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TanDeeJay

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  1. This is my Eve lander. The fuel tanks and rocket motors on the right are for the Eve transfer and insertion burn, the ship attached to the top on the left is the return craft... I too am not great at building ships that fly and I've gone for the brute force way too . This lands under parachutes, and then has full fuel tanks for the asparagus staged lift off. Yours is a little baby at 400t. Fully fueled, mine weighs 562t... Lol, I just looked at the mass when attached to the launcher - 2200t and over 1million kerbal bucks.
  2. Wow! Your ship attached to the left end of The DREAM BIG looks somewhat similar to my Eve Lander . But if yours is an Eve Lander it is more compact than mine...
  3. I called my space station the "1kk/k Space Hotel".... short for one thousand kilometer orbit over Kerbin, and then I've sent mining ships to several bodies, and called them things like "Munamina", "Minimina", "Dunamina", "Pol Poker", "Jool Juicer" (for a mining ship that is waiting to head to Jool to mine asteroids that I pull into orbit) I tend to use roman numerals for numbering different versions of a ship, so my asteroid catching and mining fleet are ACM-A VI and the ACM-C VI - where ACM stands for Asteroid Catcher Miner and I originally had 3 different ships A was for catching asteroids, B was for changing the inclination of A to match an incoming asteroid, and C's role was to convert the asteroid to fuel... But I did away with 'B' when I found it easier to catch asteroids in solar orbit before they hit Kerbins SOI than to try and change the inclination of an asteroid after catching it while already in Kerbins SOI... But my Eve lander is just called "Eve Lander" but it is still undergoing testing... it is currently on a full flight test from Kerbin to Eve landing and back again.... on its Kerbin to Eve leg where it is supposed to meet up with an ACM-C VI (which is called Eve Potato Farmer) in Eve orbit to fuel it before it attempts to land, but it will actually arrive at Eve about 3 years before the asteroid that is supposed to fuel it... (which is currently in a solar orbit with Eve's inclination and waiting for the Eve intercept...) So I guess it still has an excuse to not have any Roman numerals after it.
  4. Definitely! I have launched some loads that were unlaunchable until I installed fairings. This is part of the Habitat ring of my space station. You need to launch 3 of these to construct the habitat ring. The fairing was essential in this instance. That makes a habitat ring that looks like this on my 1kk/k Space Hotel (this was constructed before the dock rotate option was available in stock...
  5. sometimes you need more than one separatron per spent rocket section... just make sure you stage them correctly.... annoying when you hit the spacebar on the launch pad, and all the separatrons fire as well. In 1.12 there is a stock alarm clock. Alarm clock is an absolute must have for managing multiple concurrent missions.... Although I find the Stock alarm clock doesn't work correctly when you select the "add burn time" option, especially when your trying to set an alarm for maneuvers other than the 1st one. But even if you are only flying 1 mission at a time, using the alarm clock to pause the game close to the end of a long burn can save your inattentiveness from overshooting ... doing a 1 hr burn with the Ion engine, I can go off and do something else and know the game will pause when there are 30 seconds of burn left.
  6. Nope. the "Gilly Guzzler I" is now in LKO waiting for the next Eve transfer window ... in 1 and a half years... and it will get to Eve long before the asteroid arrives
  7. Got it down to 850dv taking 3 and a bit years to orbit. 332 at AP to put the PE on eve's orbit, followed by 147 at PE to get an eve intercept, then 377 to pull into Eve orbit. some 3 years 139 days later. what's a few years between kerbals? The original 4 insisted they be the 1st to fly the eve lander to and from Eve. Only 3 will get to land though. the 4th one has to do a Michael Collins and wait in orbit...
