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king of nowhere

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Everything posted by king of nowhere

  1. have you tried playing the tutorial? there are some good tutorials in the game that should teach you to get to orbit
  2. In addition to that, i have the feeling that your orbit will be highly inclined. check that your mun insertion is equatorial rather than polar, because if you enter in a polar orbit you will exit with a high inclination in any case
  3. you can use Duna to increase your apoapsis, but you won't be able to raise it all the way to eeloo the first time. Duna is small and won't give much of an assist, you may be able to reach eeloo after a second duna passage, never tried. another option is to go for eve, you are going in the wrong direction but eve is large and gives a powerful kick, with two consecutive eve assists you should be able to reach eeloo. you will need a lot of correction manuevers though, because finding eeloo's SoI is hard. the best way is to start with already a good knowledge of where the planet will be, and aim for that spot
  4. without a picture, and it being a medium lifter, i could call it "gym instructor"... if i play career and have multiple crafts, i give them boring names for clarity. but now i play single challenge missions, and without the risk of confusing the ships i prefer to give nice names.
  5. no go/no-go, though making one as a sort of reminder for vehicle construction ("parachute" "no-go, i forgot to put one again"). for immersion, sometimes when i am driving a rover i use IVA and shut down the lights in my room. it's quite effective, really, when you build your rover to get a good cockpit view
  6. this forum is for the stock game. you generally have better luck using the specific mod subforum. but getting answers concerning any mod is kinda difficult
  7. Part 12: Post-flight ramblings Looking back on the mission and on the mod. A final closure 12.1) DREAM BIG cinematics Back at the beginning, when I was en route to Eve, I took a recording of a spacewalk around the DREAM BIG, before it started to drop stages. I knew I wanted to turn it into a cinematic, but i never put up the time and effort for video editing until now. Part of the reason was laziness, part was that before presenting this as "the ship who made a kerbalism grand tour" i wanted to actually make sure that it would manage the grand tour in the first place. Anyway, I hope you'll like it. 12.2) Kerbalism review 12.3) ship review (and preview of future missions)
  8. I actually considered it. enough cocoonators should let it survive atmospheric reentry. i decided against because it's not a ship made to land and be retired. it's made to last. in fact, it was so enduring, it could easily perform another grand tour if i only sent up another eve lander and small lander. on the other hand, if it landed, it could only go in a museum. so i decided to leave it in orbit, because it's still young and strong. Also, with the lag and the necessity to dock dozens of cocoonators, it would have taken days to manage a landing.
  9. as far as i know, science is always transferred manually. you have to pick up your science and move it around. best way is an eva kerbonaut
  10. never noticed different colors there. but anyway, i have the persistent burn mod for using ion engines, so controls do work with timewarp. and i could rotate the ship just fine, so no, it wasn't timewarped
  11. between the tank and the engine i only have a small reaction wheel and a rovemate. anyway, i did try deactivating crossfeed rules too ... but the engines still work. well, since nobody can figure out an explanation, i think it's definitely a bug. thinking about it, i had a similar bug in my last mission too, where fuel would not be transfered between two adjacent tanks. i scrapped the probe and sent a new one
  12. To the best of my knowledge, the Dream Big is the first ship to perform a grand tour under the kerbalism rules. life support, radiations, malfunctions, crew stress; the Dream Big overcame all those challenges with redundancies and contingencies. 4500 tons, 1300 parts, 14 docked multipurpose shuttles, 12 kerbals crew. Here in all its ridiculous and over-engineered beauty
  13. Is your rocket capable of turning upright if it falls on a side? because in that case you may be able to use it as a roller and move around without using fuel. also, if you bring back your astronauts, you will be able to save money and give it another try eventually EDIT: also, why can't you send bill/bob for a rescue mission? lack of a pilot simply means you cannot create manuever nodes, which in your case is irrelevant. did i miss a post where they died?
  14. no, it's 471. after the ignitions run out there is increased chances of malfunctions. but when the engine malfunctions, it turns yellow or red the three buttons underneath are the usual one for set view, autostrut, toggle
  15. the engine is fully throttled the probe has full control there is plenty of xenon and electricity there are no malfunction indicators whatsoever but the engine is not working. to make matters even more strange, its sister probe, which is perfectly identical, works as it should suspecting a bug i tried to reload the game, didn't work what the hell???
  16. those icons are for kerbalism, and they don't really affect communication except in case of an antenna malfunction - but i get a notification in that case yes, first thing i checked oh, that must be the answer. i never noticed this behavior before
  17. here I am, orbiting kerbin, with 2 RA-100 antennas, battery full, and i have no communication. yes, I did enable the extra ground stations, that's the first thing i checked. is there some obscure game reason, or is it a bug?
  18. it's nowhere near as complicated as my DREAM BIG, which sported about 15 docked shuttles and 1300 parts. and it was riddled with bugs, but none of them was fatal, so he should be fine. which makes me think, your ship needs a cool name now. Given how it was assembled, I suggest "Frankenstein 1"
  19. can't you send a few more engines? it would only take one additional module
  20. actually, pol is the cheapest moon to reach. from a jool intercept you get captured with a gravitry assist from tylo or laythe. there you pick an apoapsis that intercepts pol, and with a small correction you get to pol, no additional costs. even if you don't know gravity assist, you can still make your capture burn and stay with a high apoapsis. the only way pol is expensive is if you try to circularize around jool first. as for reaching it from another moon, it's roughly 1000 m/s from any other moon orbit. no more expensive than anywhere else.
  21. my first mun landing got me all emotional. one small step for a kerbal, one giant leap for kerbalkind. now kerbalkind is running, individual leaps don't register anymore
  22. Nah. Boooring. I need challenges. My next one is another grand tour with kerbalism, this time without isru. which is actually easier, as i will use ion engines and a lot of xenon. since it would become too easy, i decided that part of the mission will also be taking samples from at least two biomes on every planet, and i will do it at hard level, which increases failure chances and reduces radiation shielding effectiveness. But now that I discovered how to enable the radiation decontamination unit, i should be able to visit the jool moons one at a time, then retreat at a safe distance and heal my crew before going in again. that mission is also meant to test the effectiveness of the tv to reduce crew stress. if the mission shows it's viable, then the next mission is another grand tour, with isru, with the full kerbalism rules. it will entail landing a 3000 ton beast (which i already made, it has all the fuel tanks on the outside to protect the crew from radiations from multiple directions) and waiting there until it refuels with the slow, slooooow kerbalism isru. if my calculations are correct, one such refueling should take 90 years. as long as i have enough solar power - as far as duna's orbit, basically. i don't know if that plan is viable, but if i can keep stress in check, i definitely want to give it a try. i will make new mission reports once the missions are on their way
  23. you checked it wasn't just the probe losing control because it's too far for communication?
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