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tomf

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Everything posted by tomf

  1. I wanted to test what happened to the electic charge on with out of focus craft when they moved into shadow so I built a test probe with a single ox-stat, an octo2 core and a load of empty batteries. With the panel pointed away from the sun the drain rate was 0.03e/s as expected from the core. With the panel pointed directly at the sun and right clicking on the panel showed an exposure of 1.0 and that it was generating .75 e/s. I would expect the charge rate to be 0.72e/s. However in resources the charge rate was only .54 e/s. Charging a 100 unit battery also took 185 seconds (.54e/s). Why does the panel report more charge than my craft seems to be receiving?
  2. It might be a good idea to practice landing away from KSC Find a nice flat plain somewhere and practice flying low and slow. I find that having an actual point that I want to land at - the runway - makes it harder than if you just alow your glide to take you down to the ground and land wherever you happen to end up.
  3. I got the impression it was some kind of log scale, I did dozens of missions totaling well over 1000 rep without ever quite maxing out the graph. I then enabled the rep->cash strategy at 50% at a cost of -300ish and found my rep had plumeted all the way down to near 0. Now there don't seem to be any new missions available to boost it back up and I am having to wait for launchg windows to complete all my long range windows.
  4. The first contract given when a new body becomes in range of your space program (e.g. explore eve etc) shouldn't require you to establish orbit. This would allow for flyby missions like the Voyager and Mariner probes.
  5. KSP : 0.25.0.642 (32) Mods KER, RemoteTech, Kerbal alarm clock , TAC life support, Kerbal attachement system MY game recently went into a wied state when using time warp where everything except the current craft is accelerated. At any speed up to and including 1000x the current craft continues along its path as if it were at 1x, while everything else in the system whizzes on by. There are unity errors in the linked https://www.dropbox.com/s/phzkz6eqxzexxfj/output_log.txt?dl=0 https://www.dropbox.com/s/phzkz6eqxzexxfj/output_log.txt?dl=0output_log.txt After a restart the game was back to normal
  6. How can I place a docking port inside a cargo bay in the SPH? If I try to get it to hover over the node inside teh bay it just flickers around at the wrong angle mostly back to front and won't snap to the node. Also I thought I read somewhere in the mega release thread that thre was a way to hide things cliping through the cargo bay?
  7. You can see some sample maths for airless bodiesin a thread I created ages back http://forum.kerbalspaceprogram.com/threads/27171-Calculating-interplanetary-delta-v
  8. Stupid question but are you using 0 and 200 as the radii in your hohmann calculations? If so you need to add The radius of Kerbin to that. Trying to calculate DeltaV through the atmosphere seems to be really hard, people with much beter maths than me have shown that there is no anaytic solution. I plan my missions pretty meticulously but I normally take the 4500 figure quoted on the maps and then calculate every other delta v from there.
  9. I think that if you do every stock experiment, in every location and biome then you will get a total of 83226 science, although there may be a few more points available depending on whether it is possible to be over KSC when flying and in orbit. That also assumes that eve and Laythe have two biomes each, sea and land and I cant remember if that is true.
  10. If you can do proton-proton fusion then the energy available in the oceans is almost exectly the same as the energy to completly disassemble the earth, far more than is required to just move it a bit. I propose fusion powered railguns.
  11. If all you want to do is test the shielding your best might be to build something very light and maneuverable with overpowered engin, empty it of fuel, enable the infinite fuel cheat and then keep burning straight at your target. Carry powerful RCS thrusters. Set up a good intercept and then when you get close burn straight at the target and use RCS to keep your prograde pointed straight at the target.
  12. I recently tried docking one craft on top of another on the Mun. Both crafts were specifically designed for it, the docking one being extra light and maneuverable, I consider myself a fairly good pilot and I spent one of the most fustrating 2 hours of my life. I recomend saving yourself a lot of bother and landing a new craft as near as possible to the old one and getting Jeb to jetpack/walk across
  13. I wouldn't bother slingshotting of Jool, getting there when it is corectly alligned will be a pain, and doingh the inclination change and lowering PE without it is *only* 2330 so that is the maximum you can save Getting to jool on the non-hohman transfer you are going to need in order to get anything out of the sliggshot is going to eat up most of that. Getting the 3500 you will need to bring down your AP is much more of an issue.
  14. I am having a problem with the calculation of the low resources on my Mun base. The base has a total of only 1 days worth of water and oxygen. However it has recyclers permanantly running, so in fact the net consumption rate of these resources is negative. However the time to depletion shown in the GUI still maxes out at 1 day. If it focus on a differnt craft it steadily ticks down and I get the warnings. If I switch focus back the the base we discover that actually it does still have water and oxygen left because the recyclers have been generating them. Is this the normal behaviour? And other than ensuring I focus on the base at least once a day is there a way to stop the warnings for just this craft?
