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Everything posted by BechMeister
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Can you share a image of your rocket? We will have an easier time to help you if we see your craft. What engines were you using and how much Δv you have etc.
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Why play (suggestions)
BechMeister replied to kfsone's topic in KSP2 Suggestions and Development Discussion
Thx @Icegrx for the mention I have not read the entire thread... gut I get the gist of it. I think you need to remember that this is mostly an sandbox game - which means you get out of it what you put into it... It gives you tools, but you need to make the content. If you ask me the game is "too easy" in its mechanics around CommNet, and how long a kerbal can survive without food etc. It makes my game a lot more compelling by imagine that i cannot send rovers to distant planets without a relay network of satelites - and I need to have some sort of habitat on another planet. Since it can take months if not years before the next optimal window arrives. I dont like to make huge rockets and just launch it all in one go - to me the design challenge of getting things into space, assembling it and shipping it is what keeps it interesting.. and finding synergy between designs. As in.. create vehicle standards etc. I need to put on to me design constraints before its fun. Fx. I always try design my vehicles with some degree of re-usability. Its a good challenge. I also never use a nuclear engine without a nuclear power plant on my craft etc. If I could have it my way.. KSP2 would have a hardcore mode, where you could only see the other bodies as they look through a telescope on Kerbin.. and you would need to build space telescopes and send probes to the other planets to "unlock" their features.. kind of like a fog of war mechanics in RTS games. I would want Kerbin to have Communication stations scattered around the planet - meaning that you would have signal black outs for probes until you've made a CommSat network. And that you would need to upgrade that network as you go. But I digress... Imo - to keep the sandbox fun, give yourself some design constraints, build infrastructure and design missions through that scope. -
Welcome onboard! I would say what my Kerbals die to the most.. Is them sneaking on board highly experimental crafts (that usually have a probe core for testing phase) - I guess the little buggers do everything to be on the page of the Science Tabloid Media on Kerbin. I would say that... But the truth is lazyness.. Me being to lazy to not drive my rover 40 m/s and hit a bump that yets it to its death... Me to lazy not to check if the kerbals were actually on the craft before de-orbiting it because I found out a part was put on backwards... Me to lazy to make sure the staging was correct.. etc. etc. But.. I try to minimize casualties.. a lot of my crazier crafts are drones.. At least Kerbals are happy to give their life for progress. And according to the scientific method, closing development dead ends is still progress. Outch... Imagine if there were a memorial with all the deaths you caused at KSC
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Largest landed legs exploded while landing at 2m/s
BechMeister replied to allanp11's topic in KSP2 Discussion
I hate the big legs too... The rockets also tumble so easily if its not landing on the flattest of ground.. Sadly its the only legs we have that will allow us to land rockets with main engines that isnt tiny. I have been struggling with them when returning 1st stages (like a falcon 9) on Kerbin. I know its maybe a bit cliché to say.. but remember its early access.. and its very much still feels like a alpha build and not a beta -
I must admit that when I plan my maneuvers.. I often just pull the prograte node until I have a path that intercept the object I desire to transfer to.. Then I move the node around on my orbit until I have a interception. And then I use the Normal/Anti normal and or Radial in/out to adjust where i land on the other bodies SOI... So I am very dependent on the nodes.. Its only if I have to circularise or correct inclinations that I eye ball it. But I guess I can almost do the same on this approach. Just make sure that the initial prograde arrow pull is also pulled down a bit - As seen on this screenshot: If I should put myself into the spotlight... I can tell you that the maneuver I did which I questioned was the "right" way to do it.. But I guess the only way I knew how to do it... Looked like this: The quote is from my "blog" about building two space stations (one around the Mun and one around Kerbin) I hope its okay I include an example from my own mission report... I just remember specifically asking this out into the void, not getting a correction, and assuming that was how it was done x)
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I often fly vehicles that are "underpowered" or have long burn times - I have in my mission blogs been asking question about the efficiency and fuel usage when you burn and I could see that by the end of the burn I was burning "up" a lot (as you mentioned). I did not know any other way... But I guess this also explains why I tend to need about 100-200Δv more than what the Δv maps say - In the beginning I was just assuming that my Δv readings were wrong... and was considering doing the rocket equation to be sure.. But just to be sure I understod it right (and pardon me for using rookie terms): 1. You start the burn before the optimal position on PE. place PE on the halfway point of your burn? 2. You then burn prograde and down until you reach the mid point. After which the maneuver node will start burn you Up. But because you start by burning down, less Δv is spend burning up, and your average burn time is more prograde than if you just tell the maneuver node to burn prograde. Correct?
