Jump to content

kedrednael

Members
  • Posts

    44
  • Joined

  • Last visited

Everything posted by kedrednael

  1. I'm very curious how large that airplane is!
  2. Is there also the possibility to block posts and threads made by certain users, Dr?
  3. That only tells you an estimate of when to start the burn right? But it doesn't tell you how your trajectory will change throughout the burn. So if you point prograde during a long burn, in the beginning you will already straighten out your orbit, taking you very high above the planned maneuver node position and in a very different direction than planned. Or if you point towards the manouvre node you will collide with the planet because you are lowering your periapsis. Even when you point in between maneuver node and prograde to keep your desired periapsis your direction will be off from what's planned. Wait it can actually calculate the trajectory through the burn?
  4. - Maneuver node does not take into account the maximum acceleration of the ship, so long burns are very inaccurate. Yesterday I did an ejection burn with ion engines that lasted 70 minutes six times over (with time acceleration 24x). These burns are super hard because when you go faster your trajectory gets straighter, It would be great if the burn time could get integrated into the trajectory. It would be nice to be able to tell the editor the Gs you can pull, and that you want to do prograde, (so not pointing exactly were the maneuver node points during the entire burn). I just want to be able to do long suicide-oberth-ejection-burns like this without too many retries: https://youtu.be/w3sfH1D5CQc?t=501 - Landing legs make your landed spacecraft jump a 100 meters into space, crashing it, when restarting physics. So using landing legs is more dangerous then just landing on the engine bells. And leaving the landing legs at home is less heavy anyway! - Heat shield attachment location. I have to manually move the heat shields to unclip them from the part they are attached to each time. This is also an easy thing to fix. - The unimpressive sounds; super loud staging. IIRC an update log for breaking ground says the rotors make a nice brrr sound but they are silent for me. - The science messages are all the same, which is especially boring after you've put so much work into getting to a new place. I just want funny or scientifically plausible unique messages for every location. Maybe those messages could even be crowd sourced (& voted on with a google doc or something?) like the new loading screens? I'm sure people can come up with great ones.
  5. It's mainly a normal water cloud which forms because they spray a lot of water underneath the rocket during take off, this water decreases shockwaves and heat from the engines. There will be some dust as well, but I think the land landings gives an idea how big that cloud could get, I don't think you can see any dust because of the water cloud. At low altitudes the exhaust encounters a lot of oxygen from the air around the rocket and the exhaust is kept at atmospheric pressure by the air so the exhaust products can continue to burn, so it's bright. At higher altitude the exhaust encounters less oxygen and the exhaust quickly expands so it doesn't burn as much anymore. In space you only see the dark sooth that would burn at lower altitudes. Haha I love the three similar answers . One thing I want to add is the shape of the flame of the first stage, there are these 8 visible flames on the outsides of the plume. I think that's where the exhaust from different engines collides together and with the surrounding air so it becomes higher pressure and with more oxygen again. But I'm not sure.
  6. I put a seismograph on the surface of Eve and returned the crew. This mission consisted of three launches: the plane that can take of from Eve when it stages, but it can't get into orbit on Kerbin without staging, so it required a cool pusher plane. The Eve plane is fully manned by Valentina, Bob and Bill. While the pusher plane is piloted by jebediah. Then another launch to refuel the Eve plane and another add the return capsule and the heatshield. The return capsule was manned by jebediah, however there was no place for him to Eve so he had to hitch a ride on the reusable rocket booster back home! Thankfully the engineers installed a ladder for Jebediah to hold on to until things get too hot. The booster had a lot of Dv left to decelerate. Jeb had to let go around 30 km to minimize toastiness. The propellors don't overheat when they slowly rotate to get out of the plasma stream :P. Reentry capsule is still attached at this entry. While ascending to the max altitude with the propellers I discovered some things: Decreasing the RPM from 460 to 400 enabled the plane to speed up and ascent further! The propellers don't need all the torque applied to them to keep their RPM, but the electric charge is determined more by torque. So decreasing torque didn't decrease RPM, but it did decrease electric charge use, so there was no more electricity shortage! The ascent to Eve orbit starts by igniting the vector engine and pointing the plane up as much as possible, then detaching the wings. The wings collided violently with each other behind the plane. The 2nd stage of the Eve plane docked to the return capsule and everyone returned safely to Kerbin ! Fuel tank and engine can be seen burning up.
  7. Yes the lithium engines produce a lot of heat, and will blow up after a while if they are not cooled
  8. A deployable circular solar panel that produces 8 charge / sec would be nice. With 8 charge/second you can basically run one ion engine on full thrust per solar panel. Imagine you want 17 charge per second (2 ion engines), you would have to fit 10 of the little solar panels on the craft! But even one XL panel is too much! Sometimes 10 panels just doesn't fit.
  9. I want to put seimographs and deployed science on every planet in the Kerbin system. I start with Moho! The first stage is reusable and only needs 2 vector engines for lift off. The second stage gets the craft into orbit and into a kerbol orbit. The final space craft has 3 detachable xenon fuel tanks, of which the first one has a battery and a solar panel because it is used at Kerbin for the final ejection velocity. This was not the final version of the craft I used; the final version does not have ion engines attached to the detachable xenon tanks. The first xenon fuel tank gets discarded during the inclination matching burn. Just detach the drive section and redock the spacecraft without the empty xenon tank. Moho capture burn, notice the offset ion engine for the solar panel. The craft is nice and balanced so it can run at 16x time acceleration. After Moho capture the return capsule docks with the final detachable xenon tank, and the light lander lands on Moho! It has a TWR of about 1.2 Seismograph and other science deployed! Returning to the return capsule orbit. The lander gets left in moho orbit. Still 60m/s left when reentering kerbin's atmosphere ..
