exatly as planned !" when you land your vessel home. The most satisfactory experience i had in KSP was probably my first Apollo style Mun trip, and i planned every tiny bit of it using equations from Wikipedia (had just bought the game, did not even know that KER existed). The feeling after returning Jeb Bill and Bob as planned with barely the fuel necessary was great. It got old afterward, but it is nice to binge in calculations again from time to time. This is also why I don't want to use brute force, i like my missions to look realistic-ish. (I know KSP is easier than real life, so the "look" is the important part. For example, I like my rockets to look like rockets, not 15 LF boosters with a giant ring station on top of it) -
So, I would like to send some probe in space near the sun and get it back to maximize the science gain. And why not, send a Kerbal so he/she can EVA near the sun and tell me about it. Obviously, I need the Kerbal back as no one shall be left behind. My plan was to compute an orbit around Kerbol with a periapsis under 1.000.000.000 m, an apoapsis at Kerbin level and a period in resonnance with Kerbin's, so that after a few years the probe returns to Kerbin's SoI on its own. Alas, the only such orbits I could compute using a spreadsheet have resonance like 15:8, which place the next encounter with kerbin approximately 120 years ahead. I was wondering if there is another method outside of the brute force approach, packing 20000 dv in my probe. Maybe gravity assist or a refuel at eve or moho ? Or am I just computing wrong and there actually is an orbit fitting my needs within an acceptable time frame ?
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I have been wondering lately, is "Kerman" really a family name, after all ? It would make much more sense as an honorific suffix, like "-san" in japanese or "-ssi" in korean. Under this hypothesis, Kerbals have only one, very colorful name, but the etiquette of the Kerbal society requires that they address each other by the name + "Kerman". Only Kerbals who have got to know each other closely, like Bill and Valentina stranded together for ten years in a Mun lander short of fuel, would dare to call each other by name only (a practice known as "kermansute"). Just thinking.
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True. I uised to do this when i saw my probes wobbling. Since I started taking the center of mass in consideration from design, I never had to do it anymore, but it helps with probes that are already out there when you notice the problem.
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I have this problem with my smaller probes, it i set SAS to prograde, the probe oscillates around prograde but never stabilizes. I tound that having my center of mass far from the reaction wheel (or far from the command pod if it has a wheel) solves the problem.
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Here is a method for rendez-vous-ing and catching asteroids ( or really, any curved ball the universe throws at you inside Kerbin's SOI ). I tested it this week end with class D asteroids and it gave me satisfaction, so i wanted to share. (I have no class E in my vicinity to try it on right now, but look forward to it ). The problem: asteroids good. Me catch dem. But asteroids often on higly excentric, strongly inclined orbit. Sad. I try to refuel and reuse the same tug as much as possible, but those pesky rocks never have the good manners to match my LKO parking orbit, and more often than not i spent too much fuel reaching them and could not stop them. sad. The solution : park your tug around the Mun and rendez vous from there. Here is the process in 10 steps: Have a tug in mun orbit. A Klaw, a Nerva, reaction wheels and lots of fuel, preferably in Mk 1 fuel tanks for better mass ratio.Refuel. For bonus style points, refuel from a mun base. When your target enters Kerbin SOI, look at its trajectory. Its plan will cut the mun's in two places (unless it's quasi-coplanar, in such case you don't need this trick anyway, you lucky person). This means you have one window every 3 Kerbin days to launch your mission. When the mun is aligned with the 'roid's plan, burn like you want to go back to Kerbin. But instead of aiming for the equator and reentry like normal, aim so that Kerbin will slingshot you in the proper alignment. This will require playing with the normal/antinormal vectors and setting your escape velocity accordingly. The advantage here is that a very small nudge inside the mun's SOI can completely change your orbit once the Kerbin slingshot is complete. Not mentioning the Oberth effect goodie you will get at your Kerbin periapsis. Pay attention though to the target orbit's orientation. Depending on that you will have to aim for one side of Kerbin or the other, but again, a small push early will allow for a big difference in the final result. With a proper slingshot, you should reach the target's path with little spending of fuel. You don't have much leeway for timing, so make corrections with radial in/out manoeuvres to meet the target. Normaly, you should be able to rendez vous with only a fraction of your fuel spent. Match velocity, klaw, turn around and burn until your periapsis enters Kerbin's atmosphere. You can now wait for the air to bring down your apoapsis for free. While you are still far from Kerbin and your velocity is low, try to align your inclination. The farer from Kerbin, the easier. When your apoapsis is low enough, bring your periapsis outside of Kerbins atmosphere and voila, you are in LKO with your rock. Bring your tug back to mun orbit, refuel, rinse, repeat. ? Profit !
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List of Mods Compatible with KSP 1.3
kermand replied to ArmoredReaper's topic in KSP1 Mods Discussions
Easy Vessel Switch seems to work (unless it became stock). Seriously ? (-_-)b- 27 replies
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KSP Interstellar Extended Continued Development Thread
kermand replied to FreeThinker's topic in KSP1 Mod Development
I see what i did wrong : i was expecting gaseous Hydrogen, not liquid, so i had the wrong tank on. Thank you. I managed to extract the followings: Liquid Hydrogen, liquid Nitrogen, liquid Helium3, liquid Deuterieum, liquid Carbon Monoxide, Gaseous Helium 4. Sadly, although i have a tank for Neon, i don't get any. I can't find a tank for liquid Neon (not even sure it is a thing for a noble gas). -
KSP Interstellar Extended Continued Development Thread
kermand replied to FreeThinker's topic in KSP1 Mod Development
Solar Wind processing in ISRU refrigerator suffers the same problem Regolith processing had a few releases ago: not working although having plenty of power and room for all the products, power requirement is written as 20/40MW. I can't upload a screenshot right now but will add one when possible. -
Very nice summary, thank you, but i have a question about this point. How about RCS blocks ? I just designed an SSTO for 6 kerbals, the ultra basic LKO station crew swapping model, which gives me satisfaction appart for the fact that the RCS blocks on the side and below tend to explode on re-entry. Do you put them in cargo bays ? (It could fit in a small one)
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Today I delivered a small crane to the mun in order to build my regolith processing plant. It's the tall white stuff on the left. The giant radiators in the middle guive a sense of scale. I made it 50 meters tall to take full advantage of the winche's rope, but it is not very practical to use. Anyway, without it i would not have been able to build the towers you can see in the middle of the image (i have for a long time been very disatisfied with building bases where habitation modules designed to be vertical are layed horizontally). Last but not least, bungy jumping from the top of the crane is great fun for the Kerbals after an intense munar day of work (^o^)/
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That would be KSP meetsYandere Simulator : Yandere Space Program Clearly, a yandere on board would turn any Duna mission in a remake od Dead Space.