Jump to content

AHHans

Members
  • Posts

    1,490
  • Joined

  • Last visited

Everything posted by AHHans

  1. Thanks for the information. It's been a while so I don't remember if I tried that or not, but knowing myself I'd give it better than even chance that I did try that and apparently it didn't work. So IMHO it would be a good idea to test it again. As you can see from my reports in the Eve-Infinity challenge I tricked FMRS into submission to work for me (after a fashion) and finally solved my problem without the use of FMRS. So I'm currently not using FMRS.
  2. Hmmmm... Strange. As far as I know that should have completed the contract. Do you use mods? (That mess with the contract system?) If not, then you could put the save-file (the *.sfs file) on a download-server where I can download it, and I could have a look at it.
  3. Aaaah! Percussive rocket surgery. The good old Kerbal way! P.S. Do you still have the save? I could give it a try.
  4. That, plus I would add autostrut to grandparent to all parts. If there is a robotic part hidden in there somewhere then I suggest to lock it. (And, yes, autostruts can keep robotic parts from working.) In addition I would disable SAS until you selected "control from here" from the command pod. If the SAS reference point (the "control from here" point) is on one side of a craft and all the reaction wheels are at the other and both are connected with "bendy" parts, then SAS will actively increase any bending that happens by moving the reaction wheels in the "wrong" direction. You detach from the station, so it might be that docking port that was attached to the station was automatically set as the reference point. P.S. And for the future: add struts between all those tanks.
  5. And then try to understand how helicopters actually work? But I don't want to scare new players that much.
  6. So, as @jimmymcgoochie and @mabdi36 already wrote: sending separate probes to the planets is the easiest approach. But if you use gravity assists wisely, then you can do a flyby of all planets with very little dV, as demonstrated by Scott Manley in this video here: Visiting All Kerbal Planets Using Gravity Assists Another approach would be to build a craft that can get to and land on the farthest planet/moon and then use the minging/ISRU equipment to refuel. You'll still have to plan your journey to get from refueling place to refueling place so it is harder than just sending separate probes, but still easier than figuring out the gravity assists.
  7. I don't have much to add to what @Curveball Anders wrote in regards to the actual question. But some comments from me: I'm a firm believer of the "change the blade pitch to change thrust, not the rotor RPM" school of design. For best performance I keep the PAW of one of the prop.-blades open during flight and fine-tune the blade pitch manually. (Well, with an action group of course, so that all blades have the same pitch.) For more convenience I use a KAL to map the main throttle to blade pitch: from minus-something at zero throttle via pitch == 0 at 1/3 throttle and starting/take-off pitch at 2/3 throttle to maximum useful pitch at maximum throttle. I also use low pitch as airbrakes to lower my airspeed for landing, and zero (or negative) pitch for braking on the runway. If you haven't seen it already, there is quite a useful description on how propellers work in these design notes.
  8. That is also my experience. Usually the waypoint that you can mark from orbit is good enough so that you can spot the anomaly from the air / during the landing burn. But some monoliths are *bleep*ing well hidden, especially on the Mun. I had it a few times that I got the message: "You found a new monolith, here have some money" and I thought: "Well, O.K. It has to be somewhere here. But where?!?"
  9. What do you think my relay network(s) look like? I'm a firm believer in the "throw enough antennas into orbit and somehow the signal will get through" approach to relay networks.
  10. I guess it means "surface observations". "Superficial" has a different meaning. When you right-click on the Go-ob analyzer, then it says "Science Completed: 7%" (well, the translated version)? Then you "only" need to wait. The deployed surface science takes some time to finish. In the meantime you should get some messages that parts of the science has been transmitted, and the value in the contract will only update when that happens. But I would recommend to set up a relay network around the Mun so that the science station will have a connection to the KSC nearly all of the time. If it says "Science Completed: 100%" and "Science Transmitted: 7%" then you have the problem that the relay network is supposed to prevent. I explained it a bit more in this thread.
  11. In particular for beginners it is easier to have passive stability. That means having the heavy parts at the top and the draggy parts at the bottom, as @Superfluous J and @mabdi36 already said. I personally never felt that trying to mess around with the mass distribution of rockets was worthwhile, but adding fins at the bottom is easy. But with more experience you can also get unstable rockets into orbit. The trick here is to always point directly into the wind, so that the air doesn't push you strongly in one direction and the corrective force from the engine gimbal can keep the rocket straight. So you can try getting your rocket into orbit while mostly pointing prograde. (There is also a discussion about how to do this in this thread.)
