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king of nowhere

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Posts posted by king of nowhere

  1. my ship used to have "firm ground" until the last version. now it doesn't anymore. a bug?

    EDIT: i found it out. the gravity ring was extended, but still somehow it had habitat disabled. i lost most of the configuration with the new version, i had to restore it /EDIT

    also, as i'm trying to make a huge mother ship for a grand tour, and i need a lot of components, i already reached 300 parts. i'll be close to 1000, i fear, when i'll be done; lag is horrible. is there anything i can do to improve performance?

     

  2. 4 hours ago, JacobJHC said:

    Congratulations @king of nowhere on completing the Jool 5 Challenge on Jeb's level! In many ways, this is the Jool 5 mission. The amount of roving conducted on each world is mind-boggling and requires patience I cannot fathom, and the flight on Jool was nothing short of nail-biting. This mission is incredible, and I cannot overstate that.  I will be adding you to the leaderboards immediately.  Please do add the completion badge to your signature, because you have more than earned it for this mission!

    small nitpick, the rover is called dancing porcupine, not flying porcupine.

    and thanks for the kind words

    EDIT: you also forgot the ISRU tag

  3. now with version 1.11 kerbalism does not work right anymore. at least, some of the functions are not there. i can't see anymore the expected duration of my supplies, for example. and i got multiple error messages.

    i suppose i should uninstall the mod until someone posts an updated version?

  4. 55 minutes ago, Gotmachine said:

    If your goal is to make self-sustainable bases, yep, it is hopeless. In fact, even doing "basic" manned missions outside of the Kerbin SOI is quite hard.
    Kerbalism difficulty balance make what is achievable in KSP roughly in the realm of reality.
    I've yet to see proof of a successful manned mission to Jool with Kerbalism. And I believe that there are only a handful of people that can claim a successful mission to Duna.

    no, my goal was to make a clear spreadsheet that could be used as a sort of wiki page. you know, because it's quite confusing.

    as for making a self-sustainable base, that's not that hard. you need to mine some ore every once in a while, because you are slowly losing nitrogen in space over time, but the amounts are small and you can get nitrogen from monopropellant, which you can get through rregular isru (assuming that part hasn't been changed too, i haven't tried but the options in the convert-o-tron are still there).

    the main problem with long missions is radiation over time. if you are going far from kerbol, electricity is also a huge deal, since life support takes too much for solar panels and rtg increase radiation. the whole business could be prevented by setting shielding to block 100% of incoming radiation - default setting is that it blocks 90%, which is not enough for some environments.

  5. even the supposed github wiki doesn't say much. i am working on some way to keep track of all the mess, and perhaps i will produce some spreadsheet that i will post here for the good of the mod.

    meanwhile, i have more questions:

    pDvjnWa.png

    1) so, the game is telling me that i have no plants. when i clearly have 8 greenhouses. what the hell? how do i get plants if not with greenhouses?

    2) with a crapload of living space and all the comforts, i have a stress duration of 23 years. which is good, but i was planning a grand tour mission to see how much i can stretch all those durations, and i was hoping i could have a potentially permanent duration. is it possible?

    3) i experimented orbiting laythe, that is right inside jool's main radiation belt, and even though i had the best shielding available, my crew got radiation sickness in 3 days. is it even possible to make manned explorations of laythe anymore? what can i do to protect myself from those levels of radiation?

    4) i found out that a relatively small ship with a 3-man command pod and hitchhiker storage container could last for a couple years with a crew of 3 with just 80 kg of food, 30 kg of oxygen container, and 40 kg of water purifier plant. isn't that a bit cheap, some 200 kg of material to sustain a crew of 3 for a couple years? it feels like there's no longer an incentive to making greenhouses and complex reusable systems.

  6. 10 hours ago, Streetwind said:

    Actually a common misconception because the game doesn't explain this properly to the player:

    The blue marker shows center of lift, not center of drag. This is great for building planes in the SPH, but unfortunately entirely useless for rocket construction in the VAB. You have fins at the bottom, and fins can generate lift, so you get a center of lift near the fins; but that doesn't mean that your combined center of drag is in the same spot.

    There is no method I am aware of to actually visualize where your center of drag sits.

    oh, that's it!

    i wanted to figure out why the vab was lying to me, now i'm happy

  7. everyone is telling how draggy is the onion module (i know it is), but the game still shows the center of drag much behind the center of mass. is it an error of the game, you think?

    because i've been launching long rockets before, i've launched rockets that were draggy in front before. heck, i even launched rockets with the CoD forward, and it was fine as long as i had a gimbaling engine. and i have three of them here. and still i never had such a bad rocket since my earliest launches.

