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Everything posted by Eriksonn
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As you are currently at the L3 Point and want to go to L5, you can just burn slightly retrograde so you catch up with the mun. The thing is that L1, L2 and L3 are "open" is a sense as you can enter them, spin around for a while and then exit without thrusting at all(if you are careful about it) but the L4 and L5 are "closed" in that as they are stable(ie you wont fly out once you are in there) and as orbits are reversible(if you flip direction of everything things still work) that mens thay you cant just "glide" into the L5 Point without an input of energy(thrusting). So they are abit harder to get to, but they can be brute-forced by getting to the correct location and circuralizing there. So get to 60 degrees behind the mun in some way, and then force-circuralize there and you should be fine.
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It looks like you ended up at the L3 Point, unforunutly that one is unstable, as is every other lagrange point that is lined up with kerbin and mun,so your original plan of placing it in the L2 Point on the muns far side wont work either unless you do cource corrections every few months. What you want for your sattelite is the L4 or L5 points, they are 60 degrees in front of or behind the mun and having the same orbital radius as the mun. A good thing is that you are at one of the (unstable)lagrange Points already, and that means that it takes very little energy to get to any other L-point. Old pic of me going to the L5 Point, I did it from lko and using the mun to slingshot me, but it should give you an idea of where to place your sattelite for it to be stable: You will also need to make some cource corrections at the start to get where you want to be but once it forms a loop should be good. With any of the L-Points you can Aalways do burns so that you shrink the "orbit" around the Point and in case of the L4 and L5 Points it becomes more stable that way, so try to aim for as small "orbit" as possible. You can see in the image that i did that too by the spiral shape.
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I got back into ksp after a small break and decided to continue this dres "challenge". Kerbin ejection in progress: I litterally needed almost all of that information as I needed to balance a bunch of things: Reactor Power output, Reactor heat, Thrust, Capacitors, Timing of the burn, Timing so that i would have power thrugh the whole burn. Fixing my orientation as my COM and COT was not inline, and a few other things… Luckely i have all these nice numbers to look at Also I had to make a total of 3 burns with 2,5 and 8 minutes respectivly. The first burn was abit of a fail as i ran out of power so i had to disable my 4 smaller thrusters and then my timing got messed up.
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I made a new ssto using the near future mods. I like to make small spaceplanes and this is like my usual design but with a crew cabin and docking capability. It has ~3000 dv in orbit depending on the settings for the ion engines. I am not that good at making sstos so i had abit of a problem getting over mach 1.2 at earliar design phases due to using the wrong nose cone and having too much fuel. But i did some tweaking and this is the result. It is capable to land on minmus and go to space stations and similar things. Although it could take a while to get out of lko due to the low twr in space mode...
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Progress update: I have assembeled the entire station/mohtership in lko(The "core" was so long that it poked thruogh the ceiling of the vab, never had that happen before), and am preparing to stop by minmus to test out the equipment a little before heading out to Dres. But as it is 570 parts and way bigger than anithing i have ever flown, it has really started to lag alot and i am not sure as how to fix that... Help is needed on that part. Anyway, the modules i have are: a medium rover with mining capability that can land and take off by itself, a crew module intended for landing and doing science(even though i am on sandbox, just for "realism") with a tiny rover at the bottom for random tris to who-knows-where, a cluster of 12 small relay sattelites for maximum connection(might put some around other moons rather than dres as well to prevent crowding...), a scanning sattelite for doing ore surveys and a Heavy mining rig for re-supplying the main ship with fuel. I still have a few docking ports left so you can still tell me if i am missing anything.
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This seems interesting, I think i will send a large mothership/station with miners, rovers, kerbals and lots of relay sattelites. It will be fun. The mods i have are Principia, OPM, Near Future pack, KER and a few "looking good" mods. Other than that i have re-arranged the outer planets a bit and moved them closer in as principia dont like high warp and i am impatient… The only impact that it has here is that Dres is in orbit around Urlum and that is where Dres used to be, so it is abit like i have moved Urlum to Dres. More friends to play with yay. I hope that this rearrangement is within acceptable rules. I will post more later when i have more progress done, but until then:
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Do you have a screenshot that makes you laugh every time?
