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HeliosPh0enix

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Posts posted by HeliosPh0enix

  1. 16 minutes ago, ARS said:

    1. Build a space station

    2. Sending the next module

    3. Module arrived on station with 3rd stage still attached

    4. Frantically mashing WASD for precise RCS control for aligning docking port

    5. Accidentally pressed Z instead of A

    6. 3rd stage engine roaring at full power

    7. Confetti ensues

    Did you at least have a quick save, or was everything permanently destroyed?

  2. I was building a station around the Mun that involved using empty Kickbacks as structural pieces (which I learned from @EJ_SA).  I was attaching them to a central node on the station and had designed an adapter that allowed it to attach.  I sent up the structural pieces (along with a big refinery unit and fuel tanks) and started trying to attach them to the station, but realized I had forgotten the adapters and could not attach them properly.  Not wanting to let the payload drift away from the station, I had to use a random docking port on one of the payload pieces to dock everything to the station, which took nearly 30 minutes because of off-center RCS thrust and buggy docking ports.  I then sent up the adapters and spent another hour assembling the station.

  3. 5 hours ago, bewing said:

    The angle between your moon and kerbin should be equal to your ejection angle from kerbin to your destination body.

    You do a standard burn to leave your moon just like you are going back to kerbin, because you are going back to kerbin. You tweak your ejection orbit from the moon to have the lowest possible kerbin Pe without burning up or losing much speed. 67 to 70km is good. Note that it usually takes one to five days to get from your moon back to kerbin Pe, so you have to plan for that. If that's too long, you can tweak it with a radial-in burn, once you've left the moon's SOI.

    Then you set up your maneuver node at your kerbin Pe and burn like hell.

     

     

     

    2 minutes ago, Zhetaan said:

    @HeliosPh0enix:

    I'm not so certain about it taking five days to return to Kerbin from the Mun, but to elaborate on what @bewing said, imagine for a moment that you are beginning your interplanetary burn from extremely low Kerbin orbit rather than the Mun.  There will be an ideal time and position to execute the burn.  The trick to starting from Mun orbit is to return from the Mun such that your Kerbin periapsis for the Mun return orbit is at the same location and time as this departure point--with the caveat that the timing will likely be off by a bit.  This usually isn't any great concern but it's worth mentioning; the Mun's orbital period is only six and one half days, so although you won't often get an utterly perfect launch window, it's close enough that you'll get to your destination without trouble.  Six days (three on either side, technically) won't make you miss the window, unlike Minmus where the orbital period is almost fifty days.

    Of course, that's easily solved by splitting your ejection into three parts instead of two:  return from the Mun on the orbit before your burn, when the positioning is correct, burn at Kerbin periapsis so that your next pass has you arriving at the proper time (you'll want to raise your apoapsis to get the timing correct; it won't do to waste fuel by lowering it) and then burn to eject before the Mun comes back round to capture you again.

    Thank you everyone for the advice!  Would either of you know the approximate delta-v savings I could get by using this technique (assuming I have topped of my tanks in Munar orbit and any delta-v spent getting there is void) versus launching directly from LKO?  Again, thank you!

  4. I have heard a lot about people sending interplanetary missions from Munar/Minmus orbit after refueling at a space station there, so I made a station with a refueling depot in Munar orbit (I realize now that Minmus would have been smarter, but whatever).  What I cannot figure out, however, is how to get an interplanetary intercept to, say, Duna, from orbit of the Mun.  Where in its orbit around Kerbin does the Mun have to be?  Where in my orbit around the Mun does my ship have to be?  If I am going during a Kerbin->Duna launch window, what is the delta-v change in launching from Munar orbit vice Kerbin orbit?  Thank you for your help.

  5. 2 hours ago, Quoniam Kerman said:

    I might break saves if you have ships near or on Eeloo since Eeloo changes position in OPM.

    I don't have anything anywhere near Eeloo (I don't really have anything outside of Kerbin's SOI either...), so that shouldn't be an issue.

