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king of nowhere

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Everything posted by king of nowhere

  1. you can do it in a dozen different ways, really. if you have 5 kerbals on mun, i assume you already landed on mun. if you can land on mun, then you can keep using the same rockets you already used. just leaving room for the stranded kerbonauts
  2. habitat radiation is nominal, but the greenhouses are stopped because of excess radiation. looks like a bug. though i have to admit my ship has a large part count and a very complicated shape, and radiation exposure has been malfunctioning all the time
  3. i sent a rover on Nissee, but the wheels are skidding uselessly on the ground. i tried reloading, to no avail. I teleported the same rovers on other planets, both stock and opm, with high and low gravities, and it worked everywhere else. what's the deal with Nissee? is it intentional, or a bug?
  4. there are parts that produce extreme amounts of lift when exposed to airflow at certain angles. it's more of a glitch than a bug. some people use it to create planes more efficient than they could ever be. they call them "magic wings", though i prefer the term "kraken aerodinamics"
  5. as far as i understand, it wants your rover to have the "splashed" condition, which requires landing in water. no need to have a biome named "ocean". in fact, no need to get a liquid biome at all; somebody achieved the "splashed" condition on kerbin's desert, because there are a couple oasis
  6. i don't think i ever used a transfer stage; only drop tanks. the difference between the two is that i can use a single engine for the whole rocket, while a transfer stage would require multiple engines. on the other hand, the lander still needs its own, high thrust engine. I guess my standard architecture of using a mothership to carry around a lander does just that; a mothership is virtually the same thing as a transfer stage. except mothership implies you're using it for more than just a transfer. i always run missions to multiple planets - which is something else that improves efficiency, if you're going to jool you only have to add 500 m/s to also visit duna - so i call it a mothership. and when the mothership needs more than 4000 m/s for the multiple destinations, i achieve it with drop tanks.
  7. no, it is not possible to modify it. eva construction could have helped with smaller engines, but those are too big. if you don't want to rerun the mission, you can use the alt-f12 menu to get a new, identical station in place, with the problem fixed. Some would consider it cheating, but then again, you already brought the station there by regular means. anyway, it's your call
  8. some chemical processes cause that. personally, i discovered that I can go just fine at x100000 warp, as long as i don't require any change from the game. trying to set up automated actions, like "stop this process when the ship is in sunlight", will cause the incoherent behavior message. but with nothing set on actions, it works just fine. if you did not set actions, then i have no idea.
  9. not sure if 1.12 changed anything in that regard, but to me it seems a plausible effect of low gravity. Namely, your rover wheels don't exhert enough friction on the ground. As a general principle, you can't send a rover on a low gravity planet like minmus and expect it to behave like a car. you accelerate slowly, you turn slowly, and you decelerate even more slowly. driving rovers on different planets is a very different experience. minmus rover: gravity is not pushing your rover down enough to get friction. it's normal. just do things more slowly, you'll be able to pick up speed. mun rover: again no bug, in this case reaction wheels are responsible. Your crew pod has some pretty strong reaction wheels, and they have the same commands as the wheels. so when you push w, the wheels try to move forward, and the reaction wheels try to point the vehicle downward. but you can manually deactivate the reaction wheels by right-clicking on the crew pod, you'll find an option to deactivate them On duna it does not happen because on duna the local gravity is strong enough that your reaction wheels cannot lift the rover.
  10. Part 7: The redemption of Dres A'Tuin makes a partial refueling on Duna. Them moves on to Ike. Finally, from there it reaches Dres, in preparation for moving to the outer system. Those two pictures are of Ike and Dres, but good luck spotting the difference (hint: you can see on the horizon that Dres terrain is much more irregular. I often complained about Dres being bad for rovers) 7.1) Why did I even land on Duna in the first place? 7.2) It's impossible to not love Ike 7.3) First blood 7.4) Role reversal for Dres
  11. that's not how you do science. you have to install the thermometer on your vehicle, then - on the launchpad - right click on it, and you'll get the option to perform the measure. that goes for all science measure, you have them installed on your vehicle, you right click on them, and you tell them to perform the measurement.
  12. Some people here are way more expert than I am, but I am sure that at spaceX they are not total morons. They built spaceship to land on Mars, using the belly flop manuever, they will surely have made all the calculations ahead of time to figure out flap size and descent times and everything. there's still a lot of things that can go wrong with the fine details, and since this is rocket science it just takes a tiny detail to destroy the rocket. But I just refuse to believe that a multibillion space industry that made dozens of successful launches would just make a blunder as stupid as not calculating the flap size with precision. One may as well suggest that they forgot to put in a command pod. the problem with the lack of ground is that a colony, to qualify as such, needs to be self-sustaining. which means it must get resources from the environment, because as much aas we can try to send a closed-cycle ecosystem, there will be losses. What can you get from Venus atmosphere? Some CO2. Some sulfur. Maybe there's enough sulfuric acid in the air for efficient extraction, in which case you can also get hydrogen. But what about everything else? No nitrogen, no phosphorous, sodium, chlorine; all stuff you'd need to grow plants. No iron, silicon, or anything else you can use to make buildings. Those things don't float in the air, so you need to go down on the ground to get them. So you need to make machinery that can survive the 400+ degrees and 90 atmospheres. Granted, if we had those machinery, and we could conceivably reach the surface of venus in a sort of submarine, and extract from there the resources we need, I'd be all for it. But until we have that, Venus is not feasible. Even when we will have that kind of technology, the amount of material we'd need to send to venus to sustain a colony that could extract resources on its own is staggering. On mars, you can get water, iron, silicon, just by digging.
