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Everything posted by BechMeister
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Problem is i try to do re-entry "empty" - you know as fuel efficient as possible. I have a mindset that is "If i have more than 100 Δv left when i re-entry I should remove that fuel" - you know.. No reason to push more into orbit than necessary. - But on my proof of concept, i could make it fly head first by pumping fuel up front yeah. But then it was too heavy to glide x) It fell like a brick. I could increase the wing size though.. but i would rather make a new design, than design it to fly with fuel as counter weight. Ill try play with wing size - I am just afraid of putting to much drag on stage 2. I can ofcouse add more drag to stage 1 to counter it. Ill play around with it. Thx for the sugguestions. @Sylvi Fisthaug I used to dock by just burning prograde/retrograde - normal/anti-nomal - radial in/radial out to the orbit. and look if the pixel on the station moved left/right or up/down - and if the distance to target was decreasing. - I even made a post for suggesting a feature were you would have local/anti-local like in Flight of Nova. Where this nice chap then said it was in the game.. but he did not tell me how to get it to show. Since nothing on the Navball UI outside the buttons for SAS and RCS looked clickable - and the design of the Navball UI didnt have anything indicating pressing on your velocity would make it toggle between Orbit/Ground/Target - I didn't think the game had it.. which to me came as a shock. After i was told it was in the game.. i tried to see if there were a hotkey i could press.. there was not.. and in the end i just tried to press everything on the NavBall and found it by chance. After that docking became a lot easier. Its so much easier when you prograde turns into "local/anti-local" x) - But yeah... First time i docked the refuel SSTO - I eye balled it.. and it was near impossible. This was the first time I docked on that docking port after i toggled speed in relation to target... and my remark was on how much easier it was docking now xD - Yeah, Fulgurs advice is the only thing that probably can save this craft. But... Like stated above. I'd rather make a new craft than fly up with more fuel than i need. I guess you could argue that if i use the fuel as ballast it is needed. But I guess you get what i mean. The wings are because i land it as a plane - As you can see I am not very skilled at landing the craft as a falcon 9 - the first stage which comes in at a much lower velocity than stage 2 I still generally am 10+ km off the landing pads. But I've become pretty good at gliding the stages in. Also if I fly up with fuel needed to do the flip maneuver and landing. That is more fuel i could have refueled the station with. But my plan B, if i cannot get the glider to work... is something like starship... except the game does not have the tools to make the wings that control the orientation down. So i would probably have a heat shields front. I would probably use the inflatable one. So i can pump it up in front of the engines on re-entry and then make it small once down - then use the engines. But i'll give the glider one last go. I had some ideas on how to move more dry mass forward on the craft, without making it longer and to much heavier. Any way.. thank you for your suggestions ^^
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B. The fixes to Stage 2 was all successful - as I said i had an issue were i could not use my save game with the stack seperation to test if the 1st stage could make it back to KSC. So i boosted the stage up trying to hit the same Δv Margins and altitude. I then did my return burn, and "landed" the stage in the mountains to the West of KSC. I found that with 1800 Δv Its still very tight. And i may have to stack seperate with 1400 Δv left. - Presumable this will give me ~2000 Δv to return. Stage 1 on the way back to KSC - as you can see, already from here its clear it will not hit the mark - I have a really hard time to gauge how much I need to take the planets rotation into account. Doing a break burn with landing gear out, right before touch down. Landed without breaking the engines - but as you can see.. it landed on very uneven ground, meaning it fell imidiatly. Jeb had a bit longer drive for this one. Final Word: I was a bit discouraged by the result of todays and yesterdays evenings work - I feel i've done what i could to make the 2nd stage have a propper drag/mass distribution... I may fiddle a little bit more with it. Just to see... Its bittersweet. To be this close, yet so far.