Eriksonn replied to Randazzo's topic in KSP1 Discussion
Lets see...(i really need to sort my screenshots someday…) This was from when i tried using a planet mod(dont remember the name) with principia, they didnt like each other. It is also funny how the planets goes in between each others moons while principia is spewing errors everywhere. The tiny moon in the foreground belongs to the orange planet btw. This other one is from one of my first mun landings i think, it is just the most kerbal of reports ever... -
It is becauce you are using the wrong type of antenna. The antenna you are using can only transmit directly to Kerbin or to a relay antenna, but it is not itself a relay. The relay antennas tend to be heavier, non-extendable and cost more, but can talk between other antennas(not only other relays). The non relays that you are using are better for landers and such that are ment to be lightweight and dont need to re-transmit signals. And as they are landed there is a higher chance of it being blocked by the thing it has landed on, so you need relays in orbit as you already figured out. The green antennas are relays, the blue one is a low-range relay antenna that can be extended and dont reach to any other planets. But since you are around the mun any of them will do. I suggest the one in the bottom right. If you rightclick on the antennas you can see if it is a relay or not and you can also see its range (see the link below for more on that) The wiki has a nice page on how far you can reach with each type of antenna: https://wiki.kerbalspaceprogram.com/wiki/CommNet If you want to you can use the narrow band scanner to get a more detailed look at where the ore is(it gets better if you have done a surface scan nearby as you already have done). You can drag around the little cursor to find a place with good ore. You might want to click the color button so it becomes easier too see the difference. And then click the waypoint button to put a marker in map on the selected spot. Then it is easy to land where there is good ore.
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I re-downloaded the mod and the dependecies for ksp 1.6.1 but it doesnt seem to work. It shows on the toolbar and i can click it and so on, but i still cant warp any faster in low orbit(still 10x at 28 km over dres). I assume that i have the wrong version of this mod as i have 1.6 and the mod has 1.5. Is this a problem and if so can it be fixed? Or is there some other way(or mod) to warp faster in low orbit in 1.6?
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Yeah, i noticed that i was indeed in a retrograde orbit, but as prograde orbits are much more common i think of normal and antinormal as up and down but that doesnt work all the time... I think i confused myself as i needed to made an inclination change to match with a contract orbit and i have this thinking of "when you are at the ascending node you burn decending(down), and reverse for up of cource". But that thinking only works in prograde orbits, and since i never usually do rendevouze(how on Earth Kerbin do you spell that even) in retrograde orbit i managed to confuse myself… And i didnt even realize that it was a retrograde orbit in the first place I have started to change my thinking to line up with the different colored sections of the navball instead(dark=down, light=up), as that is more consistent with what i am trying to do. But i still sometimes fall back on the normal/antinormal markers and confuse myself...
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Edit: Found out that the problem was that i was in a retrograde orbit, oops didnt even realize... I have found a possible bug. The normal/antinormal markers on the navball are flipped. notice how in the image i am pointing down but the navball shows "up" It is even on the black part of the navball and i have found that that means the southern hemisphere. None of the other directions seems to be problematic.
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I was sending a resource scanner sattelite to minmus, and as usual i did a mun gravity assist for the fun of it. However this time something interesting happend: Due to manuevers believing that engine burns are instant and my ion engines being rather slow i didnt end up in the exact orbit that i wanted. After correcting for this small deviation, i noticed that my mun periapsis was only 4,6km . I quicksaved and hoped that i wouldnt hit the mun. When i was approaching my periapsis and flying only meters above the munar surface at over 800m/s i saw one of the mun arcs. That was completely unexpected and unplanned. I dont think i have ever before seen one of those myself as i have not really been that interested in them. But this was still a very happy event. (a few seconds later i literally had to retract the solar panels to avoid smacking them into the surface)
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I just found it and it will be in my installs a long time forward Especially since the ion engine is my favourite in stock, and this mod adds lots of ion engines. And the capacitors are nifty too
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While i am waiting for principia to update i have been looking for what other mods i should have in my next carrer world. I found this modpack thing called Near Future Technologies. It fits me perfectly as it adds many large ion thrusters(i love ion thrusters), more solar panels, nuclear reactors and a bunch of cool structural things that can be used to build space stations and such. They can even be filled with fuel and ore and stuff. It is actually the first time i have used mods that focus on adding new parts instead of there being like 2 or 3 as in kerbal engineer. Turns out that huge ion thrusters and nuclear reactors is a very good combo, so I made this: It has a miner, an ore converter, a lab, and a crewed lander. This is by far the largest thing i have ever flown in this game too. I am planning on having a similar version in my carrer world later(it will be the "final goal" i think) that will go to almost all planets and moons(maybe not landing on tylo and such...) as all the fuel and such will be refined on site. I will also have a slightly modified version of opm too just for some more places to go. The large ion thruster has about 4000 dv with this setup, will probably decrease as there are a few things i want to add to it later perhaps. Like maybe a ssto like thing for laythe and tekto, as there are some crazy nuclear jet engines that dont need oxygen apparently...
