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CrashyMcCrashFace

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Everything posted by CrashyMcCrashFace

  1. I don't know how orbiter works but I think you're talking about Hohmann maneuver. MechJeb will do that.
  2. I've added an image to the top post just in case I wasn't accurate in describing the setup. I'll try removing the MJ and KER mods.
  3. Good idea but nope. I was hoping I accidentally moved it but all options under CommNet are 1.0.
  4. 3x evenly around Mun + 2 more at 11Mm Kerbin orbit to finish the triangle config. So 5x total RA-2s for Mun and kerbin coverage. I can't see why it's not 100 coverage to at least Minmus (there's 3x RA-2s there too) for a probe with a 500K antenna. Except for maybe the poles which I'm not currently orbiting. The 1 in low Kerbin orbit is not necessary. I just noticed this flaky probe will work when it's near.
  5. RA-2. This relay and the rest of the relay net work great and all the links are green. I've also used this 500K antenna many times. I just can't figure out why this probe goes offline unless it's over KSC (extra Kerbin stations turned off) or near the 1 relay I have in Kerbin orbit. The behavior seems like it's only using the probe's built-in 5K antenna. Oh and I'm only running MechJeb and KER mods.
  6. A 500K 16-S in low Kerbin orbit (85Km'ish) with direct line-of-sight to a 2G satellite around the Mun. The rest of the comm network can reach back to Kerbin and this has worked reliably. I did the math for the range and 500K to 2G is actually in the wiki "31.62Mm (67% way to Minmus)". Since the Mun orbits at 11Mm the distance has to be that or less. My satellite with the 500K goes offline. Does it matter where on the vessel it's mounted? Below the heat shield/decoupler with the probe core above is still OK? Normally I'd see the batteries dead when a probe goes down but this is not the case.
  7. I kind of just asked this same question but worded different, Throttling engines that are too big. Here's my experiment from last night which turned out the opposite results as I was expecting. Controlling speed by limiting Q (pressure) vs unlimited. The exact same ship and MechJeb flying to keep it consistent. It turned out unlimited used slightly less fuel.
  8. I didn't want to add fuel or payload because the objective is very specific and nothing else is needed. So I ran some experiments with MechJeb flying to keep things consistent. Throttling by limiting Q vs unlimited. Turns out unlimited uses slightly less fuel, which I'm all for. But this doesn't make sense. Air drag is not linear to speed. IRL aircraft and even cars will get worse millage if they go too fast. I understand the ship is getting out of the atmosphere faster but that doesn't change the amount of atmosphere needed to travel through. Oh well, I guess I'll have to live with it. In summary, like almost everybody said, I probably won't limit the throttle anymore and just live with a little "speeding". Thanks everybody.
  9. I've already finished the career mode (unlocked all science) and have enough money to burn but It's more of a roll playing thing. I just don't want my stuff on the verge of burning up and using 2-3x as much power and fuel as needed. It seems like the rocket is fighting the atmosphere and wasting a lot if it goes too fast.
  10. i.e. On launch sometimes a Skipper is not quite powerful enough and Mainsail is way too powerful. Rather than going with something more complicated with a Skipper and a bunch of other small engines I'll just run the Mainsail but set the throttle limit to limit the TWR where it won't go too fast through the atmosphere. Is this a good practice? Not sure if this is relevant but I always use a fairing even if only slightly needed and usually let MechJeb do the launch for me.
  11. I could deal with the landing gear randomly exploding but a hundred false messages after every flight was making me crazy because my OCD was forcing me to clear them. Thanks for fixing that!!!
  12. Switch the camera mode to "locked" and it will give the correct orientation, and then move the camera to behind the ship (behind the control from here docking port). The rotation will be correct and the same each time.
  13. I had this problem and turning off all but one reaction wheel fixed it. For me just one active reaction wheel on the heaviest and/or most central part.
  14. I've been playing a couple months and completely agree. Career mode gives a sense of order and a way to learn parts, maneuvers, etc in from easy to complex so you don't skip over important aspects. And youtube search, "Kerbal Space Program how to something something...".
  15. Pressing ALT doesn't always fix the problem. Sometimes when you can't attach something you can first attach a small cubic strut, attach the part you want to that and then offset. Also the camera angle can affect how they attach. I've noticed this while attaching nose cones to radial mounted engines. Lowering the camera angle allows them to attach correctly.
  16. Actually I do have the science for 100G but I'm trying to make it more fun and challenging. Your Solar orbit just stepped up the challenge. I think a cluster of sats with a single 15G each around Kerbin, a cluster of 15G around Duna and a cluster of 2x15G (25G strength) around the Sun will work. I need to do the math to figure out the correct altitudes. Even dropping to a cluster of 2 around the Sun might work as long as they're not 180 apart blocking each other. Or just 3x15G sats around Kerbin and 15G around Duna. I did the math on this one and it comes up a tiny bit short and making it marginally acceptable. But then I'm still blocked by Solar eclipse so I guess it's ok. Or just put up the 100G sats and call it a day. But that's not as fun.
  17. Forgetting multiple antennas on the same sat for now, here's my math. My early career Kerbin sat network is 2G, and I'm planning a 15G network around Duna. SQRT(2e+9 * 15e+9) =~ 5.5e+9m. Max distance between Kerbin (Ap) and Duna (Ap) =~ 35e+9m. So 2G + 15G isn't good enough in the furthest case. Also 15G -> 15G is not enough. I need to upgrade Kerbin sat network to 100G at least for 100% coverage. Even deeper space will require multiple relays on the same sat. And I'm am not trying to turn this into a joke or the time people spent answering my questions but I made this while thinking about this topic. I've always liked this kind of art and got a little carried away and then decided to try to put it in orbit. I feel like I might not want to post this but here it is:
  18. commanderHR, ARS, GoSlash27, Thanks! I saw that section of the wiki but assumed it only applied to different satellites so didn't actually ready it.
  19. If I have two RA-100 antennas on the same satellite does that make it 200G? It doesn't seem like it should but I've seen other peoples' satellites with multiple antennas. Why am I interested? Because I've turned off extra ground stations.
  20. Mods, I didn't post in tech support since this isn't really a problem but feel free to move it. For PC, can game saves and ships directories be put in Dropbox so I can play on different computers? How? Edit: I swear I did search before asking but of course I still found the answer after. -> https://steamcommunity.com/sharedfiles/filedetails/?id=259581627 Mods, please just delete this question. Sorry and thanks.
  21. Am I mistaken but are all 3 new Russian style pods (1, 2, 3 man) the same size just different weight? I just DL'ed and only looked at the for a few seconds. I like the mk-2 command pod. I have a comm-net setup and use the command modules but still like sending pilots on rescue and taxi missions.
  22. Thanks. Possibly when I rebuilt it the fuel was just a tiny bit further back.
  23. Turns out that was the problem. Sorry for wasting the space. BTW, The "Science Bug" is the name of the ship but that I meant there was a bug.
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