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//////////MISSION UPDATE\\\\\\\\\\ - Fixing flight characteristics of 2 stage reusable Methalox Glider - The new protype refueling vehicle docked at K.G.01 refueling the Methalox tanks. Foreword: I really thought i could have made a update saying i was done with the new refueling vehicle. But alas, After tinkering and testing it is still not re-entering well.. And i dont know what else i can do at this point. Which means it looks like a developmental dead end. Mission Goals: A. Fix stability issues for Stage and Test RCS charactaristics + Δv Margins. - Failure B. Fix stability issues for Stage 1 - Success Lessons Learned; Lessons Identified: A. Making a better launch vehicle: Prototype A: I tried to fix the mass to drag issue on the 2nd stage by replacing the rear fuel tanks with medium tubes. I also decided to put a cargo bay, with a docking platform in it to avoid drag and move more mass forward that wasn't wasted fuel. Prototype A after first test flight. The fuel tank within the two stack separators is the "cargo" - The craft will not be able to take the fuel by accident when its between two separators. Between the rearmost stack separator and the engines is an empty tube - hence the fuel lines, as the craft would not fire the engines without. The craft flew up into the air from the runway, glided down and landed. Prototype B and C: When i launched protype A for a orbital test I found out that it calculated the fuel in the cargo stack into the total Δv pool. Which mean that I thought I had ~1500 Δv available. but in reality it was less than half. So prototype A never got to Orbit. I then tried to add a short stack behind the rear stack separator. Keeping the empty tupe there for the wings. It had just enough Δv to get to orbit, but not enough for rendezvous and de-orbit. Which mean i reverted and ended up putting a big fuel stack. and no tube. The VAB still showed that the point of drag was behind the point of mass. So i prayed it would be enough and tested the vehicle. Prototype C ready for test flight. Stage separation at ~1300 Δv, altitude 38km The "Proof of concept" flight showed that separating at 1000 Δv was a little to tight for comfort when coming to landing - so i aimed for seperating at 1200 Δv but in reality hit closer to 1300 Δv. As you can see, once the stage 2 had separated, the shedded mass bumped the Δv up quite a bit. I had a weird bug that kept me from trying to land both stage 1 and orbit stage 2 in real time. It was like an invisible tether were attached to the craft and kept it from pointing retrograde. I made a bug report with my findings and decided to go forth with the rendezvous and refueling. It was a astounding success. I had just enough Δv to make the rendezvous and de-orbit manouver. The RCS is a bit sluggish.. but it is a lot of mass to push with 4t fuel. In the end it was alright. The fact the vehicle moved slow made it easier to dock. And wow.. hitting the docking pole with the internal docking port is so much easier now that i have found out you can press the speed to get your relative speed and direction to the target. Prototype C on final approach. Prototype C lining up for docking. Prototype C docked with K.G.01 An important lessons learned is that you need to transfer power in the resource manager. The craft had enough battery power to circle the plannet the times it took to get a window of opportunity to rendezvous. But the power was spent in the subsequent orbits around Kerbin, while waiting for KSC to be on the day side. I just assumed it would be recharged with the rest of the systems. Prototype C still in correct orientation in the upper atmosphere. But as soon as the craft hit the thicker atmosphere, it would flip and fly ass forward. The crafts stability had not been resolved. The craft did not hit the runway at KSC. But was landed - after it got bellow Mach 1 it regained controlability. - How ever.. once re-entry heat is introduced. I doubt it will survive the atmosphere. As you can see the Stability issues were no resolved. I was sitting with a feeling that the VAB is not telling me the truth.. and tbh, I have had 3 different readings on mass/drag relationship. As seen here: Reading A: I suspect this is the true reading. As it reflect the fact that the ship would go nose first, then flat spin and in the end just barely doing controllable flight and landing. Reading B: This was what i thought I had to work with, maybe still overly optimistic to expect this to fly head first. As the center of mass is still 2/3rds to the rear. Reading C: This is the most optimistic drag reading i've had. but it also pulls weirdly to the right. Conclusion: I am was extremely happy that this design made it to orbit, docked, refueled. But as utterly disappointed it didn't land - The first stage is at the limit of what it can push up. I cannot add more fuel to it, it only loses Δv if I do that - So i can't really make stage 2 much heavier. I have 2 more idea's as to how i fix my heavy ass problem: 1. Reduce to 2 Aerospike engines - this will give it a Trust to weight ratio of 1.07 - but stage seperation happened at 38km - meaning a vehicle with Trust to weight ratio <1 could maybe get to orbit? 2. Maybe replace Aerospike with a lighter engine but less Trust to Weight. 3. Find a way to make a pull design, rather than a push design... Or some convoluted way to move the engines from the back to the front of the vehicle... Some cargo bay, drone parts, shenanigans. - although this probably will become a more complex vehicle than what its worth. 4. Redesign the nose part with fuel tanks rather than an empty nose cone stuffed with batteries and monopropellant. If nothing I must accept this is a dead end - and make a capsule style stage 2.