     

    3 hours ago, OhioBob said:

    I don't think so, but I can't guarantee it.  Just make a backup of your saves folder.  If OPM breaks something, just uninstall it and revert to your backup.

    I will try that tomorrow night.  Thanks for the help!

  6. 28 minutes ago, TheSpacePotato said:

    Unfortunately no. KSS reparents Kerbin so any existing save would be destroyed.

    Hmmm... I don't have too much infrastructure on that save, its mostly the science and career progress I'd be missing.  I might make a fresh save with KSS, transfer my .craft files, and cheat myself the science, funds, and rep I would need to restore my progress.  That might work.

  7. Is it possible to add this to an existing save file that does not include any planet packs yet?  I would love to be able to play this amazing mod, but I do not want to have to restart my career and rebuild my infrastructure.  Thank you for your help and effort making something this ambitious!

    EDIT:  The save is in 1.4.1, is there a version of KSS compatible with 1.4.1 that is still available for download?

  8. I have this mod downloaded and it has worked extremely well for spent stages. I have been experimenting with a recoverable lifter series. I was testing a lifter designed for 5t to LKO made from 1.875 m parts with an OKTO2 probe core. Both RCS Build Aid and Stage Recovery said the parachutes on board would be sufficient for a safe landing. In orbit, I detached the payload, staged the parachutes, and did my deorbot burn. At this point, I switched over to the tracking station and waited to get the Stage Recovery notification informing me that my craft had been recovered successfully, or at least that it had been destroyed. From the tracking station, I watched as the rocket slammed into Kerbin and disappeared without a destruction notification from Stage Recovery. Could this be because I was watching the craft from the tracking station? Alternatively, could it be because the object was the main craft and not a stafe dropped from it? I am hoping that this will work for me so I don’t have to follow my lifters down to the ground in order to recover them. Thank you for your help. 

    Edit: I’m playing in 1.4.1 by the way. 

  9. First off, all of my ships are classified by a theme name, followed by Mk# for each iteration.  I kind of mix up my themes.  In my current save game, I name all my planes after birds, so the tiny jets I made to do basic science early game are the Hummingbird Mk1 or Hummingbird Mk2.  If I have a specific version of each, then I denote that.  For example, if my plane has a science module on it, it becomes the Hummingbird Mk1S.  If it has a crew cabin, it becomes the Hummingbird Mk1P, etc.  I am naming my orbiters and landers after famous explorers, so my Mun and Minmus craft are iterations of Drake 1 (I dropped the Mk to fit more with the Apollo style), after Sir Francis Drake.  My rescue/crew ferry craft are in the Hermes series, with a number next to it denoting crew capacity.  So the Hermes 7 Mk1 is the first iteration of a vessel that can carry 7 kerbals.  My space stations are so far named whatever I think sounds cool, so my Mun station is called Atlas Station.  Most of my other craft are just named by a fancy, cool-sounding word that describes what they do.  My CommSats are the Liaison series, my unmanned probes are the Investigator series, etc.

  10. 1 minute ago, JacobJHC said:

    That depends, what is your definition of a usable TWR?

    I don’t really know what I have in mind, which I guess might make the question unanswereable. I was looking for something middle ground where the delta-v losses due to burning far away from the apses are relatively minimal and still be able to complete capture burns around the moons in time, but be able to squeeze in as good of a mass ratio as I can, which means less engines and less TWR. It is probably completely up to personal preference, but I was just wondering if anyone with more experience than me had figured out any good rules of thumb. 

  11. I’m working on a Jool 5 mission, but am having a hard time designing the mothership that will ferry all of my landers to, around, and back from the Jool system. I am trying to use nuclear engines, but I’m having a hard time balancing the dV and TWR. I’m using the big Mk3 liquid fuel sections, and I don’t know how many nukes I need. Too many, and I have a usable TWR but not enough dV. Too little, and I have a decent dV but not nearly a large enough TWR to actually execute burns on time. Does anyone know of a good ratio of nukes to mass/amount of liquid fuel to maximize efficiency with a decent TWR? I have about a 50t payload for reference. 

