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crekit

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Posts posted by crekit

  1. I ended up using the debug settings to temporarily change gravity so his orbit took him within the atmosphere, with [no crash damage] and [no heat] but it turns out landing in the ocean at 80+m/s still killed him. w/e I cheated to get the money for the contract so it's fine. This is fine.

     

    Thanks for all the answers! I should have checked out hyperedit.

  2. Basically I went up to rescue the guy and he can't exit the vessel because it has no hatch. I'm a -long- way from unlocking the claw (and even if I could I would still cheat, or tell the guy giving me the contract to **** off for not giving me all information), and his life support is running out.

    I already queued up a mod to stop this from happening in the future.

    How cheat fix?

  3. 6 hours ago, bewing said:

    The Juno is the most basic jet engine. Rather pathetic, but amusing. The next step up is the Wheesley. Very efficient -- Mach 1.5 supercruise at middling altitudes.

    After that you get the Panther engine with the lovely afterburners. Mach 2.5 supercruise at 20km altitude. Can fill any stock contract without effort, or circumnavigate the planet.

    And when you get a contract that asks you to test an engine, you don't have to do it right away. As long as you don't complete the contract, you get to continue using the engine without ever researching the technology. The contract system usually asks you to test prototype engines of the next level higher than the engine you already have.

     

    Wait those contracts temporarily unlock the part?! WHAAAAAAAAT?!!!!!!?

    I thought it was encouraging me to unlock it myself!

    ...Again, why doesn't it say it will lend you the part in the contract xD

  4. 56 minutes ago, bewing said:

    It doesn't take much tech to create a high altitude hybrid jetrocket. Three junos surrounding a terrier can make a very capable little plane that'll hop over 19km three times in a flight.

    But yeah, you don't really want to take the atmospheric contracts on the other side of the planet unless you are also planning on visiting the badlands on the same trip.

    And if you unlock the wheesley, you get panthers regularly on contracts as gifts. And the panthers can do it all easily, with an MK1 jet design.

     

    In any case, I'm glad you found your answer.

    -- but the rage may be slightly misdirected ... that's not a stock contract you just filled. It came from a mod, and that mod displayed the contract fineprint and set the size of the waypoint.

     

    Wait wheeley? Panther? Contract gifts?

    And while this may have been a mod contract I had the same issue (to a lesser extent) on actual stock contracts. But yeah, this one was from a mod.

  5. 38 minutes ago, bewing said:

    Orbiting over them is a very difficult way to do it in general. Atmospheric waypoint contracts are meant to be done with airplanes -- they exist to encourage you to build airplanes. To do one from a craft in orbit, you actually have to be in orbit. (Not just suborbital.) Then you modify you inclination so that your peak latitude is just a little bit higher than the latitude of the waypoint, and to the east of the waypoint. Set your Pe at that point, just a bit below 70km, and wait for the waypoint message to show up, and cross your fingers that you will be close enough when you get there.

    think that the waypoint targets are funny shapes. At the proper altitude, they are dozens of km across. But below and above that altitude, they taper smaller.

     

    -- In response to airplanes --

    It's above 70km so I have to use a rocket ship. I actually built a plane to do these missions before I realized that they had to be above the atmosphere (I don't have that kind of tech!)

    I've found most of the contracts for atmospheric flight have been too high for my planes to go anyway (18km is above what I can do without rockets/high end jets). Pair that with having to fly the jet around the entire planet to get to the location, and jets become useless really fast. Trust me I really want to build and play with them xD, but they just suck too much.

    Also these missions aren't always on Kerbin, sometimes they are on the MUN. The maneuver I'm trying to pull is completely necessary in missions like that.

    -- How SCANSAT helps --

    Scansat shows your orbitpath predicted in the future, so I don't have to just guess where I'll be, which is REALLY nice. I'm just having problems because the target area is so small.

    -- What I'll do next --

    I'll try coming in at a lower altitude, that might help (I was at about 83km?). I thought because it said "above 70km" I didn't have to worry about height though.. they should be more intuitive with that kind of stuff if that's the case.