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They give a nice "texture" to the station xD - Well its a pretty easy game to play with kids - Most of the time it does not need a lot of input unless you use time acceleration and there is no gore or horror in it. So the kids can watch. They think its fun just to point at stars, ask question about earth and the universe etc. Also a good visual reference for how the day night cycle works x) I guess thats also a reason why I make this blog, and bug reports. I want the game to get as good as it can
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So! Yesterday i succeeded in launching stage 2 and landing stage 1 at the same time! Even though the game kept despawning one of my stages, See post here for context: I found a few design flaws in both my stage one and stage 2 i've spend this evening fixing. Once i had ironed that out and wanted to test stage 1 and 2 again.. it was like this invisible force were keeping my rocket from pointing retrograde... I thought it was easiest to show what i meant: As you can see - something is keeping me from pointing retrograde.
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Last I checked I was at 200+ But its not accurate.. Because a lot of the time the pc will just be running with me doing other stuff. Especially because i have two kids. A daughter turning 5 here in may, and a 2½ year old son. Also.. I feel a significant portion of the time is spend on loading from saving/quicksaving x) - But i have been a closet KSP player for a while, I just never had the abilities to get into KSP1 as I never really knew were to start, thats an advantage in KSP2 - there are fewer features, so its easier to pick a goal, for me at least... I am really happy I did! It looks good. what are the small squares on the cylinder that holds the solar panels?
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Flight Stage de-spawns when trying to control multiple vehicles
BechMeister replied to BechMeister's topic in v0.1.2
Probably, I have also had first stages disintegrating and do what you describe. Looks like this: I made a seperate bug report for that here: But hmm. I dont know if they need to expand the high fidelity's bubble.. I feel that would make performance suffer. But I would also like for stages not just to despawn x) -
Flight Stage de-spawns when trying to control multiple vehicles
BechMeister posted a topic in v0.1.2
Yesterday I had my first real go at a Falcon 9-esque first stage landing back at KSC. I had an issue though that the second stage would despawn before hitting the atmosphere. I was trying to see if I could swap between vehicles and control both. It was possible because my second stage had really long burns and spend the time of it going to AP maneuvering the first stage. I found out that if i just send the second stage on a really high AP suborbital path right after separation. The game would not despawn the second stage, and i had time to land the first stage. Me setting up first stage to go back, while the second stage is just going prograde unsupervised. First stage landed and second stage still coasting to AP - right after this i got it into orbit. I don't know if this is a bug or a feature to prevent spend stages littering the planet now that heat is not introduced. I also had one time were the first stage despawned and my second stage just started accelerating with the engines off... I tried to make a GIF of it. I dont know why it happened. If the going from vehicle - to tracking station - to vehicle - to tracking station - to vehicle messed it up some how? Any way... here it is -
//////////MISSION UPDATE\\\\\\\\\\ - Revising KSC-LKO refueling vehicles - Test vehicles for a new refueling system. Foreword: So, as I have eluded, i was not satisfied with my Venture Star-esque SSTO performance. It was too inefficient as it could take up a max of 2,5T hydrogen and 4t methalox. Which means it would take 4 tours to fill one tank. I wanted a vehicle that could fill a tank in 2 tours - meaning I would need to do staging. I also wanted to be, quote on quote, "One Of The Cool Boys" and land my first stage again. But unlike Elon, I don't hate wings and re-entering as a plane, so i tried to make a space plane upper stage. The problem is the hydrogen tanks. they are quite big.. and they don't look like they will do re-entry that well. So I have tried to do a design for re-entry as a capsule.. flipping around.. and then land as a falcon... I already foresee 2 issues.. it will probably not fly with the heatshield forward because the engines are too heavy... But I already have alternate plans for how to fix that. Yesterday