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negativeIQ

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  1. Nicely done! Yes it's annoying the sub-objectives aren't displayed. In KSP1 you would have got a objective completed for the landing part, so you know at least that part has been satisfied. I may borrow your ship design and give it a go later! I so far haven't been able to get one kerbal back into Eve's orbit yet. The detached parts don't seem to experience drag, so as I let go of my vector-powered boosters they would shoot ahead, only for me to collide with them about 10 seconds later.
  2. I think heat shields are a lost cause for this encounter! I reckon it takes 5000 m/s of dv from a bunch of chemical rockets, like the 300 tonne to Duna mission, only far more grotesque. Will probably want them in a line rather than radial as to protect the return to orbit craft. Will give this a go tomorrow, since it seems I've finished all other missions.
  3. I thought it was bugged. I did a test (cheat) with a real shallow entry, 92km/88km, and the heat shield exploded on the first pass. It seems the only way to enter is to kill your speed before you enter the atmosphere, and it's still dicey even then. Maybe the mission is possible with a large enough craft, but I despair for my CPU trying to leave Kerbin with such a craft!
  4. It says land on Eve in a vessel with 10 kerbals. You might be able to to bring them separately I suppose, as long as at some point they are all in the same ship on Eve's surface. That has given me an idea though, you probably send them back into Eve orbit in pairs, that would probably make it more manageable. I'm guess it's just a case of getting all 10 together for the descent through Kerbin's atmosphere, but that's the easy bit.
  5. 300 tonne to Duna is kid's stuff compared to landing 10 kerbals on Eve. I don't even know where to begin with this one! I think maybe sticking ten command seats inside a cargo bay is the way to go here, but even still you need an absolute monster to get back into orbit of eve after landing, one much bigger than a trip to orbit from kerbin right? I've never actually landed on Eve yet. A Mainsail engine stuck to the medium 64 fuel tank and a quartet of kickbacks won't even get itself off the ground at sea level, and that's without any other parts!
  6. I experienced this around Ike. I raised the apoapsis to about 40km, with the apoapsis about 10km. I was waiting to get to the ascending node to get coplanar with my return vessel, but noticed my periapsis was chasing me. I wasn't sure if it was something to do with Duna's gravity, or a bug. So i switched to the return vessel which was in a ~50km circular orbit and observed the orbit was stable. When I switched back to the landing craft it was on a crash course, and just about to reach the apoapsis of about 20km, which is nothing like the 10km/40km orbit it had 20 seconds ago. Luckily I made a quicksave on the ground of Ike which I reloaded. Upon launch it was doing the same thing again, so I decided to burn straight towards an intercept with the return craft. It seemed like once I got above 30 km or so, the orbital parasite seemed to die, and Jeb, Val and Bob made it safely to the return vessel. Praise Kerbol.
  7. Just suffered this bug using Dawn ion engine. It was ok while in orbit of Kerbol, which is good since it required 2 game days of burn to intercept Jool (I think carrying enough fuel for 45k of delta V might be excessive but hey). Once I encountered Jool it's now broken. It consumes fuel and electric charge, but orbit speed and AP/PE are unchanged. I need to do a 7.5 hour burn to stay in Orbit. I'm not gonna do that !
  8. I forgot to mention, the normal behavoir for the body (locked) camera when panning to the left or right rotates the camera on the roll axis; however when this bug occurs, panning the camera behaves like it does with the automatic camera, rotating around the ship about the yaw axis.
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: I7-11800H | GPU: RTX3070 Laptop GPU | RAM: 16GB After undocking from a vessel, the chase camera and body (called locked in KSP1) camera are incorrectly orientated on the roll axis, making the craft difficult to orient and translate. In the example in the attached pictures, the camera appears to be rotated about 90 degrees on the roll axis, and so yawing to the right while giving the expected behavior on the navball, it appears as if the craft has pitched downwards. This makes eva construction rather more difficult that it needs to be! Included Attachments:
  10. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: I7-11800H | GPU: RTX3070 Laptop GPU | RAM: 16GB Normal behaviour: If you leave a plane on kerbal somewhere then switch to another vessel also parked somewhere on Kerbin, then return to it all is well. Steps to reproduce the bug: However if you then switch to a vessel say, parked on the Mun, when you switch back to your air-breathing plane parked on Kerbin, it now thinks it is air deprived and the engines won't run. Included Attachments:
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