  10. What I would like to see is: - Ability to fit more then one part on a single attachment node. - Ability to set absolute and relative orientation of parts by typing. Because when putting landing gear or engines on wings or slanted parts it can be very hard to align them. And creating hab rings etc would become more easy. - Passengers of one passenger contract all want go to the same destination, and sometimes in much bigger groups. - parachute drag increases less more gradually when opening completely. I think that could make them more exciting at lower altitudes and less neck-snappy. - Mainsail and skipper compact variants fit on 1.25m parts; the models are practically screaming that they fit, but then some nice pipes are sticking out, and I assume the drag also handles it like 2.5 meter. - 1.25m ion engine . Wait does that make sense? - 2.5m NERV. - plane Mk3 to 2.5 meter adapter with only liquid fuel. - 2.5m RAPIER. (the real life sabre engine would have had a thrust of around 2000kN according to wikipedia, vs the RAPIER's 105kN). With the sabre engines just two engines would be enough to put a large spaceplane into orbit, but with the rapiers we need like 12 engines for a plane of that size. - Flaglike parts that act as ablative heat-shields. Because the amount of parts it takes and the flames are less cool than with a larger engine. It would also make it closer to the real life proposals.
  11. When using the engines that require that much electricity I always use a nuclear fission reactor from nearfuture. But otherwise I would use capacitors from nearfuture, with enough batteries to hold the electric charge that wouldn't be used by the engines when discharging a capacitor. When going stock, the batteries are the best option I think, as shown by Bradley Whistance: https://www.youtube.com/watch?v=L8zhadZRedI
  12. I saw the comet on the 11th of July with my brother while we were In old Zealand, Netherlands. Photographed with my parents camera, the Sony DSC-HX60. We also saw a lot of other stars, the milkeyway, some starlink satellites, a meteorite, Jupiter, Saturn, the moon and Mars. It was a really good night. Except that we didn't bring our own cameras... Zoomed in Neowise. The small HX60 has 30x zoom. This is 10 photo's stacked together.
  13. I sent an expedition to Duna of four Kerbals using all the infrastructure in the kerbin system. First the habitation module and extra fuel tanks are assembled at the low kerbin station using the reusable rocket "Rooster 7" (Name comes from Reusable booster). The Duna lander is also docked at the low kerbin station. The completed Duna expedition ship (now with chemical propulsion section attached) launched to the Gateway station at Minmus. The expedition ship is docked on the right side.There it is refueled and resupplied (together with the fully motivated Kerbals). From the gateway it can get to an highly elliptical Kerbin orbit while fully loaded. Because of the extra fuel tanks on the expedition ships the Duna lander can land and return several times to both Ike and Duna. So even though only 3 kerbals are at Duna's or Ike's surface at a time, all 4 Kerbals have been to the surface. All sorts of surface experiments were set up and nice rocks were sampled. When leaving Duna the now empty middle fuel tank is left in Duna orbit. The Habitation module was proven to be comfy enough for long space travels with four Kerbals, and will later be used in an expedition to Moho. The Duna expedition crew left seismographs on Duna's surface, so an impacter is sent to Duna while the expedition is returning to Kerbin. The crewed ship passes quite close by the impacter! The impacter will return some sweet science! Speed at atmosphere entry was 5 km/s, which produces some interesting reentry flames . BTW why are there no forum threads about impacters for the breaking ground seismographs? An impacter to Eve or Laythe challenge would be fun? Maximize the impact energy (for lowest mission cost)!
  14. I also had this bug in KSP 1.7 This small fuel space station with lots of docked craft often bugged out during rendez-vous. It even seemed to be shifted worse when it loaded in at higher relative velocity to my current craft. Eventually I fixed it by launching the station again, cheat it into orbit the same orbit as the station that bugges out on loading (alt - f12 for debug/ cheat menu). The new craft didn't have the bug. In my head-canon the kerbals needed to do a software update to the station.
  15. I recreated thunderbird 1 It can do both vertical and horizontal take-off and landing like in the show.
  16. Hi! I've just downloaded scatterer again despite the fps drop it gives me, because it just makes the game so gorgeous! But I've also got the bug that phoenia describes. The bug begins at 60km precisely, and ends at 160km, in that altitude the water also changes color a bit. Above 160km the fps also jumps up :)). Aargh the fps is so low and bug is not pretty. But it's so beautiful! The bug is also slightly visible in this picture (just below the mono propellant tank), but it's way less when not looking down so much (also the fps is higher in that case). I've turned almost everything from scatterer off because I only want the super nice haze, red sunsets, eclipses, and playable fps. But I have the feeling scatterer still wants to devote memory and processing power to do things to the ocean :(. In the map view the fps is much higher, and the bug doesn't occur when going close to kerbin in the map view. I've tried to force dx11 but I don't know if it worked. KSP: 1.7.2 Windows 10 64bit Problem: black flickering patches between 60 and 160km, increasingly worse when looking directly down. Not present when looking parallel to the surface. Mods installed: Only scatterer 0.0540 Log: https://drive.google.com/file/d/1o4UstQ4W_xFS3QkEZgrQQ1CLrecjRM1G/view?usp=sharing Thanks for the beautiful mod!
  17. Ok thanks! Let's hope it get's added in the base game as well :).
  18. Hello, I'm trying to build a rotating space station with the new breaking ground expansion. But have some trouble setting up the rotation. I am using servos instead of rotors because I haven't unlocked those yet. In flight we can easily (and accidentally) delete the actions that are set up in the KAL controller, but there seems to be no way to undo that deletion (that's very easy to do accidentally). And there is also no way to put actions into the KAL controller in flight? Am I missing something important?
×
×
  • Create New...