I completed first test run of the spaceplane 2nd stage. Mission Tasks: A. Reach outer atmosphere with Stage one and Seperate at ~1000Δ left - Success B. Boost stage 2 into a suborbital path with a high apoapsis. - Success C. While Stage 2 coast to its AP land stage 1 - Failure D. Land Stage 2 at KSC - Critical Failure Lessons learned; Lessons Identified: A. The craft is controlable on the way up, even though it's drag is off center because of the "vertical" stabilizers on the space plane (its really ~45°). When the craft separates at 1000Δ the craft will get around 1400-1500Δv from the shedded mass - It is enough to make the craft return to KSC - but just barely.. I will probably in the future seperate at 1200Δv - just to give me more room to maneuver. Here we see stage one after its burn back to KSC and Stage 2 on its high AP sub orbital Path. B. Second stage has a lot of Δv. The 4t fuel stack is put between two stack separators, as it makes the craft not wanna use the fuel - making sure it is reserved for refueling K.G.01 - how ever it does not have access to the front fuel tank either, and fuel has to be moved. There is mass - drag issues that needs to be resolved.. and it feels silly to bring extra fuel just to have enough mass at the nose. I want the craft to be able to land empty. Craft is reasonable manouverable in space, and has enough power for 12ish hours. (I had to wait for KSC to get out from the night side before attempting landing) So may need solar panels just to be sure. As you can see - the craft has 1700 Δv in the bottom stack alone, and something like 1200 Δv in the front tank Also - there is a weird bug were the game just despawns the stages after a certain point. The only way I could be allowed to keep both stages in the game was by giving the second stage a really high AP, so it would not reach it before I had landed the first stage. First stage has been landed and second stage is still coasting. C. I Successfully got the booster back to the vicinity of KSC - landing within the mountain range of KSC is a point of success for me at this point... I have no idea how people successfully aim at a small landing pad from the outer atmosphere... But the craft fell after touch down. I also found that the landing legs bend a lot on touch down - breaking the engines. This could just be because i could not find the sweet spot for a "soft landing" - but even though i tried a 1000 quicksave/quickloads i never got to land it without breaking engines or have it fall over. So i need to extend the legs and or push the engines further into the craft. First stage on its way back to KSC 1st stage breaking - As you can see we are having really tight Δv margins. The stage landed, and fallen - one landing leg broke off... for what it is im pretty satisfied. Only 6km off the VAB building - So Jeb don't even have to drive that far to pick it up. D. The seconds stage re-entry characteristics were as I suspected.. Rubbish. Even though it shows in the VAB that point of mass is in front of point of drag... its not front enough when empty. It will land ass first.. and it glides like a brick. I tried a reload and landed it with fuel in the front tank - it made it have mass enough to stay nose first through the thick parts of the atmosphere - but its so heavy then that it cant really glide.. it just "falls with style" into a big ball of fire. Also i am thoroughly against landing with that much fuel.. its silly to push that much mass to space and not use it. Here we see first stage over Kerbin, It sure is good looking - how ever.. i need to think hard on how to stabilize the craft.. and make it glide well enough that it can land. Or give it up. This is the result of the landing - To hard for it to land in one piece.. but i guess not so hard that there were no pieces to be found. Conclusion: Maybe the space plane 2nd stage is a development dead end - I may fiddle with it to find better flight characteristics.. After all it has a lot of Δv - so i can reduce its size and that way make it more controllable - I wish there were Hydrogen Tanks in a more aero dynamic way, because they are all cylinders - it "forces me" to go with a cylindrical style of vehicle - or i guess i could design a vehicle that will glide for the methalox refueling, and a vehicle that lands like a falcon rocket for the hydrogen.. It just goes against the utilitarian nature of the crafts. I'd like one solution fits both fuel types. We will see what the future brings. A band aid is this - I can land the 1st stage, and i can get the 2nd stage to orbit at the same time. So i guess i am having a foot in the "cool guys" room. Stay Tuned for more!