  13. I'd like to give better looks to all your ships. From what I can determine, you have the "mothership" that's more of an orbital depot, with docked a bunch of other ships of different sizes. Every time you get a lander and a transfer stage, you send them somewhere (on regular hohmann transfers, apparently?), and back. I can't tell if the ship is always the same for all the 100+ landings, or if the different "parts" are done separately with identical designs. Nor can I see how much fuel you have left in your depot, or how much missions you could potentially run.
  14. It's unfortunate that the video format is not the best for understanding what's going on
  15. wrong. You don't want a too low jool periapsis, unless you are trying to get atmospheric science from jool; it only causes a higher intercept speed on the moons. The theory of gravity assist is quite simple; you pass behind a moon, you gain speed. You pass in front of it, you lose speed. All you have to do is get your trajectory to intersect either Laythe or Tylo (both are good for this) and pass in front of the moon. This will put you in jool orbit. Here is a simple example (yes, it's simple enough if you don't get distracted by too many lines. You completed a nanocristalline diamond cavemen, you can do this) The purple trajectory is my original trajectory. Just a jool intercept. About one year before arriving at jool, I set up a course correction - shown high on the screen, a manuever for a few m/s. That manuever results in the new path, the purple dotted line, which goes to pass directly in front of laythe. After that passage, I am on the red dotted orbit, a relatively low jool orbit. From there you can reach any moon with a mild manuever. It also shows another reason you don't want to enter with a low jool periapsis: the graivty assist will be equivalent to a retrograde burn, and unless it is performed exactly at periapsis (which, if your periapsis is low, won't be the case) the manuever will also lower your periapsis. And set you on a collision course to jool. There are more refined things that can be done around jool with the moons, but they are generally fiddly, hard to pull off, and dependent on not accidentally crossing the wrong moon. But getting captured around jool for free is very easy
  16. The wiki has the complete list at this link: https://wiki.kerbalspaceprogram.com/wiki/Surface_features
  17. You can use propellers to build a "helicopterocket" that could lift out of eve's atmosphere on propeller power alone. It skips most problems, and it's much lighter than purely rocket systems. And there are some rotors fairly low on the tech tree.
  18. Part 6: Every road goes through Duna After 12 years of refueling, A'Tuin leaves Mun, visits a near-Kerbin asteroid, and finally lands on Duna. There's a handful of malfunctions in those 15 years, but none critical. If the rate keeps constant, I can expect a critical malfunction every 10-15 years, which is fully within A'Tuin's redundant capacity. 6.1) Longest. Pit stop. EVER! 6.2) Every day is asteroid day 6.3) Outward, to Duna
  19. no. the original, well-known sstv is part of the aborted storyline. this second, unconfirmed case is much likely to be a bug
  20. yes, you need to have a capacity for 7500 electric charge. you need to accumulate it.
  21. great, thanks. Just one question, since you wrote it both ways: do I need to write "Stock", "stock", or it works both ways?
  22. with my liking for huge motherships and long missions, i am spending a lot of time inspecting parts and servicing them. when it takes hours, it gets boring. so i've been looking for ways to simulate the same effect by editing the savegame file. I found the following strings now, as i do not want to get unfair advantages, but merely to simulate the action of an engineer servicing the part, i can't figure out how to do it. there seems to be no indicator of whether an engineer inspecting the part would find it in need of servicing. "needmaintenance" is always false, unless your engineer already inspected the part. And after inspection, the value of last_inspection and next get upgraded. I suppose "next" will mean the next breakdown, and parts already have a preset duration determined randomly when they are launched. and after an engineer services it, they get a new one, again determined at a random time in the future. In that case, it would seem my hope of simulating the process by editing the file would be hopeless. But I'm asking in case someone knows the code better. also, what does radiation damage actually do to the part? ________________________________________________________________________________________________________________________________________________________________________________________ it's always done that in my experience. vall is indeed difficult to visit with a crew, you have to send a ship on a fast trajectory, land fast, stay there for a limited time, and get away fast. i assume it's intentional.
  23. you can always remove the wheels in eva construction mode. where do you need to land that, exactly? on minmus is would be not too complicated, on mun much harder. well, either way, i would strap some rockets underneath, and remove them once done with the landing. maybe a few radial ones on the sides would work even better, you don't have to worry about the base landing on top of the engines.
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