    3 minutes ago, Superfluous J said:

    In addition to all of the above, just glancing at the rocket makes me think your TWR is too high.

     

    Not really. it would be about 2 if i went all in, but i keep the swivel between 50 and 20% while the boosters are on, so actual twr is around 1.5

  8. 58 minutes ago, Atlas Gaming said:

    Yes.. but Im not sure it's from kerbalism... also I think this only happens when I use autostruts.

     

    my only mods are kerbalism and kerbal alarm clock. and it wasn't doing it before installing kerbalism, so it definitely comes from there.

    but indeed, i also noticed it only when autostrutting. so, it's a bug related to autostrutting on kerbalism and then reloading a craft.

  9. I seem to be getting a strange kraken that scrambles my rockets ever since i installed kerbalism. here is one result

    Mg1dFOA.png

    the rocket became like this after i went back to the space center and i selected the rocket again.

    is anyone else having the same issues? is there a known solution?

  10. 1 minute ago, bewing said:

    The vostok pods have no reaction wheels. Once your swivels decouple, you will have no direction control whatsoever, so it's gonna crash at some point, no matter what.

     

    yes, i realized that later. when i was already in orbit. good thing i managed to use the terrier engine to turn the ship around, so i could salvage the mission; i was surprised by how efficiently you can use a gimbaling engine for stability.  unfortunately, those crew pod are the only ones with a decent habitability yet in the kerbalism mod, and i haven't unlocked most techs that would let me go around the problem. i never wanted to use those command pods in the normal games because i know they are draggy,

    i did manage to launch, by the way, by making sure that i never got above 300 m/s while in the low atmosphere. of course i had huge gravity losses this way, so the mission, who was supposed to be a mun orbiter, had to stop at mun intercept and come back.

  11. I am an experienced player, i have launched hundreds of rockets, i have completed several challenges. i know about aerodinamic stability. and now i'm completely baffled.

    prPzK99.png

    AUHaRUj.png

    as far as everyone says, for a rocket to be stable, the center of mass must be in front of the center of drag. heavy part forward, draggy part backwards. and this is the case here, the vab indicators clearly show that i have a center of drag in the back.

    Except, somehow i don't. this rockets flips. fast. at around 350 m/s, it tumbles. i tried to increase the number of fins, didn't help. didn't even make a difference in how fast this thing was flipping. i put swivel engines to help stability. helped moderately. i tried to launch straight up, which helps for an unstable rocket. no good.

    and in all this, i have no idea why the rocket is misbehaving. I mean, judging by the controls, i could swear that it has a center of drag in front. Except that the vab is telling me otherwise. but ok, the vab can be wrong for complex shapes. that's why i added way more fins than necessary. but still it makes no improvement. at this point, even assuming i really have aerodinamic instability, i wouldn't even know what's causing it or how to fix it. i mean, look at that rocket, it's a perfectly common asparagus stack. even without seeing any indicator, this shape should be stable.

    i assumed some of the problems were caused by the open cargo bay (i need that for some kerbalism experiments). but i tried closing it, and no improvement.

    at this point i want to know what i'm missing.

  12. 3 hours ago, AeroSky said:

    Yes, I've been playing KSP for quite a while now, so I know that :)

    But what do I do if my rocket tips over while attempting a manual gravity turn?

    if it tips because it is aerodinamically unstable, you fix the rocket. if you can't fix the rocket (say, you lack the technologies) then you don't make a gravity turn, it's going to be more expensive but you have no other choices. if you tipped because you turned too much, you restart the flight and try to make a better trajectory

  13. i just managed to install kerbalism, and i'm looking forward to use it. however, there are a lot of things that aren't particularly well explained and i would like to figure out. For example

    - I open a part, and i read MTBF, followed by a time. I assume that's related to reliability over time, but how exactly? does it break after that time? can it break before that time?

    - radiation rating: does the part break authomatically if subjected to more radiation than this? or does it just have a higher chance?

    - food, oxygen, water; how much does a kerbal need?

    - life support has slots, what does it mean?

    - liquid engine has rated ignitions; what happens if you try to turn it on more times than that? does the failure chance just get higher, or what?

    - on the same engine, it is written: redundancy: propulsion. does it just mean that if it does not work i need a redundant propulsion system, or it has a deeper meaning?

     

    basically, i would need some kind of instructions. but i can't find anything related to kerbalism because there are just so many references to it. can anyone point me in the right direction?

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