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My first Mun mission became a rescue mission because Jebediah snug onboard my spaceship.. It was an apolo style lander.. and there were only room for 3 in the pod. My rescue mission needed a rescue mission though. because as soon as Valentina went from the orbiter to the lander.. there were no one in the orbiter... but the 2nd rescue mission saw all 5 kerbels get home safe.. Now i just have a empty orbiter orbiting the moon.. ill pick it up later i guess x) Yeah - well I use the small tug drones with only RCS thrusters to navigate around with modules. They can handle 9t-10t easily enough.. but when i were moving the big 18t monopropellant tanks for the station.. they were struggling a lot. The big tug drone with the engine is really just to push the LEOs and the station around. I usually park the big ones around the station, then used the small ones to attach things to the big ones... But yeah, maybe its the center of mass? I have not yet experimented with the hydrogen engines.. I am saving them for my interplanetary vehicles. Any way... my point being. I find the small ones move things around pretty good as they dont have the mass of an engine to push around as well. Thanks! I would lie if i tried to deny spending an evening fiddling with aesthetics when it comes to design of the station x) The space planes got to look the way they did out of necessity.. but they look good yeah. Right now I am trying something new as for refueling vehicles now. I did not like that i could only move like 4t fuel - I try to make a reusable craft that can move 8t at the time. Its been 50% successful so far. I'm going to make a little update tomorrow after i've slept. But thanks, the kind words makes the struggles barrable ^^'
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Stack Decoupler breaks off engine.
BechMeister replied to BechMeister's topic in KSP2 Gameplay Questions and Tutorials
I tried to use the engine plate first.. but the large decoupler did not want to go to the fuel tank beyond the engines.. but instead to 1/3 engines.. and it made the vehicle very wobly understandable -
Stack Decoupler breaks off engine.
BechMeister replied to BechMeister's topic in KSP2 Gameplay Questions and Tutorials
@Wetzelrad I tried what you suggested - it yielded the same result. How ever, when i flipped the decouplers it didnt break the engines off. There are how ever a few other bugs that i needed to work around. If you look at the little black triangle, that indicates what way it blows. - Now i have 2 bugs i need to resolve some how. When i seperate.. for some reason i dont follow the 2nd stage.. but have to press [ to go to it. Second bug is that the stack decouplers pass over to the second stage, and when you press space, it turns off the engines. I made a new "stage" and moved the engines infront of the stacks again, and then when i pressed space, they flew off and the engines worked. But my craft works! -
Stack Decoupler breaks off engine.
BechMeister replied to BechMeister's topic in KSP2 Gameplay Questions and Tutorials
Ill try things around, maybe i could also try attack the decouplers th other way around? so the explosive force goes the other way? -
@Sylvi Fisthaug Aw thats really cool Glad you could use some of my experimentation. The last thing i made myself was an "adapter" from the medium docking ports to the small. That the big tug drone can connect to. It will also give it more docking options, as i have more small ports than medium. I was thinking about putting them at the ends of the station. Any way the adapter looks like this, plane and simple. Maybe you can use the same idea? Pretty simple straight forward idea.
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atmosphere drag and velocity question?
BechMeister replied to BechMeister's topic in KSP2 Gameplay Questions and Tutorials
Thank you for taking your time to explain all this. I guess the summersaulting rockets out of atmosphere is bugs then.. i was getting crazy about that xD I will fiddle around with the resource manager. Again, thank you for your time -
Hello! I have a noob question. Sorry i tried to google my issue, but i couldn't find a clear answer. I have this rocket were my 2nd stage is a 3 engine plate with aero spike engines - I have put 1 stack seperator on each engine.. but i cant decouple it without breaking 2/3 engines of. I tried to strut them to the vehicle but it still happens: Image for reference: Vab View:
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atmosphere drag and velocity question?
