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dfscott

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Everything posted by dfscott

  1. Just a post to say I really like this mod. Jeb gets lots of EVA practice whizzing 'round through the biomes.
  2. Level 2+ here -- I love building spacestations, but never send Kerbals outside of the Kerbin's SOI. I've sent probles to Eve and Duna, but never really landed on them, so I don't count that.
  3. I tend to use: [Celestial Body] [purpose] [rev #] Ex: "Mun Lander II" or "Minmus Orbiter III" If I'm particularly happy with a craft, I'll pull save everything below the capsule/probe as a subassembly and just add "Lifter" to the name. Very boring, but helps me keep up with things.
  4. I believe you have to be able to target objects you don't own (the 3rd tracking station upgrade). I'm stuck in the same place. I costs about 500K so I don't have enough money yet to see if that's what's needed but it seems to fit.
  5. Yeah, I don't get career mode and infinite whatever -- what's the point? Just play sandbox...
  6. I ran one last night without any flight tracking at all -- I just eyeballed it and launched a rocket over in that general direction. I didn't have to get very close before a message popped up on the screen saying "Entering Kerbal Shores" or something like that, which let me know I could crew report and get credit.
  7. I'm glad I wasn't the only person confused about this. I was all excited to see it there since I wanted to convert my single-man capsule rocket into a probe-based rocket so I could use it as a rescue ship. I pulled up my manned craft, threw in an OKTO, then clicked on the OKTO and nothing happened. So it seems like I should: 1) Click on the root button, 2) click on the old capsule, 3) click on the OKTO Then I can attach the capsule to my OKTO and have the OKTO be the root?
  8. I agree with this as well. I had a lot of fun playing the campaigns in sandbox mode -- I would love to see something like that implemented within the game.
  9. Are you talking about the 2HOT Thermometer? I'm not sure how that solves your power problem -- does it have some sort of intrinsic solar panel? Or does it somehow let you capture science? (I'm new to career mode so sorry if this is a dumb question.)
  10. I can't get a plane of any sort more than 10m off the runway, much less land... ...and I'm a pilot in RL.
  11. Nice to know this is still there. I thought I was going to have to start over my current game in order to give Jeb his ribbons.
  12. One thing I noticed is that when I'm under canopy over an ocean, at some point during the descent (I think around 300 meters?) it drops to 1m and stays there until splashdown. Not a big deal, but just wanted to mention it (saw this in both 0.25 and 0.90)
  13. Really loving this tool since I'm such a planner. However, I'm having trouble with the mission planner on flybys. I've gotten a nice Kerbin-Eve-Moho orbit from the porkchop planner: Phase 1 Transfer Orbit (Kerbin -> Eve) --------------------------------------------- Semi-major Axis = 10989335.252 km Eccentricity = 0.23841 Inclination = 2.091 deg Right Ascension of AN = 14.250 deg Argument of Periapse = 356.181 deg Period = 6685155.9724 sec Departure True Anomaly = 183.819 deg Arrival True Anomaly = 76.027 deg --------------------------------------------- Phase 2 Transfer Orbit (Eve -> Moho) --------------------------------------------- Semi-major Axis = 8401846.027 km Eccentricity = 0.29292 Inclination = 6.316 deg Right Ascension of AN = 68.143 deg Argument of Periapse = 240.818 deg Period = 4469063.1127 sec Departure True Anomaly = 137.590 deg Arrival True Anomaly = 317.589 deg --------------------------------------------- Kerbin Departure Date = Year 4, Day 81 23:46:59.647 (101605619.647 sec UT) Eve Arrival Date = Year 4, Day 130 07:26:32.143 (105780392.143 sec UT) Moho Arrival Date = Year 4, Day 162 18:57:31.204 (108586651.204 sec UT) Burn Information to Depart Kerbin --------------------------------------------- Total Delta-V = 1.465 km/s Prograde Delta-V = 901.254 m/s Orbit Normal Delta-V = -1155.092 m/s Radial Delta-V = 0.000 m/s --------------------- Burn True Anomaly = 316.107 deg --------------------------------------------- Burn Information to Depart Eve --------------------------------------------- Total Delta-V = 0.708 km/s Prograde Delta-V = 708.469 m/s Orbit Normal Delta-V = 0.000 m/s Radial Delta-V = 0.000 m/s --------------------- Burn True Anomaly = 0.000 deg --------------------------------------------- Hyperbolic Departure Orbit from Kerbin --------------------------------------------- Semi-major Axis = -2324.654 km Eccentricity = 1.3441 Inclination = 21.043 deg Right Ascension of AN = 136.107 deg Argument of Periapse = 180.000 deg --------------------------------------------- Inbound Hyperbolic Flyby Orbit to Eve --------------------------------------------- Semi-major Axis = -1448.557 km Eccentricity = 1.5559 Inclination = 167.383 deg Right Ascension of AN = 102.158 deg Argument of Periapse = 318.826 deg Periapse Radius = 805.183 km --------------------------------------------- Outbound Hyperbolic Flyby Orbit from Eve --------------------------------------------- Semi-major Axis = -611.668 km Eccentricity = 2.3164 Inclination = 167.383 deg Right Ascension of AN = 102.158 deg Argument of Periapse = 318.826 deg Periapse Radius = 805.183 km --------------------------------------------- Inbound Hyperbolic Orbit to Moho --------------------------------------------- Hyperbolic Excess Vel. = 1.935 km/s I then plugged it into the mission planner and started optimizing. My first attempt I treated like a mission to eve, only entering events up to eve and then minimizing periapsis (like in the Kerbin to Lathye example). Once that worked, I locked down the initial params, added the moho burn and coast to moho and then tried to hit moho. However, I couldn't get the optimizer to find a solution to get me to moho. I thought maybe my initial eve optimizations threw off my transfer to moho, so I reset everything, added all the events in there and tried to just hit moho. This didn't work either (never found a solution that came close). So then I loaded up the sample Kerbin-Eve-Duna flyby and saw that it had some extra nodes of type "Go to Next SOI transition". Do I need to add those in order to get this to work? And once I do, what's the best order to optimize? The example has some RAAN and inclination params, but I wasn't sure how to know what those values should be - do those get pulled from the Hyperbolic Departure and Flyby Orbit info. I'm just a little confused on what order I need to do things. Would love a step-by-step example for a flyby similar to the Kerbin-to-Lathye example...