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Flight Structural stability issue - Craft Violently Shakes itself Apart (Post-v0.2.0)
BechMeister replied to PicoSpace's question in Flight
thank you for your service x) -
Flight Structural stability issue - Craft Violently Shakes itself Apart (Post-v0.2.0)
BechMeister replied to PicoSpace's question in Flight
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16,0 GB Bug Documentation: Bug replication: open save. wait Work around: - Once it starts vibrating, you hit time warp +3 for 1 sec, and all the resonance is killed. Make sure to keep an eye on your vehicle when in map mode. - Generally only happens upon loading in, If you have stopped the resonance once, it usually doesn't come again.. usually. P.S.: @Anth - I'm sorry you have to go through my more and more extreme parts counts I've attached craft files - the vehicle at display consist of parts from these two crafts. - Pardon me not sending a file with the vehicle as it is. For reference it looks like this as of now: It consist of most of the craft file called "moon transporter" - the tubular drop ships docked to the large ports are empty (the base modules has been dropped on the Moon, you've seen it in other bug reports.) - you can find those in the "New Workplace" file. if I have to, I can make a craft file that has the vehicle as it is in the save game. It was just easier for me to take both craft files. Included Attachments: VehicleResonanceBugPackage.zip .ipsImage { width: 900px !important; } -
Other Findings: I successfully launched the vehicle into orbit. - and got back to the base without it falling through the floor yesterday evening by doing this: 1. Launch the vehicle into orbit. 2. Hit escape and go to KSC 3. Hit the Tracking Station 4. load back into the base. I don't know if its because it resets/unload the crafts when you go to KSC and then loads them back in on their correct path. But there is something there.
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16,0 GB This bug seems to be related to this: Although that being said. The result is achieved without using any time warp: Bug Documentation: Bug replication steps: Fly a craft away - take control of either the base or the cew shuttle 02 Result will be that it have fallen through the floor. Note: I have a map bug - but I've never experienced that before.. The bug report is not about that though. Included Attachments: Basefallthroughground-notimewarppackage.zip .ipsImage { width: 900px !important; }
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- MISSION UPDATE - 4/4 Samples Collected. Theomore taking a crater sample, in a crater (oh really) south of Base Camp One. Foreword: Today is going to be a short update - after spending 6 (ingame) days on Minmus I can feel I am going a bit dead in this mission. (seems the readership is too) Minmus is just not that exciting x). So I am happy to announce that the only thing left after this update, is the return trip back to K.G.02. and from there Crew rotation back to Kerbin. Without further ado, here comes the mission update - with all the bugs and problems that came along with it. Mission Tasks: A. Recover Missing samples via Crew Shuttle. - Success B. Recover Missing Samples via Rover. - Success Lessons Learned; Lessons Identified: Section A: Crew Shuttle 01 on the way south, performing reconnaissance in search of the two missing biomes. Even though the recon tour south with the Crew Shuttle turned out to be short, and all though I did every maneuver with Δv conservation in mind. ~900Δv is just not a whole lot. - and now I worry that Crew Shuttle 01 won't have the Δv to make it back to ICV Explorer. A short tour south quickly revealed the two missing biomes. The first Biom after the dark Sheet Ice of the Greater Flats was Arctic Ice (which I thought would be at the poles). I decided that it would be most cost effective to pick up that sample with the Rover instead of spending Δv landing. Thus allowing the Shuttle to continue its coasting phase south, getting most out of its initial burn, which was aiming for a crater. I suspected that it would be there I would find the biome called "Crater" Surprise surprise -It turned out to be correct - which was lucky, since the Crew Shuttles would only have enough Δv for one small expedition each. The Crater sample was taken and the shuttle made it back home. Alternate Timeline - An Attempt at Refueling the Shuttle: Because the shuttle had spend more Δv than I thought it would, and I was getting worried it wouldn't have enough Δv to get to Orbit, I decided to attempt a docking with the Rover to transfer the Methalox to the shuttle. (After all, once mission was done - there wouldn't be a need for methalox in the rover) How ever - even if the docking maneuver would succeed.. It proved to