  8. The ship has a 460ton asteroid attached to its nose. Thats why it is on such an inefficient intercept orbit. My previous version of this ship latched onto a 1300t Class E asteroid and I found it didn't have enough DV so I did the kerbal thing and hopefully made it big enough that no Class E asteroid could defeat it. I just found a reasonably large asteroid that had an orbit that sort of went near Eve's orbit and sent my Asteroid Catcher after it. I didn't think of using Gilly as a source of fuel. Hmmm... my mining ship is already enroute, and it is geared to asteroid mining not landing on a moon. I think I'm still within the Eve transfer window, so I could send yet another ship ... All to support my efforts to land on and take off from Eve. the problem I had with my Eve lander was that I designed it from an assumption that it was starting at a 110k orbit full of fuel (enough for it to take off) and then to get it to eve, I had to empty it of fuel... of course it would probably be much more efficient to build a space-plane, but I've never been big on creating aerodynamic vehicles, and tend towards the brute force approach And yes your right of course, just save the game and then experiment with different maneuvers. Thankyou for that reminder I will have a play around with maneuvers and save games and see if I can get a better burn... (although I think I have sufficient DV to do this the ineffecient way )
  9. I've captured an asteroid which I am planning to pull into an Eve orbit. Now I've already pushed it into the same inclination as Eve, so all that is left is to get the intercept and then slow down to orbit. I currently have 2 maneuvers planned that will get the asteroid into orbit, however, the AP of the current orbit takes the asteroid close to Kerbins orbit. Would be really neat if there was a mod that would allow me to "save" a set of maneuvers so I could test out a different set of maneuvers and then switch back to the "saved" maneuvers if I can't find a better set. Here is what I currently have with a 145dv maneuver to get the intercept and a 1550dv burn to orbit. My ship has 6 Nerv engines and that 1550dv burn is going to take about 45 minutes game time. (last long burn I did was 26 minutes game time which ended up taking an hour and a half real time (frame rate is down a bit might need to upgrade my hardware... or stop tracking too many asteroids...) My question is would it be better to do a retrograde burn at solar PE to lower the AP, and potentially have a much shorter orbit insertion burn? but if I did that I'd be going much slower and would likely miss the encounter on this orbit? This asteroid is to provide fuel for my eve lander which is on its way and has a scheduled orbit insertion burn in about 290 days, so it is already going to have to wait for the asteroid once it gets there before it can attempt the decent. (I just hope I grabbed a big enough asteroid to fill the tanks on the Eve lander ) Cheers John
  10. Well, they produced 1.12.1, and I thought I read somewhere that there would be bugfixes done after 1.12, so lets hope there aren't too many bugs so that they don't need to prioritize which ones get fixed, and our bugs get fixed in the next patch update
  11. I've just been exploring my alarms, and have found that turning off the "Add Burn time to" option on a maneuver node alarm, it does start counting down. It seems that when I have more than 1 maneuver alarm defined, only the 1st maneuver alarm counts down. All other maneuver alarms seem to be frozen unless the relevant vessel is active. Disabling the "Add Burn time to" option seems to be a viable workaround, you just need to factor that in and add sufficient time to the event margin. Manual alarms and planetary transfer window alarms don't seem to be affected by this issue. (Haven't tested other alarm types...) I love using manual alarms when I start a particularly long burn... set an alarm to about 1 minute before the burn is supposed to end choosing to pause the game, and you can get distracted onto other things and not have to worry about burning for too long as the game will pause once you are near the end of your burn... REALLY useful when you have a 2+ hour burn of your IX-6315 to get your satellite out to a Jool orbit.
  12. I have multiple alarms set. I'm currently in the process of getting a set of sentinal scanner satelites up, one to each planet, and I have set alarms for each of their maneouver nodes. (some have one maneouver node left others have 2 or 3. I also have a couple of ships in orbit waiting for their transfer maneouver which was calculated using the new alarm clock. I've noticed that only some of the alarms are counting down, and it seems like it if I visit the vessel of an alarm that is not counting down, the countdown starts, but one of the others stops. I also had an incident where while I was flipping between ships using the new alarm clock interface, the game crashed, and left a half saved save file. I was only able to recover the save by creating a new save, and copying the save directory, and the VAB, and SPH directories from the broken save to the new save, and then loading one of the persistent backups. Didn't think to go looking for any logs at the time though. Note, I also have KAC installed with the same set of alarms, not yet ready to trust the new alarm clock. Is it possible that the new alarm clock and KAC clash?
  13. While looking for a suitable asteroid to pull into Eve orbit, I found I was in need of better sorting/display options for asteroids in the Tracking Station, so I went searching to see if anyone had written a mod to provide the functionality I was looking for, and found Tracking Station Evolved that seems to almost provide what I'm after. Specifically, what I'm after is a tracked asteroid "management" facility available from the tracking station (would only be available from a lvl 3 tracking station in career mode) options available: ability to display asteroids by class (size) (optional) ability to colour asteroids by size ability to display asteroids that pass within a specified distance of the orbit of a celestial body (for example: I could view only those asteroids whos orbits pass within 100000km of Eve's orbit) ability to be able to add asteroids to named watch lists so I could view all asteroids in a watch list. Here is my reason for wanting such functionality: (now which of these asteroids is going to pass close enough to Eve to make it worth my while to push it into an Eve orbit? ) Happy to ask this question in a separate thread if this is not the right mod for thinking about this feature. Regards, John
  14. Discovered a fantastic use case for KAC! Was launching a fleet of sentinel satellites, 1 for each planet, each with 18k dv with the IX-6315 "Dawn" electric propulsion system.. Getting from near kerbin orbit to each planet requires a series of burns from 5 minutes to 4 hours, and I was wondering how I could do the longer burns without missing the end and then realised KAC could set a raw alarm. Perfect! Now when I start a burn I set a raw alarm for 1 minute before the end of the burn based on the burn time next to the navball, and set the alarm to pause the game and now I can go off and do something else while the 4 hour burn is occuring and not worry about missing the end, the game gets paused by KAC and even if I have a frame rate issue, I never miss the end of the burn. Another reason this mod is so indispensable! Thankyou for this great mod (Now the only thing I have to worry about is that my maneouves for different ships don't overlap.)
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