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Flavio hc16

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Everything posted by Flavio hc16

  1. Once you are in a body's SOI you can't targhet it anymore. However when you are given a contract, you should see the targhet orbit in game so it shouldn't be hard to reach it
  2. mmm, that's one of the few cases where i might call it bug, because i can't see anything wrong with your orbit ( a part for the fact that you had to work a lot more to reach a polar orbit than a standard one), because you are well above the 70 km mark
  3. it is normal that with this mod the kerbals use an insane amount of charge? way more than even with a harsh TAC-ls ( i set mine at 600 ec/day). On a spaceship with 6 kerbals it use 0.06 ec with TAC, but with this mod activated it shoot up to a 2.06 ec/sec, even waiting on the launchpad for my station to fly over is impossible if not with an insane amount of batteries. Also this mod is great, but it doesn't allow for long trip as it is right now
  4. nope they are not cumulative, once you do one of higher importance it "deletes" the old one, you can find it written in the wiki
  5. delta v required for putting a satellite on mun's orbit: 3200 for LKO( with a good gravity turn and a twr at the launch around 1.5)+850 for trans-mun+280 for mun injection, so you need 4350 ( bit of margin). You could almost do it without your side boosters
  6. you can set the game to ignore the pre-made vehicle in the in-game setting at the start of the career
  7. is a problem with IFS, but changing the parameters of dry/wet ratio in the configs of that mod in patch manager/activeMMpatches, for the integration liquid fuel and integration liquid fuel-oxidizer solved my problem. Thanks for help still
  8. imho the ones that are messing something are interstellar fuel switch/ B9partswitch and else i have kis kas umbrellaspace industries/spacey/spacey expanded/space station redux/planetary base/thunder aerospace CTTP firespitter/ wildblueindustries mark4 system, mk3 expanded scatterer /windowshine/eve/sve recoupler/ vessel easy switch/hangar extender/flexible docking/ fuel pump/rcs aid
  9. for me the mods doesn't work for the fuel tanks (1.31) it shows the updated specs in the vab/sph list, but not when you place and play with the object, I have tried to change also the value from the config but it didn't work. For the engines and the capsule it works fine ( yes, i have checked that i have changed every value to the same number in the config) https://imgur.com/eX7jpk0 in the image you can see that it says something in the description and something else in-game
  10. So, today i downloaded the 3.2x rescale mod, and I'm loving it for the rockets parts and imho is a nice middle ground between RO and stock, and is doable with stock parts (and for bigger rockets i have spacey/spacey expanded). However i would love to do also some SSTO, but here lies the problem: orbital speed at 3.2x rescale is around 4.1 kms/s ( from the 2.25 of stock) so i would love to rescale also the rapier engine so they can bring me around mach 8 at 25-30kms in air-breathing and then from there on switching to the closed cycle. I already know how to change the performance of rocket engine, but i can't wrap around jet engine parts, and what means what, especially in this parts PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 6 } atmosphereCurve { key = 0 3200 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True // no mach limit velCurve { key = 0 1 0 0.08333334 key = 0.2 0.98 0.42074 0.42074 key = 0.7 1.8 2.290406 2.290406 key = 1.4 4.00 3.887193 3.887193 key = 3.75 8.5 0 0 key = 4.5 7.3 -2.831749 -2.831749 key = 5.5 3 -5.260566 -5.260566 key = 6 0 -0.02420209 0 } atmCurve { // higher thrust at altitude than even TRJ key = 0 0 0 0 key = 0.018 0.09 7.914787 7.914787 key = 0.08 0.3 1.051923 1.051923 key = 0.35 0.5 0.3927226 0.3927226 key = 1 1 1.055097 0 I know that the 1st number of the velcurve is the mach number, but everything else? I have tried with lowering the intake air ratio to 0.6 and almost doubled the 1st number of the velcurve, but even on levelled flight at 20 kms ( high atmosphere line is at 21 kms in 3.2 rescale) the engine get starved for air with a shock-nosecone worth of air intake per engine. Can someone help me?
  11. 2 option: 1) you are taking back part of your vehicle, so you save some cost 2) during the first flights you win a nice amount of money thanks to the " world first" organization, for breaking speed and altitude records
  12. the main problem is that your COm is behind the middle of the craft, so it wants to reenter engine first, i have done the sts replica 3 days ago, and solved it using 2 of the monopropellant mk3 tanks, une behind and one in front of the cargo bay, then you have 2 option: or you use monopropellant engine, or if you have fuel switch mod ( like i do) switch the monoprop tanks for the liquid fuel/oxidizer tank
  13. The space station part redux has self levelling landing leg for 1.25-2.5 and 3.75 meters part
  14. if you can install some mods, try the spacey/spacey expanded, they have some very big srbs and the 5 meters orange tanks that are errfect to make shuttle's replica
  15. Yep, it's seems the same to me. Is the little knob ( 0.625 meters part) that opens up with 3 solar collector, the problem is that is pretty high on the tech tree, both stock and extended, it should be a 550 or 1000 science point node
  16. I don't know if i'm doing necroposting, however, i Have a problem with this mod: the crapton of tourist that gets back to kerbin and that stays in the astronaut list forever, so i have like 50+ tourist and i don't know how to eliminate them from the lists, and so picking new ones for new mission and find them becomes impossible...
  17. another way to have partless readouts in ker is having a tier 3 tracking station
  18. I know that, the main problem is that since 1 week i don't have the distance marker anymore ( the green targeting marker that becomes grey once you unset the target), and i don't know why
  19. have you considered to enable autostruts in the advanced setting? I can assure you that a ship of those dimensions won't wobble
  20. Hi all. I'have been playing a lot this game (1000+ hours) and i'm having a lot of fun, i already reached almost all the planets apart from moho and eloo and downloaded a crapton of mods. However a week ago i have probably messed up something in the settings and now i can't see the distance to the target and stuff like that, and that's make docking very hard, especially on the dark side of the planets ( and it's even harder with eve+scatterer) where you can't see anything. Especially where is the other ship that you are trying to dock with ( lukly right now thanks to Kerbal Alarm Clock i can set very accurate rendezvous up t0 5 meters of distance). My question is; what is the setting that i have to change to have the distance back? Because i can't seem to find it Thanks to everyone who will help
  21. you put the waypoint you need as target and the start playing a bit with the manoeuvring node, in this way i can land very very often at less than 100 meters from my target ( let it be a waypoint or a base for assembly)
  22. there are mods that allow you to have 1.000.000 timewarp, but even at 100.000 a 2 year journey is not that long
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