be worth nothing more than the training in precise maneuvering with the shuttle - because when ever I docked with the Rover or any other docking port on the Base - it would result in a rapid unscheduled disassembly: See spoiler section. Normally I go with the flow, and accept my errors... but this felt like the result of a bug rather than my missmanagement. So I reverted to the save back in the Crater. Back to current timeline: According to Loïc Viennois Δv map - It only takes 180 Δv to get into a 10km orbit on Minmus - and if that is true.. then the 279 Δv left after the mission should be enough for take off, rendezvous and docking with ICV - Explorer. For detailed rundown of the mission section - see spoiler section bellow: Section B: Johndin talking to the crew of Rover01 - describing the site where the Actic Sample was taken. This part of the mission turned out to be quite difficult because of a nasty bug. As you recall, the last time the rover returned to base. It did so via. Dropship. Apparently there is a small bug that may occur when you return to base driving along the ground. If your curious see here: Besides that taking a few tries, before yielding a result that didn't catapult the base or landing crafts into the air, this step was straight forward, and done pretty quick. For detailed walkthrough of this Mission Section see spoiler section bellow: Moving Forward: I have done and seen what I came to do and see - I have tested all vehicles, gotten a lot of experience with bases etc. I can use in future missions. For instance I realized that the Bulldog Rover has 3 seats. Something I wish they had added in the info on the vehicle (I should probably have noticed this when I tested the vehicle on the Runway... I wish they wrote how many could be seated in the different modules, and not just how many is needed to fly it). Which mean that in the future I won't have to add the two tuna cans, and can use the space behind the vehicle more smart. I have gained experience making bases, which I am sure will come in handy for when I inevitable have to make one on Duna. Next and Final update (unless the Crew Shuttle 01 wont have enough Δv to get back to the ICV) will be the return of the Kerbals to Kerbin. Where I will attempt something.. that probably will burn my pc down.. viz. to dock the ICV - Explorer to K.G.02... (that is a lot of parts ) Stay Tuned In for More!
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I actually think my favorite engine is the LV-909 "Terrier" - Its compact and I have so many 2nd stages that uses this engine to get the final bit into orbit... On my first stage I usually go for multiple S4 KS-25 "Vector" That being said... I've always loved the look of the T1-Dart. - but its mass is hard to balance a craft around... Welcome to the forum!
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Flight Game places craft deep under Celestial Body/Planet surface after timewarp
BechMeister replied to king_shredder's question in Flight
Yesterday I experienced something similar without the timewarp though - It was when I was going to have 2 landers leave a base behind on the surface of Minmus - I tried 3 times and the last I did not use any time warp at all. But when ever I had one craft circulize its orbit, and then went to launch the second craft. That lander and the base had dropped through the ground. -
Sorry @steveman0I did not see your post before now. I ended up adding an extra leg just for stability sake - I think the legs are fine for big landers. Its when you use them to land first stages they seem to suffer because the center of mass will automatically be high. So unless you land on the flattest of ground it will bounce quite a lot. - I just use the auto feature now... Dont adjust anything. These are 3 examples of my rockets were use the legs: This one I had to add a 4th leg - which makes sense.. It fell mostly because 3 legs means it has an easier time to tip to the side. This one is a smaller much lighter 1st stage - and it also jumps around some times.. but I have a lot of Δv left when coming down.. SO i can really take my time finetuning the landing so I hit at 1-2 m/s: That rockets issue is its tall. This is the third rocket I have issues with the 3 leg config. That one is very light though - its only 10t when full... So when it comes back empty there is not a lot of weight to it. But again.. 3 legs for aesthetics: I dont think they are unreasonable designs? In any case.. I have found that I just need to hit 1-3 m/s for them not to jump like mad.. I dont know if its an issue with the legs.. or really just an issue with how finicky it can be to do fine maneuvering when landing.. Or I'm just a pleb who need to get better at it x) I guess I just wish we had larger landing legs with a wider stance, and or less spring tension in the legs - I have contemplated using landing gears some times.. just because they seem to be more stable xD