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What is your most facepalm-worthy moment regarding KSP?
Eriksonn replied to MaverickSawyer's topic in KSP1 Discussion
That reminds me of that time when in space engineers i needed to save a ship that had floated away. Becauce it didnt have the correct type of thrusters i had to use a single ion thruster to dock with a space station. That was very hard as i had no thrust in any direction but forward, no thrust limiter, no nav ball and the docking port on the same side as the thruster(i had to reverse it into place). Good thing was that it was very nimble and could turn fast. -
Made a random mining/ferry rover for minmus and mun: It became interesting as the crew cabin didnt have any entrance except at the back so i had to make a bit of a walkway thing in the middle of everything but it gets the job done.
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It went into orbit almost without the ion engines, the middle airintake didnt need to have fuel either. Then went to minmus and back using ion only with almost 1/3 of the xenon remaining at the end of it all. Edit: One more problem with the first version is that when i came home to kerbin again it completely refused to pitch up when going slower than 200m/s leading to jeb needing to bail out as the plane plummeted into the ocean Thank god for kerbal parachutes... After that semi-successfull flight i wanted to fix some of the problems i had, and add some new features: 1. Add passanger capability. 2. More batteries. 3. Docking port and rcs. 4. Science instruments and antenna. All these features made it to heavy to get into orbit as nicely as the old version, so i had to step up the power... First i tried with more ion engines and a spark as the spark has more isp than the rapier in wet mode, but that didnt work. Then i made the core into a mk2 cross section, and made everything generally bigger and better so that i could have 2 rapiers for more boost in-atmo. Ended up with this nice thing:
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I made a cute ssto to minmus. It went better than usual with my sstos, at least in the beginning. I usually need to relaunce a bunch of times to tweak things so that i can get into orbit, but this one worked first try. It had a little to few batteries to be able to land and takeoff from minmus so i had to do lithobreaking on landing and a running start on takeoff to let the panels recharge as much as possible. But i made it
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So making a round trip around the Mun is roughly the same as the height of Sweden(where i live). Damn… I havent even traveled that far irl but i am orbiting the mun at regular intervals. That really makes you think about stuff...
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I managed to do my first "first stage return landing". It went better than i had hoped, apart from some confusion as to why my SAS freaked out while trying to land. Turnes out that the fins didnt understand that they were going backwards so i had to flip their control authority.
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I wanted to have a go at 1.6 but since my mods didnt work i just put all of them to the side and did a pure stock mission for once. It became my first ever manned Tylo landing using the largest rocket i have ever flown.(First time using the new even larger tanks) I landed successfully but had a bit less fuel on the way home than expected. Only 1000 dv in low Tylo orbit, but i know i can do it as when i came from Kerbin to Jool I used gravity assists to get a good Tylo encounter with almost no dv at all so if just manage to do that in reverse it should work out. I hope... I really like the new stage info also. Not as informative as kerbal engineer but it still didnt really feel that anything major was missing in terms of info compared to with the mods.
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I have done a few missions over the past days: First I did a contract for a surface base on minmus. The contract wanted a lab module and 4000 liquid fuel. The lab module i was going to put on anyways but the fuel became a bit of a problem. Becauce of that the first module was basically just a lab and a bunch of fuel tanks(empty of cource as i dont want to land with that much weight). So i launced a drilling and fuel processing rig up after but when i tried using it i became apparent that the large drill extended into the ground a Little more that i had expected. Specifically it lifted the entire station and it looked very ridicoulus. But i got that contract complete and Went on to the second mission which involved sending a sattelite to Urlum. Note: becauce principia lags when at higher warp than max in stock, and that i am impatient, I moved the outer planets to various places in the inner system. So Urlum is slightly further out than Duna and has Dres as a moon. Despite never visiting Urlum before it was really fun especially considering its gravitationally interesting setup of moons and the fact that i use principia. I tried making my probe as tiny as possible while still being capable of doing the job. And i also landed on both Tal and Priax. A really fun thing was the fact that becauce Priax and Polta was in each others Lagrange Points it was really cheap and interesting to transfer between them. Here is me transferring from Priax to Polta with only 100 m/s from low Priax orbit to circular Polta orbit. I dont know if it is a remarkably low compared to stock orbits but it was very fun atleast.