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BlackBicycle

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Everything posted by BlackBicycle

  1. Thank you very much, got it all. Doing it atm. Man it\'s hard to think on saturday morning : )
  2. Another snag : ) After calculating that i will need at least a 2710km orbit to cover the planet from 3 sides, I decided I might as well go kerbostationary, which is 2868km. Now I need some way to calculate the orbital change I have to do to lag 120 degrees after arrival on the stationary orbit. Maltesh, how did you calculate the orbit change in the previous example (about multipayload launch)?
  3. I am working on it : ) 25 mins sharp till circularisation burn end. 125 deg in 25 mins when in orbit (hmm, apparently that calc i am using does not calculate the orbital period correctly, it\'s 72 minutes rather than 60 : l ah well. The longitude delta between launch and apoapsis, hmm... shouldn\'t it rather be 'between launch and end of circularisation burn'? I am using a weak engine on the last stage, so the burn takes around a minute. Also: is there a mod, apart from MechJeb (which i use and am very happy with) that gives you info on objects that don\'t have mjeb in them? those powersats don\'t have anything on board, they are a self-contained unit. I just need something to show me their longitude. So far I have to keep the crew up in space to get telemetry, and i think they are going green with boredom... Update: yay! I achieved a perfect triangle of sats! And - in true Kerbal style only then did I realize that 450km in not enough for the sats to see each other above the horizon : D Thanks again guys : )
  4. Thank you both very much : D Yep, for some reason I considered the spaceport stationary for my needs. Apparently, it isn\'t. The multi-payload solution is also very interesting, I\'ll definitely give it a try at some point.
  5. I am trying to launch a comms constellation of 3 sats, 120 deg from each other. Heading 90, altitude 450km. The orbital period is exactly 1 hour at that altitude. My vehicles include a capsule and a powersat. So, I launch the first one, get it to orbit and deploy the sat. I then return to Kerbin. After a while I check the mission timer on that sat, and when it reads 1 hour 40 mins into the mission, I launch the next sat. It should end up 120 deg. from the first one, right? Only in my case, it ended up 60 degrees (in front) of the first one. Am i missing something here?
  6. It is still a darn shame L points aren\'t modeled. Back in the 80s I had a programmable calculator program that allowed for earth-moon flight and included an L point in between. I managed to do a gentle half-8 around it to get to the moon, upon which I had to enter another program to model my near-moon maneuvers and landing. Those programs were in an assembler-like language and were both about 100 commands long. So there.
  7. PowerSat. Enough said. It doesn\'t even need a decoupler. Bring it up, click on it in the 3d view (or rightclick? don\'t remember), and choose Deploy. Make sure to back up from it afterwards. It does the rest by itself. Personally, I am now in process of setting up a sat network of powersats to use with SatelliteRelays_v0_5.zip. My first installment is a 450km equatorial orbit (which takes 1 hour to complete), with 20 minutes between launches (rather one or two hours and 20 minutes). Going to put 3 sats on a triangle, to give me coverage for the planned unmanned (remote-controlled through the sats) mission to set up a similar system on Mun. Then there will be time for unmanned Mun base landings, and then a manned mission, so that my kerbals find the showers and zoke vending machines all ready on the Mun when they arrive : ) Also see my post at http://kerbalspaceprogram.com/forum/index.php?topic=14762.msg223160#msg223160, where I discuss a few mods to keep oneself busy.
  8. OP: you are running a legal version of the thing, aren\'t you? Waiting for the <address>:<port>, and yourself in there. Post when you are ready. I can spend an hour a day easily, think we should build the KSP base first : )
  9. Good luck : ) If you want to use satellites, you will have to have the non-nosecone chute, so see that parts archive too, the fifth one. Powersat deploys without a decoupler, so the top of the vehicle should look like (from top down) powersat - parachute - capsule - the rest of the stuff.
  10. I don\'t think there is any list like that, but I\'m happy to share the results of about 20 hours of searching through mods and trying them out: First and foremost, I advise you make a complete backup of a clean, patched install of the whole game, or at least the Parts folder. This way you won\'t have to wait for a repatch after you completely clog up your Parts and get lost in the heaps of useless parts and have to wipe/reinstall. Zoxygene_0.5.2.zip ZO2_Powertech_panels.rar PowerTech_Plugin_v0.2.5.rar PowerSat.rar The above 4 are to give you something to do on your flights. An even more intricate system is dynasat_v_0_6_1.zip and SatelliteRelays_v0_5.zip, but I haven\'t tried those yet. Probodobodyne Construction Kit - v0.5.zip is also in this category - it contains mostly props, but also 2 nifty unmanned capsules. KSP Silisko Edition 1.2.zip - BE CAREFUL. Definitely do NOT install it like the author suggests (you will lose a number of components if you do), rather, don\'t overwrite the existing parts, just add the ones that don\'t exist in the default set. And not all of them, at that. The only parts I ended up using from this set are the excellent non-nosecone parachute, the small weak decoupler, the nosecone for the tanks... and maybe something else. Do not use the modified engines and fuel tanks, they are more effective to the point of cheating, IMHO. MechJeb_1.8.4.zip - guess you already know this one. I am still to use it - for now i am just enjoying manual flights, with an M screen trajectory predictor. If you are into space history, there are several excellent sets of Russian space vehivcles. be warned though - parts from them usually don\'t work well with default ones. The files are: Kosmos LK 1.0.rar Kosmos 4.1.rar Angara 3.0.rar Noyuz Pack 1.2.1.zip Guess these would keep you occupied for a while. Have fun : )
  11. Welcome! (and the rest of you welcome me too, my first post here) When you select 'end flight', the capsule (and whatever is attached to it atm) disappears. The flying debris does NOT disappear though, stuff like decoupled last stages in low orbit, decoupled satellites (should you consider part of your craft to be one). If you use Powersat or other sat mods, the sat will turn into a separate capsule. The max. number of flying objects that the program will keep can be tuned in the settings. If you want to clear the space, delete the persistent.sfs file in the saves/default folder To get into orbit, the trajectory should be roughly as follows: straight up till your speed is 550m/s, which should occur at about 20-25K ASL, then start a gravity turn to the horizon ('topple' your vehicle), then accelerate towards horizon. Aim to achieve 2245m/s at 100K - that would be the orbital speed for that altitude. The atmosphere ends at 64K ASL. To calculate orbits, use http://files.arklyffe.com/orbcalc.html
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