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Flight Game places craft deep under Celestial Body/Planet surface after timewarp
BechMeister replied to king_shredder's question in Flight
@Spicat Thank you for your service Spicat - I tried to google if there were similar topics, but alas I was unsuccesful x) -
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16,0 GB Documentation of Bug: Bug description: Its a bug thats been there since For Science at least - is not game breaking or anything.. mostly just annoying as it can be hard to keep track of fuel on complex vehicles when you cant close any tanks transfer window, without them being duplicated in the drop down menu in the resource manager. Included Attachments: .ipsImage { width: 900px !important; }
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Flight Game places craft deep under Celestial Body/Planet surface after timewarp
BechMeister replied to king_shredder's question in Flight
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16,0 GB Documentation of bug: Bug explination: This is a pretty simple one. When ever Time warp is used on a craft near a landed craft on Minmus - It will cause the other crafts to fall through the ground when time warp stops. Included Attachments: Fallthroughfloorbugpackage.zip .ipsImage { width: 900px !important; } -
Flight When rover returns to Minmus base it may flip around on load in
BechMeister posted a question in Flight
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16,0 GB Dokumentation of Phenomena: Explanation of bug: I noticed when ever I returned back to base with my rover - either one of the landers, the base or all was flipped around upon arrival. I decided to make a test to see what happened. When 1.6km away from base I pressed ] to swap to the base, and as soon as I loaded it I could see the landing legs etc was compressed and it would start flipping. I dont know if its because the base load in with the same ground inclination as the rover just had? and its a issue on small bodies like Minmus - were the curvature is very hard. I have not experienced this problem when the landers arrived. PS. I found that the flip doesn't always happen. Included Attachments: BaseFlipBugPackage.zip .ipsImage { width: 900px !important; } -
This comment made me chuckle xD - I guess I am not yet deep enough into the Kerbal hole x) But yeah.. solo missions seems cruel. UH! your usage of Clamp-O-Tron on the "jet pack" is very smart! Definetly going to borrow that for my future missions - also your light layout on the rover looks nice. I think it can be hard to get headlights to look good.
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MISSION_UPDATE - Tour de Minmus - Johndin and Podcal looking on the ancient relic found in the mysterious crater on Minmus. While Poduki relays their findings to KSC FOREWORD: Before we start - I would like to say that this post became a lot longer than I anticipated. I would very much like some honest feedback on weather I should dial it down a notch and be less detailed. Or cut it into more edible pieces. or if its just all good and fun. Before we start - I would like to thank all who indulge in my increasingly longer forum posts. Any way.. Funny story! A mistake was made by my internet provider and I was without internet this weekend! It was an odd experience.. I mean I grew up without internet.. but I realized how much of my home is setup to use internet.. I hear my radio through my Sonos and see TV through my Chromecast. At least when I was a child we had antenna tv and FM radio. It actually made my wife and I talk about getting a low tech FM radio - Just incase the political climate deteriorate even further in Europe.. and we need to be able to get news from the government. But before we go all doom and gloom... let's keep on topic... Without internet, the only game I could play was KSP - the others required internet in varying degree. So I managed to get the rover the last stretch to the mysterious crater in record time. Before being offgrid for an weekend, I was only driving the rover, half attentive, while listening to Audio Books or Podcasts with my wife. This weekend, the journey was done with plenty of whiskey in the glass and vinyls on the record player. You may be thinking, why plenty of whiskey? is Rovers that bad? well no... whiskey is a nice drink of course.. but also yes.. let's talk about Rovers.. and how much I dislike the Rover Game Mechanics. MISSION TASKS: A. Test the Rovers functionality and maneuverability - Success B. Drive an expedition to explore the North of Minmus - Success C. Drive the Rover back to Base Camp One C. Recover Rover via Dropship and return it to base- Success D. Return