BechMeister replied to BechMeister's topic in KSP2 Gameplay Questions and Tutorials
I am so glad you touched upon Starship and super heavy. I tried to make something similar.. although mine was a small spaceplane on top of a stage 1. that could return... (its easier for me to glide things to a run way, than land on a launch pad. SO far the kerbels have to content with a 5-20km drive to pick up the maybe landed stage x) I did manage to fix my rocket so its stable. Any way... your answer made me realize i was half wrong, half right. I have a lot of experience with ballistics with bullets... and i assumed we spin the bullet to better fight air resistance. But thinking a bit harder.. i guess we use the centrifugal force to keep it straight? kind of how a bike will dont want to fall and tumble when its spinning. I guess that's how reaction wheels work too? Any way. Thank you for your reply. I have another question - what then when i get out of the atmosphere? I have had rockets that flew fine.. and as soon as im out the atmosphere the rocket flips its engines front. Is that because the engines are heavier than the tip of the rocket now? Also... Is there a way i can tell KSP2 what order i want the tanks filled? -
I have been wanting to ask this question for a while now.. I have read a lot of people complain the atmosphere in KSP2 to be very "Soupy", which has kept me from asking.. as I just excused it as being "a bug". Some of my crafts flip when I didn't expect them to, others don't... and some I think should flip if I'm not "on the ball" with the gravity turn don't.. So I need ask this, to some extend dumb, question to know if my understanding is correct or wrong. In my understanding when something that is long and cylindrical moves fast, I want to travel the direction with the least resistance... the air wants to press it to the smallest surface forward, which to me should mean that it is hard to turn because the craft wants to remain straight. Not the other way around that as soon as its not straight, it will present the biggest surface towards the wind? Is it me who got it mixed up? I feel when ever I make a rocket that is not straight up no bull excrements.. I will have to make a extremely inefficient orbit.. by flying all the way out of the atmosphere before doing the gravity turn... unless I load the craft with reaction wheels. Any way.. I guess I just need to know if its me or the game not balanced out proper.
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You guys interaction with this "blog" is also really inspiring me to push on, even when things are going bad.. and i spend a whole evening on a dead end. Learning how to rendezvous were half covered in the tutorial on getting to the mun.. but building a spaceplane was very difficult. Fx. it is written nowhere that the RAPIER gets super effective at 450m/s - that a plane does not need to have >1 thrust to weight ratio to fly etc. Center of mass, center of lift ratio when re-entry. For a long while i also had problem that i could not get my plane to nose up on the runway, had to find a reddit post that said its because the wheels are to far from the center of mass.. that once i thought about it made total sense as every one should know if you hold a weight at the end of a stick its a lot harder to lift than if you hold it in your hand. I think the biggest problem i had for a while was I did not know that you could press on the velocity meter and make it change between Orbit, Ground and most importantly Target. They should really make a graphical indication to the HUD what you can press and change and what you can't! Knowing your local vector to the target and your velocity in relation to the target made it a lot easier to dock... Having to gauge if a pixel moved left/right, up/down to see if i were drifting. And then look at the distance to target to discern if your approaching or moving away. I still think it would be nice if the distance became distance to target instead of distance to ground in target mode. When i pick Vehicles docking port as "control from here" and stations docking port as "target" I think it should be able to tell me the distance. Then when i look at the NAV ball to move my courser on to target I would not have to look at the station on screen to see the distance to target (which also to my understanding is displayed from center of the target structure - so not that precise) - Since there is not a dedicated docking camera.. I do all my docking from instruments now any way. But yeah. Thats just my 5 cent after this project. x)