  12. 4 minutes ago, Gargamel said:

    Get lens cleaner and a lens cloth.  Spray and wipe all glass elements exposed to the air / dust. 

    If after a thorough cleaning you are still getting issues, give it a gentle shake.  Listen for any loose elements inside.  If you suspect something may be loose inside, gently take the telescope apart and don't lose any pieces!  Fix anything that needs fixing, and try again. 

     

    Now I'm confused.   Either you go to bed REAL early, or you don't live on Earth.   It's a full moon tonight, which usually mean it comes up as the sun goes down.    Of course, I'm a night owl typing this at 0330 local time, so, I can't be one to judge.  :D

     

    I'm in Hawaii, so the timing might be a little different given the lower latitude.  There are some tall trees uphill to the side of my place in the direction that the moon is rising in, and it needs to be a good 30-40 degrees above the horizon for me to see it.  Judging by the track on my phone app, it won't be above that point until after 10 pm local time, and I have to get up early tomorrow, so no late night stargazing for me.

  13. Today, I got a telescope that my neighbor was giving away for $5.  It is a TwinStar AstroMark 80mm 16-40x Portable Refractor Telescope, which is normally valued at ~$40.  I set it up tonight and looked at Venus, but the image had lots of water spots on it.  I took the included lens wipe and wiped off the front lens, but the image did not improve very much.  The viewing aperture and a few of the other lenses looked kind of smudgy, but I did not want to try wiping them without knowing more about it.  Does anyone have any recommendations for cleaning the lenses of a telescope like this?  Also, could there be a focusing issue on my part?  I guess there could also be damage to the lenses, but I'm hoping that is not the case.  I was going to look at the moon to see how well it is resolved, but the moon is not going to be above the tree line where I live until after I go to bed.  If you have any recommendations for cheap, entry-level telescope accessories or even replacements in case this one is broken, please share.  This is my first telescope, so thank you for any help you can provide.

  14. I’m general, how safe/risky is it to add mods to a save game that is already in progress? Are there any specific categories or types of mods that are generally safe to add to a persistent save, or any types that are more often dangerous to add to a current save? I have a 1.4.1 modded career going and I want to browse the mod release pages and add anything that catches my eye as it gets updated to 1.4.x. On a similar note, is it mostly okay to have mods optimized for 1.4.2 or 1.4.3 with a 1.4.1 install, or even the other way around, with mods meant for 1.4.1 installed in a 1.4.3 save? Thank you for any and all replies. 

  15. I am planning to make an orbital station around the Mun in my career save to serve as a refueling platform for interplanetary missions and surface base construction. I have a few questions about the best way to do this. I know a lot of these are mostly up to personal preference, but please give a gameplay-related reason for any answers you choose to give. 

    1. What altitude should the orbit be (ease of ISRU runs to the surface vs. rendezvous efficiency when coming in from Kerbin vs. any other factors)?

    2. Where should the ISRU unit be (i.e. on a ground facility with a ship going down to pick up refined fuel, on a lander that mines and refines on the surface before bringing fuel back up, or on the station with a lander bringing raw ore back up to be refined in orbit)?

    Efficiency is important to me, but sometimes ease of gameplay trumps it, and I am the type of person who likes to overengineer things. Thank you for any responses. 

  16. 20 minutes ago, Xephosas said:

    Just try it!

    I usualy equipe my Interplanetary schips with Near future reactors and engines 

    What makes this alsow a chalenge for me. Also be advised that landing on Tylo is very hard because you have the same orbital speed as Kerbin but no atmospere to slow you down so you have to get rid of that speed manualy wich is not fun i spennt 5 houres yesterday to build the lander.

    Hope you succed

    Thanks for the advice! It’ll probably take me a few weeks to get everything done since I have limited time to play KSP and my friends get mad if I don’t play Fortnite with them, but I’ll try and keep a good mission log. I’ve also never done any forum challenges before, so I guess this is a good one to start with if your into jumping in headfirst :P. I’ll look at some of the entries in the previous iterations of the challenge for some ideas as to how to package everything. 

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