frenchie16
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Spacecraft Engineer
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Except that due to the behavior of transmitters (with unlimited-length queues so that you can spam experiments), speed really doesn't matter. Power consumption matters somewhat more (especially with probes) but with solar panels, even that isn't a huge deal, so it's really down to just mass. Also, it makes no sense that a "high-gain" antenna (which the description of the fancy dish-shaped one claims it is) would require more power to transmit the same data. A high-gain antenna requires LESS power, because the gain is higher.
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Problem with Science.
frenchie16 replied to robajob's topic in KSP1 Gameplay Questions and Tutorials
Sounds like it's keeping the same resolution, but the problem is when you go to windowed, the button goes off the bottom of your screen (since the window is the size of your screen, but the menu and title bars need to go above it). Either switch to a lower resolution, or go back to fullscreen when you need to spend science points, I guess? -
There's a lot of weirdness with antennas. For one thing, unless I'm reading the specs wrong, the antennas get progressively worse in terms of electricity usage as well. They all have the same packet size, but the intermediate antenna uses 15 electric charge per packet, and the advanced one uses 20 (the basic is 10). This means the basic is the most efficient...? Second, you can enqueue as many experiments to transmit as you want, and the antenna will work its way through them. This essentially means that you can do something like spam an experiment while passing through Duna's upper atmosphere, choosing to transmit every time, and then once you've landed, sit on the ground with solar panels out and warp until transmissions complete, thus getting nearly all of the available science for that experiment in Duna's upper atmostphere with a single brief flight through it and a single experiment part. Finally, the time it takes to transmit seems to be unaffected by warp. This is kinda minor compared to the above, but weird...
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The New Stock Repository Version 0.21
frenchie16 replied to Maxed-Rockets's topic in KSP1 The Spacecraft Exchange
Duna return: http://kerbalspaceprogram.com/forum/showthread.php/22923-Kerbal-Panic-II-%28Stock-Duna-Return%29 Capable of Mun and Duna return missions (probably Ike and Minmus too). Separate ascent and descent stages (so you can leave something on the surface). -
After a long time spent not playing KSP, I went back to playing KSP! And suddenly planets! And I knew I had to go to them. But first I had to get back to the Mun. And seeing that the stock parts were now many and varied, I decided to use them. I found getting to the Mun to be much harder than back when I used to play. Probably this is because I refuse to build a Mun rocket which does not do two things: 1. Look like a rocket (no un-capped fuel tanks or other silliness) 2. Leave behind its descent stage on the Munar surface In any case I eventually managed it, in a rocket dubbed the Kerbal Panic I (a play on Kernel Panic; all of my rockets being named after computer errors on this save). And then I accidentally erased the save. So here is the Kerbal Panic II. It is capable not only of a Mun return mission, but a Duna return as well (and quite probably Ike, Minmus, and others, though I have not done this yet). On the pad: <img src="http://i.imgur.com/TBq4I.jpg" /> Landed on Duna: <img src="http://i.imgur.com/L0Ios.jpg" /> The .craft file is attached. How to fly: Launch at full throttle. I recommend using a joystick and leaving SAS off, as this will be gentler on the rocket. It sometimes explodes (the capsule's usually fine, though.) By the end of the first stage you should be tipped over about 45 degrees. Start the second stage and aim at the horizon (SAS works well from now on). Keep an eye on your apoapsis and remember it will go up as you burn horizontally. The second stage doesn't last long, start the nuclear engines and burn horizontally until you are in orbit. From here, you can do whatever sort of transfer you want to get where you are going. I was able to make Mun orbit with at least a quarter of the nuclear stage's fuel left. I was able to do the same for Duna by using aerobraking to achieve orbit. Landing: For the Mun, reduce your orbit until you will hit the surface. Start a retrograde burn around 25km out until your velocity is <100m/s. Switch to IVA and keep your velocity at 100m/s (burning dead retrograde) until you start to see things on the radar altimeter. Keep velocity at 100m/s until the needle hits 6-o-clock and then burn full retrograde until your velocity is below 10m/s and you are just above the surface. Switch out of IVA and land. Remember to kill your engines JUST above the surface or else you will tip over. For landing on Duna or returning to Kerbin, you are on your own; it's fairly easy, except that there is only just enough fuel for a Duna return in the ascent stage; you'll need to aerobrake to avoid escaping Kerbin. Also, this craft lacks RCS. It works fine without it, but RCS would make a lot of things easier. I may try a mod that adds small external RCS tanks like Silisko Edition had; I can't find a good place for the normal ones on the rocket. The lack of SAS on later stages is also annoying, though less so than the lack of RCS.
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Twilight Sparkle is best poni.
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Landed on the VAB. I only used RCS though, which I feel like is kind of cheating.
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On Kerbin or the Mun? Does it matter?
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'At least [they\'re] alive' Meaning the kermans landed safely but have no means of returning and (if you use your imagination) limited life support.
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Not all of them. There is a reason the fairings are called 'engine fairings', as they work very nicely for covering up the smaller 2m engine when it is used on upper stages. I have used that engine and a 2m tank on many of my Mun rockets as my Kerbin-departure stage and taken it with me to Mun orbit.
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If you are very careful you can get them to fit when on a small tank. You have a bit of wiggle room between radial connection points where you can slide the lander 'into' or 'out of' the fuel tank, just a little bit. If you do it just right you can use them with fairings on a small tank. Also, possibly mounting them 45 degrees from usual might help? (Speaking of, I am loving the ability to place objects with 4-symmetry at 16 different positions rather than 12, it allows much more freedom in rocket design. Anyone know whether that was KSP SE 0.8 0.7 [oops] or KSP0.12x3?
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Mine use to drain the yellow radial tanks before anything. It was fixed either by 0.12x3 or by putting the radial tanks on a fuel tank instead of a decoupler. Not sure which.
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Properly-yes, as of the latest experimental, although for me (and at least a few others) they used to drain before any other tanks no matter where they were located. Symmetrically-no, but as of right now they don\'t lose mass as they drain so as to not destabilize your rocket.
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I am quite excited for 0.7. seems like you\'ve got the balance just right for some really fun Mun rockets, and I\'m loving the fit-in-fairingness of those lander legs, even if they may make my generally quite tall two-stage landers a bit iffy.