Dropship to ICV Explorer - Success LESSONS LEARNED; LESSONS IDENTIFIED: Section A: The Rover has left the Sheet Ice of the frozen lake and drive in the Snowdrifts that cover most of the little moon. Let's talk about rovers: I... HATE the way rovers drive in this game. It is not that I expected it to be Snow Runners, with the game simulating every minute physics detail of sand, snow and mud.. But man It would be nice if rovers at least drove like a car... and not a shopping trolley... It would be so nice if the wheels had just an inch of traction.. Speaking of traction.. What does the traction slider even do? It seems very backwards. If I turn traction up, the engines cannot turn the wheels, it feels like the engines are terrible underpowered (are they that weak?). But if you keep the tracktion down, you'll be wheel spinning like mad.. but unlike in our world, were the vehicle would dig it self down.. In the solar system of Kerbol the vehicle will gain momentum... a lot of momentum. I found I could get my rover to ~10 m/s on rough terrain (the only limiting factor being that it's hard to gain speed when the wheels dont have a lot of contact with the ground from all the jumps) and I never reached the limit on the flats of the Sheet Ice lakes.. the rover hit a small bump and tumbled. The science junior on the front broke off. - It was a bloody miracle the antenna didn't break off or the vehicle exploded.. So Johndin had to pick up sample and take readings by hand after that. The rest of the journey was done with the antenna folded down... and then only folded up to send situation reports to Kerbin, or the ICV when it passed by. After realizing this was how it was going to be - the only thing left to do was to strap in hit the speeder and tune the radio in on: And Start drift.. I mean driving. I found that the only reliable way to turn was to create a custom made Action Group for turning the Reaction Wheels ON - do the course correction and then press another custom made Action Group turning OFF all reaction wheels (to avoid the rover doing flips from the torque power when pressing forward). Because of course the "Only online when SAS is on" is bugged. The rest of the lessons learned Lessons identified I've put in spoiler sections for those interested to keep a bloated post more streamlined: 1. Axle configuration and angle of climb: 3. Thrusters: 4. Lights: 5. Power and Recharging: Section B: The rover - stopped in the snowdrifts - to enable Johndin to take samples and readings - While a cresended Kerbin is setting in the horizon. The Expedition to the Northern parts of Minmus was divided into 5 legs: Leg 1: Contained the initial testing of the Rover on the Sheet Ice Flats of (what I have Identified to be?) The Greater Flats that Base Camp One was established on. After that it took a sharp turn North East to get to new terrain that was found to be snowdrifts. This was done in the hopes that the reason the rover drove like a elephant on ice skates was because of the sheet ice - and not game mechanics.. Unfortunately I was to be disappointed. The rest of the leg consisted of the traversal of the Sheet Ice by night - Heading North West. Leg 2 + 3: Would be traversal of the hardest terrain the Rover forced. It was the heavy cratered mountains North of The Greater Flats. Leg 4: Would be the traversal of the less demanding rolling hils on the path North West - Dont let the map fool you - it looks way more smooth than it is. I thought it would be quickly traversed at high speeds. But the low gravity and rolling hills meant that as soon as the rover exceeded 10 m/s - it would spend the same time in the air (between jumps) as it did on ground. Making it impossible to really pick up more momentum. Leg 4 ended shortly before the destination. (My kids wanted to see what was in the crater, and were sleeping at the time) Leg 5: would be the last short stretch to the edge of the crater with the mysterious lightsource. (My daughter was so impressed by the monument that she had to call my wife so she could see it) Bellow a Map showing the approximated route with legs marked: From Right to Left: Leg 1, Leg 2, Leg 3, Leg 4 and Leg 5 Bellow in the spoiler section you can see a detailed walkthrough of the Journey: The Minmus Monument: Here, at the end of the journey I was presented with a choice - Call the mission done and drive home. Or, in the true spirit of the great kerbalnaut Jebidiah, drive down the cliff side and study the monument up close - though with the chance of not being able to get up again... or worse.. crash and burn The Rover had shown itself to be quite tough - It had survived landings with up to 20m/s - And no way in hell I was going to drive the rover all the way back again. No... going down would be a great excuse for a pick up via Dropshop and be flown back to