  12. Do what you enjoy doing. IIRC in my current career I mostly collected Kerbals from low Kerbin orbit, so that I haven an army of troops that owe me their life once I decide to take over Kerbin. But I think the more helpful answer is that I time-warped 5 days (because that's the typical time-out for contracts) and checked if there is a contract that I liked doing. I guess this "last spotted" value tells you how long it will be until that asteroid will vanish (and be replaced by another?). As long as the marker is there, you can start tracking the asteroid and see where it is going. And yes, while waiting for my interplanetary craft to get to their destinations Kerbin acquired a fashionable Asteroid belt. (Be careful of bug #24855!) Well, I would aim for the SOI of another planet, but that's just me. In my current career I made a rule that I'm only allowed to go to another planet if I got a contract to go there. (Originally only from the WFRKS, but I got tired of waiting for ships to go from / to Duna and Eve, so I expanded my rule to "regular" contracts and got to go to Jool.) If you want to find anomalies or even all of the anomalies then that's what you have to do. Not only for Kerbin, but also for the other planetoids. My carrier craft with 6 RoveMate enabled detachable probes is currently on the way to Jool. (Yes, yes. There are six of them. But I like symmetry and the do double as relays.) I do recommend trying not to botch a mission anyhow but then again, what do I know. (SCNR! ) In summary: I guess there are two approaches to KSP careers: one group does one mission after another and time-warps to the transfer windows and to the arrival. And the other sends craft on their way and then tries to fill the meantime with "useful" stuff to do. If you want to do the latter then I strongly recommend the mod Kerbal Alarm Clock! Trying to juggle 10+ missions that all have time-critical maneuvers some time in the future will get problematic otherwise.
  13. Right click on the fairing(base) and de-select "Fairing Staged" from the window that opens. In a similar fashion you can disable staging of decouplers and enable staging of the initial decouple action on docking ports.
  14. That, too, is a time honored tradition: KSP - Rescue Mission(s)
  15. You cannot directly attach files. You can upload the file to a hosting service like Google Drive, Dropbox, or whatever, allow it to be downloaded by everyone, and then post the link to that file here.
  16. The maneuver nodes are a tool to plan maneuvers, it show you how your trajectory will change if you perform the specified maneuver(s). It is not an autopilot that will tell you which maneuver(s) you need to do to achieve a certain outcome (e.g. to reach a certain orbit). And an orbital maneuver means running your engines to change your velocity at a certain point in time by a certain amount in a certain direction. So you get to specify that: the point in time (i.e. the position on your current orbit) and the dV in three perpendicular directions, pro-retrograde, radial, and normal.(*) How precise are you expecting it to be??? It shouldn't be hard to get into an orbit that is way more circular than what you manage with manual flying. Anyhow, one issue I usually have is that I don't put the maneuver node exactly at the AP. If the predicted AP moves away from your current AP while the PE is still well below your current AP, then the maneuver node is not exactly at the same time as your current AP. Move the time of the node a bit to try to get it better. (I usually dial the sensitivity of the "button-interface" in the maneuver-node display all the way down, and then use the two arrows in the center of the tool to adjust the time of the node to get the predicted AP back to the current AP. (*) Note: the maneuver nodes assume you do all your velocity change in a single event with infinite TWR. In reality you need some time for the acceleration and long burns with low TWR will differ significantly from the predictions of a maneuver node.
  17. Does this video from when the maneuver-node display was introduced answer your questions?
  18. You don't need to. What I wanted to say was that it doesn't help you. In an actual plane you have more forces than just the sum of the lift applied at a single point. To fly straight and level an airplane needs to be trimmed to that speed and mass distribution, i.e. the control surfaces need to be positioned to cancel the pitch moment(s).
  19. Q: What is a NASA Moment? A: The time between opening a hatch and the first astronaut going through it. (After listening to the live-stream host saying for the 6th (or so) time that the Crew-Dragon hatch is open and the astronauts will come through "in a few moments".)
  20. Indeed! For the rendezvous, dock, or crew transfer the two vessels must have been launched in two different launches. But it is O.K. to dock them in LKO, have them travel together to the destination and undock there.
  21. No problem, it worked this time. If I see that correctly then you don't feel any magnetic force from the two docking ports coming close together, right? Is there anything connected to the front of the docking port on the station? Does it work if you leave away this girder structure from the station (the one that surrounds the ship)? Does it make a difference if you also set the ship as a target for the station?
  22. Still: "Private Video. Sign in if you've been granted access."
  23. I don't use FAR, but that sounded strange: In flight a plane doesn't so much "hang" from its CoL, but it "falls" trough the air. If the CoL would be pure drag - i.e. there is nothing that creates torque except the relative positions of CoM and CoL - then the plane would orient itself so that the CoM is straight forward (in the direction of travel) of the CoL. So If you have the CoL not only behind but also above the CoM then it would fly with a pitch-up attitude.
  24. That video is marked as private, which makes it hard to see...
  25. No, it should work fine on the launchpad. Can you post a screenshot and/or the craft file? (Assuming that you don't use modded parts.)
×
×
  • Create New...