    Will report back if lowering altitude helps!

    -- What I found out --

    I went RIGHT over it this time, and it still wasn't close enough. You're right, I was too high-- god damned contract didn't say freaking thing about being too high just too low. That's such BS. Now I gotta align this crap all over again...

    #rage #ksp

    Edit: I did it. It's super easy when you know to be at the right altitude

  6. Update because I tested that out a little bit. If you have empty stages -above- your current stages, the new rocket puts its stages there. That kind of allows what I want to do, but unfortunately making a bunch of empty stages above your rocket is a lot of clicking so that kind of sucks.

    Adding empty stages to the part to be merged does nothing afaik.

    Pretty much changes my reqeuest not at all.. Just prepend or append the stages instead of merging them together.

  7. 11 hours ago, steuben said:

    Actually I think staging might be preserved. All the first stage of the assembly  is being blended with the first stage of the actual craft, and so on.

    Prepending or Appending staging is closer to what you're thinking of.

    Okay yeah that's what I'm thinking of. If there's a way to do it now I'd be super happy.

    If that is the behavior it still makes no sense. Why would I want to merge the stages of my mixed crafts? Is there any possible reason to ever want that?

    I like to attach my rockets everytime instead of just when they are built: that way if I apply an upgrade to a particular stage it applies to every rocket that uses that stage.

  8. Basically I keep each stage of my rockets as separate vessels so that I can use switch and swap them around, and they tend to be pretty complex.

    So I have a rocket to get into orbit and a payload each with their own staging, all set up.

    Merge the rocket onto the payload and BAM. Not only are the rockets stages messed up, but it's changed all the stages for my payload too (usually into one giant jumbled mess with no rhyme or reason at all).

    if you can't figure out the stages, don't mess with them lol

     

    EDIT: The best solution?

    EDIT2: (why does tab submit on this forum) Make a type of ship design that doesn't contain parts but other ship designs and the stages are the designs in order. I don't actually expect though.

  9. Hey guy. Here's some of the feedback you were asking for:

    You don't have to kill a Kerbal to make room on the ship. You can EVA him and then "end flight" him, which really does the same thing, but is nicer to the Kerbals. :)

    Matching the altitudes of the target object's apses is necessary, but as you saw, you'll still miss by miles if you don't match the positions of those points as well as their heights. I know you did that eventually, but it would save time to do it up front. And the orbital planes have to match, too. The thing is, when you're zoomed out on map view the two paths may look close, but for rendezvous, the difference has to be almost too small to see even when fully zoomed in.

    Lastly, I can't imagine that there's any way to rendezvous while going opposite directions at orbital speeds. Your closing velocity in that video is going to be about 5760km/hr. You'll be trying to snag Bob while he's zipping past you faster than the fastest jet ever built can go. :) If you try to slow the ship to match him, it would take close to twice as much fuel as you burned reaching that orbit in the first place.

    As for the video itself, is the third part supposed to hop back to the earlier parts? I got confused about where you were in the process. Maybe edit out some of the slow parts?

    Anyway, I hope this is helpful. :)

    Hilarity is what makes us like watching the videos! Sure you can do it without killing one but where is the fun in that?

    And yes, edit out slow parts, or speed them up. There are some great tips and tricks videos from some pretty popular up-loaders, I think nerd3 did one. Definitely worth watching!

  10. So basically, title. Even keeping the G's in the green on my current rocket results in explosions of some kind or another. The failure is almost always the connection between the first stage decoupler and the second stage engine. What do?

    I figure this will probably be rectified in the part re-balencing stuff in .17, but I'd like to know what stat thingy is responsible!

  11. I was just testing this. Yah, I used the biggest engine at full strength, and jut tried dieling it down from there. The big one launched him.. REALLY high. The goal was a slowing down system for kerbal re-entry.

  12. if what I\'ve heard is true.. you can position upside down rocket engines with tons of fuel and have their thrust push the kerbal upwords, breaking his otherwise fatal fall. This would be almost impossible.

    God speed.

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