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Actually_New_KSP_Player

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Everything posted by Actually_New_KSP_Player

  1. I've edited the main post and i meant launching another 2 satellites - first for connection and second for landing, that one is dead since solar panels are closed, anyways i don't care much about it. Not sure how it will be more effective than heatshield if i burn from ~3500 to 1500. Well technically you can make a very slight aerobrake, but it will take ages.
  2. I've successfully landed my probe, but when it was going through eve's atmosphere it's antenna got destroyed even though it was behind the shield and since i can't hide it for that time is there any real way to make it without launching another 2 satellites - first for landing and second for connection? (I don't care abou that one much)
  3. I was behind Duna, so i had to make a too expensive burn if i want to get an encounter, that was the main problem. After installing 1.5.1 my version said that it's outdated so i looked up in the comments for 1.5 version and discovered that it was a complete blank window in game for some reason. Installed from the original source and it worked, hmm. Definitely did, i didn't know how to use the ejection angle and how to set it up correctly (i was aligning the arrow with the predicted brown path), but now with angles i've made it to only 700k miss which was corrected with 300 Dv worth of burn.
  4. I'm using this planner (since i couldn't find a working mod for 1.5.1) and precise node mod. The planners in general almost always make me miss the encounter for some reason, here is my current plan. The prograde and normal burn and time are correct but i ended up missing almost 5 million kms even with perfect apoapsis\periapsis. Btw i have no idea what's these ejection and phase angle, transfer type info are for, maybe that is the case? Also i had to burn from 90k orbit since i'm getting about 10k lower through burning.
  5. Awesome, the text that it have to be specifically build for certain company in contract confused me a bit.
  6. I'm about to make a Duna launch with a satellite to complete a contract + get some science, but i have two contracts: first requires thermometer (not counting solar panels, antenna etc) and the second requires thermometer, mystery goo and science jr. Will they both be completed if i make it to one orbit, wait for completion and move on to the second or it is necessary to be separate launches? If so, can i launch one in LKO, then launch the second, dock them and flew to Duna?
  7. It's been a while since i last played, so i decided to update my KSP to 1.5.1 (with Making History expansion) and start a new career. And now i noticed in advanced settings there is a 3 options for enabling g-force tolerances for kerbals, ship parts and pressure limits for ship parts too. How exactly do they work and should i try at least some of them? That was very strange when i discovered that you can not use parachute from the start and at the same time my command module landed with 300 m\s speed perfectly fine, but then it started crashing even on 180 m\s... Hm...
  8. Just a quick question here, after my trip to Duna and returning to Kerbin i've encountered destruction of my mobile processing lab upon landing due to it's very low (6 m\s) impact tolerance. I had no space in capsule itself for my 2 scientist so i built a rescue rocket and saved them. So the question is do they still apply that 110% bonus science if they changed the ship? Not like it was very important because i got over 10k science with one trip with lab, but you know knowledge is power.
  9. In main post there's screenshot of planets placement at the start, but i didn't used that mod when i launched since i wasn't aware of that difficult return.. I'll try it on my next launch.
  10. I successfully landed it on ~2500 m\s speed, but i had to make another circle around the sun (it showed up that i have a collision on next circle if i stop burning retrograde so i decided why not), then burn almost all my fuel to get into orbit around Kerbin. But i still don't know how to do return mission because many guides (and people here mentioned too) that i don't need such big rocket to do duna's launch because it's overkill, at the same time i wasted almost all my fuel to make an orbit around Kerbin...
  11. Not sure if this is a bug though, it becomes "0 / 4700 TWR" if i turn off the engines and so does the thrust above it, it also decreases if i turn off the engines and let it fly closer to Pe. Heat shield will survive if you do it right, but the service bay explodes within first like 10 seconds of reentry. I got 240 ablator out of 800 on 2.5 m heat shield and i think i should've grabbed little more, but service bay explodes before it runs out.
  12. I think KER shows current TWR and depends on how close you are to Pe, which results in increased speed and harder maneuvers, screenshot below shows that i have 4700 TWR which is obviously not "real". I'm using here terrier and spark, alerts is just completed contracts notifications so i don't check them. I don't know where to start my burn because i have to decouple my lower stage with terrier and go on with a spark. Yeah, completely stable, it just reaches critical temerature to 100% and explodes.
  13. Here's my Pe is 80 km, but it's still requires around 15 minutes of actual time burning, which i did and for some reason it made my Pe inside the planet. Still 15 actual minutes seems too much. Some youtube videos somehow made it to 50 km Pe with 2500 m\s speed and somehow didn't lost their engines, fuel tanks etc, which i tried and lost whole ship including service bay even at 60 km Pe.
  14. I mean i would do that, but it takes that much to even get into no-matter-what orbit, not even talking about LKO, i just can't afford it. I tested way earlier than this launch that if you burn retrograde for orbit earlier than you reach Pe you will need little bit more of burning.
  15. Apparently even ascending\descending nodes at 0 degrees doesn't make it much simplier, i still need to burn retrograde like crazy.
  16. On screenshots you can see that there's large service bay on top of whole structure with heat shield below it, that part completely leaves the craft upon landing so all science and probe stored inside. I'll try aerobraking on Kerbin and see if that works.
  17. No, Kerbin's. I made it to Duna's orbit very easy, almost like i did with Mun's, grabbed some science from it's high and low orbits and little piece from Ike's, then entered Kerbol's orbit and burned retrograde to collide with Kerbin. I'm kinda scared of aerobraking in Kerbin's atmosphere on speed higher than 2500 m\s because it's much thicker than, for examle, Duna's.
  18. When i got in Kerbin's SOI i made a maneuver node and pushed it full retrograde to make an orbit and it said that i need to slowdown from those 5000 m\s to around 100 m\s or so. But as you mentioned i was way below it, so maybe that's the case. I was just confused by how easy they do that so it looked like "Let's launch that thing, make it up to 50 km altitude and boom we are colliding with Duna". No. KerbalX
  19. 1.4.2 KSP only Kerbal Engineering installed. I did my first launch to Duna without any guides or tutorials and it was decent until i realized that i need to slow down from crazy 5000 m\s Kerbol orbit to almost zero to get on Kerbin's orbit, which i don't think is possible with my upper stage terrier and spark engines and that is the first question. Second one is how am i supposed to make a straight Duna launch (some guides make it even without orbiting the Kerbin) if it seems too precise and more like perfect planetary alignment? I did mine via orbiting the Kerbol and only then making some moves to collide with Duna and i'm not sure that this is the proper way of doing that since its cost. Ship Orbits KerbalX
  20. Off-topic question but still, why can't i see Minmus AN\DN nodes while orbiting the Mun? When i select it as a target on Kerbin orbit i can easily line up our orbits to 0 angle difference, but on Mun they just doesn't appear, even if i make it up to low kerbin orbit which is 70 kms.
  21. Actually no, it's quite stable, but pretty slow. Do scientist repair the goo too? Never had to test it out since i discovered Science Jr. reparation like 5 minutes ago and wiki doesn't even say about it. Also i already understood that due to my rover's low speed it will take hours to cross over all biomes and collect each of them in goo.
  22. For some reason i can't connect my rover with any detail of the ship, either it's some structure, decoupler, side attachment or even docking port it either won't connect or goes right through my rover making it stuck in textures.
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