  15. To answer the original question I calculate that to do a 90 degree plane change by boosing to the edge of Duna's SOI doing the plane change there and then aerobraking back down will cost ~405m/s. 368 to boost the AP, 13.5 to change the inclination and then 22 to raise the PE back out of the atmosphere after the aerobraking.
  16. It is called a tundra orbit after real orbits used on earth where the satellite appears to spend almost all of its time over a point in the tundra latitudes. I did look at some alternatives such as inclining the escape orbit from Kerbin but the gain in DV required to change inclination was more than compensated for by the extra DV required to leave Kerbin.
  17. I have the same mission and I am just waiting for the right launch window. My plan is leave Kerbin for a solar orbit with AP at ~6x1010m ~1800m/s. There I will do a burn to bring down my PE and increase the inclination until it is touching the desired orbit ~2270m/s. Finaly at the PE another burn to bring down the AP ~3500m/s. The further out that you make the intermediate AP the more deltav you save on the inclination change, but the returns diminish while the time taken increases rapidly. The correct time to launch is when Kerbin is lines up with the PE of teh desired orbit, as you are going to make two full half orbits to get there. You could probably do better with some gravity assists but last time I tried for a polar Kerbol orbit by slingshoting around jool it a: took forever b: had limited affect c: cost more in adjustments to make the encounters than it saved.
  18. Download the Kerbal Alarm Clock mod so you can keep track of the SOI changes and manoeuvres of multiple craft. I tend to try and ensure that I have an alarm in my list for every mission that isn't finished. Alarms for SOI changes bacause you don't want things to do SOI changes at hight warps, alarms for every manoeuvre and I put in an alarm that will notify me a little while before anythign hits an atmposphere for earobraking or landing.
  19. I have been trying to come up with an order of magnitude approximation of the conversion rate between electic charge and Joules using a few sources [table=width: 500] [tr] [td]Game component[/td] [td]Real world equivalent[/td] [td]Kerbal consuption[/td] [td]Real world consumption[/td] [td]joules/ec[/td] [/tr] [tr] [td]Iluminator[/td] [td]Halogen security light[/td] [td]0.02e/s[/td] [td]300W[/td] [td]15000[/td] [/tr] [tr] [td]Ion engine[/td] [td]HiPEP (scaled for thrust)[/td] [td]8.729e/s[/td] [td]86MW[/td] [td]9,961,000[/td] [/tr] [tr] [td]Battery[/td] [td]Li-ion(equiv mass)[/td] [td]100e[/td] [td]2MJ[/td] [td]20,000[/td] [/tr] [tr] [td]Ox-stat[/td] [td]solar panel (25%effic)[/td] [td]0.75e/s[/td] [td]175W[/td] [td]229[/td] [/tr] [tr] [td]wheel[/td] [td]Lunar rover wheen[/td] [td]0.7e/s[/td] [td]186W[/td] [td]266[/td] [/tr] [tr] [td]Long range antenna (from remotetech)[/td] [td]Voyager antenna + base station/2[/td] [td]2.8e/s[/td] [td]5000W[/td] [td]1786[/td] [/tr] [/table] As expected there are a wide vaiety of possible values. Has anyone else wanted conversion values, and what did you end up using, and why?
  20. You can do it by editing the save files. I would start a new sandbox game, copy the proken craft across, add an antenna and then launch it (using hyper edit to save time). After that you should be able to find the craft you want to update in you main save and use a text compare program to compare the definition of the craft with and witout an antenna. You should be able to see which bits of the file describe teh structure and attachements of the craft, and which bits describe things like its orbit and fuel status. Just merge the two to come up with a craft in exacly the same orbit, fuel etc as you main save, but with the new parts.
  21. Can anyone help me to do the maths required to plan a gravitational assist? I have a contract to put a sattelite into a Kerbol stationary orbit. I can calculate that by burning at Kerbin using the full oberth effect, and again to circularize around kerbol I can do it for ~13300m/s delta-v but I am sure that it can be done more efficiently if I use Eve. Is anyone able to walk me through the steps of planning a slingshot maneouvre? The result I am looking for is the Eve phase angle, the initial burn at kerbin to send me to eve, and then the final burn to circularize.
  22. tomf

    Tac?

    They won't start to die immediatly. The kerbals will only start to consume resources after they are first come into physices range - 2.5km. Before instalation I checked up on all my kerbals to see if they were in a station where I could add resources to keep them alive. After instalation I built supply ships to go to each station, or rescue ships to bing back the kerbals with enough supplies to get them back ok.
  23. Is there a good way to establish reliable connections with a probe that is between 90Mm and 2.5Gm from Kerbin? Furtherthan 90Mm the KR-7 and SS-5. With the longer ranged dishes I can aim that at Kerbin but their angle is to small to reliably lock on to my relay satelites orbiting at an altitude of 900km. If I aim at an individual relay satellite I lose comms half the time while it is behind Kerbin? Also is it possible to tell a probe to re-open its comm dishes after a fixed delay? I want to furl my antenna while I aerobrake and then have it unfurl when it is safely out of the atmosphere.
  24. My joystick throttle broke a week ago and I don't understand how anyone plays using the keyboard for throttle. I had to buy an identical joystick so my girlfriend wouldn't know.
  25. Thank you all that is much more stable, so the page on the wiki that says that The centr of lift should be in front of mass is just wrong? http://wiki.kerbalspaceprogram.com/wiki/Tutorial:_Basic_Plane_Design
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