  14. True, but they're kind of fun. Thanks, all for the info -- I think this helps me make my decision.
  15. I've recently returned to the game after almost a 2 year hiatus and see that a lot has changed! One of the reasons I originally stopped playing is because I got bored of the sandbox mode -- I like a challenge list or progression to drive me forward. After some initial searching, it looks like there are two different ways to do this, the Campaign or the Career mode, with Career being the newest. Does Career make the Campaign obsolete or are these just two different ways of doing things? Also, I was considering using some of the mods such as RSS and DR, but trying to do some of the early campaigns with those mods (and being a rookie as well) proved to be very difficult, so I uninstalled them and went back to stock, only adding mods that added new equipment. So, will I run into the same problem with career mode and mods? I think I saw that FAR helps to make RSS a bit easier, but I wasn't sure if that was the case or not. Sorry for the rambling questions, but just trying to find a good starting point that won't have me getting stuck/frustrated down the road.
  16. Nice! I've been playing around with beefing up the base anvil but hadn't considered mixing stock and anvil boosters. Looking forward to trying this -- thanks.
  17. Thanks -- that seemed to be the trick. When I put the decoupler first, everything got hung up, but doing nose cone first worked like a charm!
  18. Thanks CapF and Abs, I'll give that a shot. It looks like only the nose cone has the staged separation, right? In any case, I had put the decoupler and the nose cone in the same stage, so maybe that's my problem. I'm planning to use a boosted IV to take me on my first trip to Duna so I'll try it there. And Gaius, I was thinking the same thing, except using drop tanks...
  19. Very nice! One tip: I had a ton of trouble getting the fairings to wrap around my payload. I finally figured out that I had to put the nose cone in place first and then the fairings would fit. One question: I played with the supplied V-L and it worked great, but when I built a my own IV around my lander, I couldn't get the payload fairings or decoupler to separate from the payload (the first stage worked fine). I tried rotating and thrusting, but nothing happened (my lander was happily burning through the decoupler). They must've eventually drifted away since I ignored it and warped to my next node and when I got there, the fairings and decoupler was gone. I saw the bit about the retro rockets -- will that help with this? I may try it anyway just to see the next time I get a chance to play... In any case, thanks for all your hard work!
  20. Awesome! My son has become a huge Dr. Who fan, and I'm trying to get him away from minecraft and into this, so this would be an excellent incentive! I've become a fan of #10 (my son has brainwashed me).
  21. Since this has already been necro'ed, just wondering if this is going anywhere? Love the screen shots, but since it's been several months, I'm guessing this is dead?
  22. Since my family was out of town this (holiday) weekend, I took the opportunity to start my Apollo journey. I started at AS-201 and made it as far as Apollo 11 (skipping Apollo 1, of course). Here's some feedback from a rookie, fwiw. My installation consisted of simply dropping the parts in and copying the ships into the stock ships folder and tweaking from there. I simulated the Saturn 1B by simply removing the 2nd stage -- the 1st stage has more than enough power to get you into orbit (almost too much!) and the third stages were pretty similar anyway. I also found that any major changes to the upper stages were tricky and often resulted in explosions (although this is as likely do to my inexperience with rocket building than anything). The built-in ASAS does a good job holding you on course and I had no trouble with MechJeb doing just about anything, including ascent and landing. I ran *very* tight on fuel on the LEM ascent stage from Mun, but that's probably pretty accurate (retrograde orbit makes it even more expensive). It's also very tricky to maneuver -- it's spins like a top if you're not careful. RCS is in short supply as well - with 2 docking maneuvers, you can't fool around. (While MechJeb will dock you, it's very wasteful on RCS fuel, so I would use it just to get lined up and then turn it off.) It also bounced around a lot on initial Kerbal ascent, but that reminded me of the pogo issue in the real Saturn V, so I actually kind of liked that. And my pre-teen sons got a huge laugh out of the parachutes when viewed from above (since they're not textured yet, apparently). Try and you'll see what I mean. Definitely a very nice pack -- great to fly as well as look at. Thanks!
  23. Hmm... is there are way to switch the tag on the thread? I was going to change it from "unanswered", but I couldn't figure out how to...
  24. I may have to try to build this myself. I like the spotlight idea, and combined with the solar panel to keep it running, it effectively becomes a permanent installation. Thanks! Edit: worked like a charm! I actually went with the nuke option. As a nice side benefit, I also got some practice building rovers, which I'll need when I reach Apollo 15.
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