Base Camp One, Johndin argued. So down the slope it was. Geronimo! - the rover going down the slope. While it is true the rover had survived traversing a chasm with the thrusters - and subsequently bounced in the rolling hills for several km going 20 m/s (it's hard to break when your wheels hardly touch the ground). Going down the cliff side quickly accelerated the rover to 40-50 m/s. and worse still, it was aiming directly for the statue. While I was positive that I could survive these speeds on uneven terrain as long as I kept the wheels leveled with the ground.. I was sure the suspension would not "tank" slamming into the statue at the center of the monument. In a last ditch maneuver Johndin, (who had pitched the idea of going down), managed to pull hard on the controls, pitch the rover up and break the rover with the thrusters. - a daring move! Having redeemed himself, he was given the honour of planting the flag.. and take another sample. KSC was still just visible over the ridge.. and the call for a taxi was relayed to ICV Explorer. While waiting for the dropship to arrive. Johndin, Podcal and Poduki had ample time to study the ancient ruin. Who was it depicting? How was it build? By Whom was it build.. answers I will likely only get once I've exhausted the sandbox experience - and try the campaign. Section C: Dropship arriving at The Minmus Monument - ready to pick up the Rover Crew. I had a feeling that by diverting the remaining fuel from the 3 Dropship to 1 - I would be able to complete the taxi mission. I was correct. It was strange to zoom past the terrain I had just spend the better of 4 evening to cross in meer minutes. Playing with audio on for once, I found that the Minmus Orbit Theme is really awesome - it made the tour back to Base Camp One felt like a final victory lap. I was to make one important Lesson Identified though: When correcting inclination - eyeball it - maneuver nodes are unreliable, as seen from the example bellow: The maneuver nodes are weird around extreme inclination burns - If I told the node just to burn Normal it would say that my craft would leave Minmus SOI before reaching the northern hemisphere. I had to adjust by also pulling on the retrograde node for the maneuver to stay in orbit. In the end the maneuver node did not work - and I ended up just burning Normal and eyeballing it. (without leaving the Minmus SOI) The result was this: Notice how much much further apart the two vehicles would be before the burn was complete. As well as the wrong fuel bars from image 1 to 2 (which had a quick load between them) For detailed walkthrough of the pick up - see spoiler section bellow: Plotting the course to Base Camp One: the next leg - getting the rover back to Base Camp One was a simple maneuver that did not require a lot of Δv - since there was no need for a expensive correction inclination burn. And the correct direction could be picked from the start, The maneuver wasn't even required to be orbital and a sub-orbital path was charted: The rest was just a final victory lap, were the achievement could be marveled at. - a few course correction had to be done as I forgot to take the rotation of Minmus into account. The last thing to do was to pluck the rover back into base for a refuel - I was a bit nervous about this since the rover tilted the base when I tested this feature on the runway of KSC - the alignment was slightly off. My fix to this was to give all the base elements landing legs - not only because I anticipated it would be nice on uneven terrain, but also because I thought it would fix the tipping issue spoiler alert - it did: As you can see it worked fine - but for a moment I had real fears that docking the rover to the base would cause it all to do flips in the low gravity. My fears were unjustified - The rover was refueled. Although not to full, as I didn't want to empty the G.P.U - the G.P.U was dropped only half full because of weight synergy between the base modules and the dropships performance window (around ~10t cargo each) - but I expect that I need to either downgrade the rover fuel levels (which is fine) or upgrade the fuel amount for the generator (which is harder to pull off). there are many things to consider for future base missions. In the spoiler section below you will find a detailed walkthrough of the tour. Section D: The dropship tacking off after waiting for ICV - Explorer to get into an optimal position for rendezvous. I thought i was smart and waited for the ICV - Explorer to get around Minmus, so I didn't have to play catch up - I did not wait enough though. After doing the initial sub orbital burn to get the right AP for a intercept orbit set, I realized that I was going to get ahead of the target... New plan had to be made. I had 2 options: A. Make a inclination correction burn and set