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EricPoehlsen

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    Writing, Game Development (Pen & Paper + Software), Science, Technology

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  1. I think you can change that through the debug menu and the initial settings of your savegame, no mod needed. It will not revert it to the original state but you can remove heating damage and aerodynamic breaking.
  2. Well there have been a lot of thoughts over the years in this thread. Some ideas are controversial and the tips are contradicting - but this is because you can achieve results in different ways. Should you be a beginner and you come across to this post, this is my primary suggestion: Start an easy career game - do not play sandbox. The number of parts can be quiet overwhelming especially if you do not yet know a lot about rocket engineering, thrust, engine ISP and orbital mechanics There are some great youtube channels - especially the one from Scott Manley - that can help you getting into the physics Don't clutter your GameData directory with too many mods in the beginning - that would mean even more parts that you do not really understand. You can of course play without it but I'd suggest to use Kerbal Engineer or MechJeb to get relevant data for construction and flight On the fiercly discussed topic of MechJeb. My take is: If you see yourself as 'Pilot' try to become a good pilot and stick to KER for information. If you are more a Mission Designer and Flight Director - use MechJeb - because you have pilots in your craft and they know how to fly. As I personally prefer to play as 'Flight Director' I personally use MechJeb - primarily for Orbital Maneuver Planning. I do know how the mechanics work and how the nodes are setup manually, but it is a lot easier to click "Hohmann Transfer to Target" and get the node, than moving the node around trying to find out if you have to advance it three or four orbits. But as said by the players who are against MechJeb. If you use it exclusively and extensively - you will not learn things you can learn. MechJeb is - at least that is my personal opinion - great to see how things should work (then you take over and do it yourself) - and later when you played hours and hours, you can use it to automate repetitive tasks.
  3. Behemoth Mission is over ... After ditching the Eve Lander my deltaV looked promising enough to go out to Duna and Ike and after that return to Kerbin to do Mun and Minmus. Unfortunatly I misjudged my aerobraking trajectory on Duna and as the Behemoth turns with the grace of a pregnant whale and has about as much thrust as Bob when screaming it crashed. I tried to seperate the Kerbin return vessel to land safely but it collided into the rest of the ship so the crew died. Final results: Kerbol - 10/-/-/- Eve - 20/-/-/- Gilly - 20/10/10/- Kerbin - 5/-/-/- Maybe I'll do another run some day - yet with a really different design. The Behemoth had some shortcomings.
  4. @Physics Student You have to start a complete new safe-game and state that it is not your first try.
  5. So it looks like my mission will be cut short ... I set both my refueling landers down on Gilly, switched to the Tracking Station to fast forward and they vanished ... I don't know why and how - but they are gone. So now I will probably try to get the ship back to kerbin and do mun and minmus - delta v might be just enough for that.
  6. Getting into KSP modding is not particulary easy the API documentation is pretty thin and some of the texts and video tutorials are not really up to date. What definitly is helpful is looking into other peoples code on GitHub.
  7. As I said, it will be either epic or a failure - this is the plan ... Planned Mission Profile for the Behemoth Mission Reaching LKO ✔ Youtube Video Transfer to Eve ✔ Beauty shot in eve orbit, after insertion burn Transfer to Gilly > Landing on Gilly ✔ Jebediah planted a flag - returned to Behemoth Fueling Eve Lander / Refueling Interplanetary stage ✘destroyed by gravity glitch Transfer to Low Eve Orbit (did not happen due to failure of 4.) Landing on Eve (did not happen due to failure of 4.) Transfer to Moho > Landing on Moho (did not happen due to failure of 4.) Transfer to Duna > Landing on Duna ✘Behemoth destroyed due to misjudged aerobreak maneuver Transfer to Ike > Landing on Ike (all below did not happen due to 8. and 4.) Refueling Interplanetary stage Transfer to Dres > Landing on Dres Transfer to Jool (order of next five mission steps will depend on orbital situation) Landing on Tylo Landing on Laythe Landing on Bop Landing on Pol Landing on Vall Refueling Interplanetary Transfer Stage Transfer to Eeloo > Landing on Eeloo Transfer to Kerbin Landing on Minmus Landing on Mun Return to Kerbin Asteroid Encounter maybe added between mission steps 19 and 20 (there is no grappler abord All of the above will be depending on mission part 1. Stages / Subvessels of the Behemoth Asperagus staged Ascent System with a total of 90 S3-KS-25 vector engines Nuclear powered interplanetary transfer stage with 15 LV-N Nerv Atomic Engine Two unkerbaled resource harvesters Two unkerbaled resource scansat An Eve lander Four one person landers with 3100m/s dV One Tylo decent stage Two atmospheric decent stages (for Duna and Laythe) Living Quarters and return vehicle for a total of seven crew members
  8. The Behemoth has been rolled onto the launch pad - start is scheduled for tomorrow ... Planned Mission will be revealed shortly before launch. It will either be epic or a 0-points failure ...
  9. I would like to use Mechjeb as informational mod - is that within the scope of the challenge? Planned Mod Setup: * Kerbal Alarm Clock to plan transfer windows * Mechjeb for Maneuver-Node Tuning (using the Touchpad on Maneuver Nodes is a nightmare) * Mechjeb as Build Aid for dV calculations * Final Frontier - to track what the crew has visited.
  10. In my current campaign I do use USI-LS - after having a look into the different options I found it most appealing. I found Snacks a little too simplistic and TAC was about too many resources for my taste. Why do I use it? Well It adds some nice parts (that work) and it makes the planning a little more challenging. Using USI LS you can't get beyond the moon without having to think about habitation. It is kind of odd, sending a kerbonaut on a mission lasting years - crammed into a one man capsule.
  11. If there isn't it might be an interesting thing to look into ...
  12. Some updates: * Part config includes TweakScale support * Part was moved to "Flight Control" in the tech tree * Readme expanded
  13. @Dman979 The license is already included in the Readme.md - or does it have to be in a file of it's own?
  14. The Octogon R.E.D. - Rapid Explosive Desintegrator is a part that let's you abort your mission in style, by running a self destruct sequence. This is of course to protect the ground personnel and infrastructure from falling debris after a failed launch. It adds a single part into the game, which resides within the Command & Control tab. Add this part to a vessel that you might want to destroy on mission abort. More information on how to use it correctly can be found in the README. You can find the current state of the mod on Github License (Short version): Code: 'free' - CC-0 / MIT / WTFPL (use whichever suits your needs) Graphic and text assets & game data (GameData/Octogon: CC-BY-NC-ND 3.0 (check LICENSE.md for details) I started dabbling with creating a first mod and this is the result. This part destroys the vessel when aborting the mission so that ground personnel and infrastructure is not damaged by the failing rocket.
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