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/////////////////////MISSION UPDATE\\\\\\\\\\\\\\\\\\\\\ Kerbin Gate 01 is now crewed and fully operational in a stable orbit with its solar panels tracking Kerbol. Mission Objectives: A. Develop the Escape Shuttle. - Success B. Install new docking tower and move LEOs back to their docking position. - Success C. Fly in two Escape Shuttles with 4 men Crew to K.G.01 - Success D. Push K.G.01 into a ~90km "flat" orbit to ease rendezvous for future refueling and crew rotation missions. - Success Moon Lion (M.L.E.O) being moved docked to new docking tower above Kerbin. Lessons Learned; Lessons Identified. A. The new crew shuttle successfully completed re-entry trials and manouver trials. It is a very stable air-craft capable of near 90° AoA on its way down, and has an easy time controlling the decent left/right, break/prolong - It has ~700 Δv for manouvering, and i tested the SAS and RCS thrusters harmony by moving around the first stage with no pitch or yaw drift from up/down and left/right maneuvers, Rolls, Yaws and Pitch excellent too. Probably the most well balanced craft i have created so far.. which i guess is very fitting as its also the newest. Here you see the escape shuttle controlling the decent towards the beaches on the land. Landing in the night side of the plannet is still tricky. Its flight with instruments only. C. The fact that the escape shuttle had ~700 Δv meant that i could place them on my first stage and get them to space. I decided to give them a Orange Black colour scheme - making them thematically fit with the orange black theme i have on original service drones on the station. I think i'll go with Orange Black for K.G.01 and then Red, black for K.G.02. E.S.01 approaching K.G.01 The installation during night time became a lot easier from the fact that all the L.E.Os and Tug Drones had enough lamps to illuminate the station well. Here we see the E.S.01 installed and ready, E.S.02 "en route" to K.G.01 - I actually really like the Orange Black colour scheme on them - It is maybe not as flashy as red and white.. but its still colourful enough that the vehicle should be visible on most terrains. Desert might be an issue though? E.S.02 linked up with K.G.01 E.S.01 and E.S.02 finally installed on the station - now fully operational. They still had around ~300 Δv left when they were docked. D. The station had reached an orbit of 110km to 150km - I figured pushing it back to the original 90km would make it easier for the CREW SSTO and Refueling SSTO drone to reach the station. Now the last thing to do is to walk through all the systems and fine tune them. Then move on to next phase of the project. A Moon and Kerbin ComNet to facilitate drone operation around the Mun. I am going to find out if i can coms rovers on the surface of the moon around the equator could link a satnetwork to a station in a geostationary orbit on the "dark side" of the mun. (if its possible to get a geostationary orbit) - I was thinking about placing it on the far lagrange point. That would make it easy for a direct line between a mun base and K.G.02. Any way! I am super happy that i am finally done with this part of the project and can move on to the next! Stay Tuned for Phase 2 of the Mun-Kerbin infrastructure. /////////////////////MISSION COMPLETED\\\\\\\\\\\\\\\\\\\\\
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Dont know why and when it happens. but i've had a few spend stages that do like this once seperated and ive moved away. It creates quite the debree field. even though i did not stage it at such an aggressive suborbital path - 3 pieces even left Kerbin gravity well this time xD
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Mini Shuttle flies ass first.
BechMeister replied to BechMeister's topic in KSP2 Gameplay Questions and Tutorials
Oh its amazing to fly now.. its probably the most controllable craft i have now.. It can rotate on its belly AoA 45° I think i even did 90° at some point. I can control my suborbital path same way the shuttle did by jawing left or right. Really easy now. Thx for the help -
It worked - my file size went from 500 mb to 9mb. All my things staid in orbit..
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I am having the same problem now.. over 5-10 saves my savefile grew from 200 mb to 1.5 gb. I am trying to see how far i have to go back to get to 200mb file size - Or follow a guide that said to delete all "object events".
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//////////MISSION UPDATE\\\\\\\\\\ - Developing Emergency Re-entry Shuttle - Redesigned - I tried a different colour scheme - figured red is easier to find than black and silver. Looks maybe less cool - but it is a emergency craft after all. Changes: - changed to one engine. - Reduced Monopropellant from 2t go 500kg (which should be more than enough for orbital maneuvers) - Re-located the parachutes to be placed the at the empty center of mass. - Docking port is at full center of mass to make it easier to rotate First test flight: - It glides a lot better now. Really easy to maneuver Next is a re-entry test