an orbit 10km higher than target - wait for it to catch up and perform rendezvous maneuver. B. extend the AP and to meet target on the other side of the planet - making use of the approx 30° difference in path and correct inclination and make the path orbital at target. Option A. was the safest - but would use more Δv - something that was a bit on the low side (in hindsight it would not have been an issue) - option B used less fuel - but would need to perform both circulisation and inclination correction at the same time (this would also not be an issue due to the low orbit speeds around Minmus) I decided upon B and in the end the relatively speed to target was only 50 m/s opun arrival- an easy correction. the dropship safely docked back at ICV - Explorer. The Δv between the dropships are all but spend now - which means It will be hard to perform another pick up of the rover in the future. Although that being said - the Crew Shuttles have enough Δv to land and take off on the Mun from a 10km orbit. and the two that landed the crew at Base Camp One only spend 1/3 of their Δv - having 921 left - so Δv could be taken from the Crew Shuttle still docked to the ICV - as it only need enough to perform an emergency landing in case of catastrophic event. Now the only thing left - was to dock the dropship back at the mothership and call it the day.For detailed walkthrough see spoiler section bellow: Moving Forward: Where as I have done the long stretch from a bit south of the Minmus Equator - to the northern hemisphere. I only came across 2 different biomes. And can I truly call the expedition a success when so many more biomes are left to be explored? So much Science can be done? The Δv of the Dropships may be spend - I may have done enough Rover Driving on Minmus for 1 life - But.. there are two perfectly well functioning Crew Shuttles at Base Camp One - with ~920 Δv on them each. Maybe a few further excursions to the other flats - the south pole etc. can be done to gather more science with them? Am I done with Minmus, or should I explore further before closing down the Minmus Base for now and fly the Kerbals home. I need to ponder on this. Stay Tuned for More!
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Duna Mastery Challenge - from Fly-bys to Settlements
BechMeister replied to OJT's topic in Challenges & Mission Ideas
Pretty impressive stuff. But Imagine being Jeb sitting in a suit like that for 4 years xD - pretty inspirering stuff though. love the plane. -
- UPDATE - The Mission Rover Enroute to the Minmus Monument. Hello! I would just like to give a small update. I am currently a little over half way to - what I presume is the Minmus monument - I dont know if its a glitch.. but I was allowed to infinitely zoom out while on Minmus.. and I noticed green lights in a crater to the North.. So I have been driving there. I now dread driving rovers in this game.. but more on that for the actual mission update. - I just wanted to proof that I am still slaving on this Mission. See spoiler section for example of infinite zoom:
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Hello again Jantee! Apologies, but I am a bit unsure if this post was meant for another topic? It seems a bit off topic in relation to this - note that I am all for small talk.. Just confused me a bit x) Any way I did not know the Spirit of the Eagle ship. It looks quite awesome, reminds me of some of the Ron Cobb's early designs for Nostromo in Aliens. Looks like an cool build and yeah it looks like it will do best as a low gravity no atmosphere ship. Problem with VTOL is the weight of the extra engines imo. But yeah... that vehicle does not look like it would be able to make it off planet earth x) Though getting it to a AP of 136k - you should be able to get to LKO? Where you could refuel it. I wonder if an alien style dropship would have the Δv enough to get to orbit.. in my experience the rapier engines cant carry a lot. But I guess it could be worth exploring. I wish I could answer your question. I am flattered you think I have the answer. As of now I've only had tro probes leave Kerbin SOI - and they were both Duna Missions with the propper antennas to reach Kerbin. One of them was a failed attempt to get a CommNet constellation setup around Duna. I did not have enough Δv to hit my orbit to circularize my smaller satelites.. and crashed the vehicle into Duna insted. I have decided to put my Duna mission on hold until OJT has given me an Okay to do a mission report with my Duna Mastery Challenge progress. So unfortunatly I cannot give you a certain answer.. I can only say that it is my understanding that Bigger antennas relay to smaller antennas. And that planets dont obscure signals. So i would say that a big craft with signal stength to reach Kerbin can send a pro down the Mo-Hole
