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TheBedla

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Everything posted by TheBedla

  1. Can someone please help me change dish target through savegame editing? What line do I have to change to aim at Kerbin? My Duna probe lost connection while underway (I did test, it did connect, the range is sufficient), and I have no way of sending a Kerbal there in time. Thanks! I encountered it earlier as well when one of my KEO sats lost connection, all antennas were off, even though it did have connection before (I would not have been able to position it otherwise), and it was a fun mission to rendezvous and force the antennas open in EVA.
  2. Nice rover! It's simple - the wheels are not the right side up (or rather, down). The bases of the wheels (the grey flat things attached to your I-beam) should make an Y shape. Just rotate them 90 degrees and it should be fine!
  3. The first presentable mission was a Soviet-style Mun mission, using a Soyuz variant and LK variant atop a Proton lifter.
  4. I really enjoy RemoteTech. It puts an additional challenge to the game, and I always like when my vessels actually DO stuff. So now having a constellation of probes around Kerbin actually makes sense. Deadly Reentry - I used to add something like heatshilds to my reentry vehicles even in stock, but there is nothing that beats seeing your Service Module disintegrate a few hundred metres from your capsule! Procedural Fairings - genius. Nuff said. Kerbal Engineer - brilliant. No more silly guesswork or back-of-the-envelope calculations. I recently installed Stretchy Tanks, and My God, they are amazing. I even removed most stock and KW tanks, they are so awesome. I tried FAR, but not too crazy about it. It makes reaching orbit trivial, and the rockets therefore look even sillier than with stock, and I do not do spaceplanes much.
  5. Shorty after the start of my career save I decided to launch a fleet of semi-stationary comms satellites. I did not plan well in advance, and ended up launching six sats to a non-stable highly elliptic orbit in a quick succession just to maintain contact with the first one that had orbited beyond the reach of antennas (yup, RemoteTech). It was quite a bit like juggling, but I managed to stabilize all of them at the proper altitudes and with the proper orbital periods. It probably took longer than an hour though, but I did not watch the clock.
  6. Try Kerbal Engineer, if you don't use it already. It does most of the calculations for you, so you can focus on building the payloads and lifters.
  7. Same applies to Eve. In .22 my probes' sensors did distinguish between Eve's Ocean and Eve's Surface.
  8. I second this. A Science Lab variant of the larger tank would be very useful.
  9. Hi all, I've been experiencing a "phantom torque" problem with these scanners. Every time I activate a Biome or Altimeter scanner, the vessel starts spinning. I also see a little wobble with undeployed scanners, but not that much. I run RemoteTech and Deadly Reentry, but I suppose this combination is quite common; has anyone else seen this?
  10. Thanks a lot for this mod. I made a lovely command station for remotetech with your mod. Works like a charm even in Career. Can't wait to test it in .23! EDIT: It works fine in .23 Maybe the covers fly off a little too quickly after conversion, but I'll have to test it some more.
  11. First of all, thanks for the amazing mod. I love the additional challenge, I'm still working out things I need to do for successful interplantary missions. RT2 is hard and I love it. However, I keep encountering a problem I feel probably should not be there. When I create a maneuver node, RT seems to create dozens (maybe hundreds) of signal delay commands to the Queue. They have the active vessel's delay and are spaced about 0.02 sec. apart. This apparently strains my computer, so KSP freezes and it takes several minutes before they start disappearing (the delay runs out). Yesterday I tried to take a screenshot but KSP froze completely and I had to restart it. Anyone has any ideas what could be the problem? Thanks!
  12. Since I just deorbited my entire satelite network (RT2) in my career save, I want to re-establish a proper one. 4 keostats 25° apart (I finally learned how to do a proper circular orbit), complemented with 4x2 semi-synchronous Molniya sats. After that I will probably be hungry for more Science, so i'll send out an interplanetary probe (since I have visited most of the Mun Biomes).
  13. 1. I believe the real atmosphere is far less soupy than that of Kerbin (though I might be wrong on that), so getting through the dense layer is less of a pain IRL. 2. Most of the weight you push up is fuel - and once you use some of the fuel, you do not need that much thrust to maintain velocity (and surpassing terminal velocity by much is inefficient). 3. You can think of asparagus staging as an upgrade to a setup when you have outer boosters in first stage and the core engine in second stage (igniting when the boosters run out of fuel). But with asparagus, you get to use that central engine all the way up, which increases your TWR, which increases your payload capability. 3b. Or you can think of it as an alternative to the setup with the boosters and the core firing at the same time, boosters separating when empty, but with asparagus you now have a full core stage with more dV than it would have had it consumed its own fuel. Asparagus staging has real benefits IRL, but so far, the fuel crossfeed technology has not allowed us to use them without risks or high cost. That might change with Delta Heavy (note that the basic variant of Delta Heavy is non-asparagus; they only plan to use the fuel crossfeed for heavier payloads. This already tells us that if the same rocket is able to get more mass into orbit if you add asparagus staging).
  14. Hi all! First of all, I know that Lagrangian points are not implemented in Unity. However, they can be partially simulated by orbiting at the same orbit as e.g. the Mun, but with a certain distance in front of or behind it (outside the SOI). However, I found that they are not very stable; my comms relay that was about 2,800 km from the Mun got swallowed into its SOI and thus changed orbit drastically. I suppose this happened when I was warping my interplanetary probe. Has anyone tried this (I'm sure you have)? What distance from the Mun your satellite was? Thanks all!
  15. Me too Luckily, you can close the goo canisters (as well as the Science Jr.) without losing the results by binding them to action keys in the VAB (or SPH).
  16. As a relative newcomer, I like KW's style more, but what sold me completely was the new Semyorka-style side tanks (wooo!) and conic adapter-tanks. I can finally make soyuz lifter look-alikes, and I've only scratched the surface of that new release.
  17. I would think that if you rotate the soyuz after it is sprung back from ISS, the gases would go _below_ the ISS (and on a lower orbit), so I can't see how that would be an issue. I know rotating the ISS should only consume electricity, but it would also put some strain on the structure, and the upright position would probably also increase the stations's drag (remember, it's not KSP, so ISS is always continuously aerobraking a little). I am sure there are good reasons why they do it that way, I just can't wrap my head a
  18. I was just going to post this video What surprised me however, before the undocking of a "belly-mounted" Soyuz, ISS rotates 90 degrees so that the Soyuz detaches forward, to a higher orbit. How is it worth the energy of rotating the entire ISS? Why do they not just separate the Soyuz underneath, rotate it and fire the retro rockets in parallel to the ISS? Thanks to anyone who can enlighten me!
  19. Solar panels of course, and when I first saw KW Rocketry's new side tanks. They fit so well that I literally cheered when my first Semyorka got a liftoff. I am consciously avoiding LV-Ns for the moment; I think they might be one of the last nodes for me to unlock (followed only by Ions).
  20. I really like this. You would have a basic station research module that would allow you to do a few experiments (so single-module stations would be viable in new SOIs), but due to diminshing returns you would quickly run out of useful experiments. Then you could add various labs that would NOT perform experiments themselves, only if they were connected to the basic research module. So you could have biology lab, chemistry lab, materials lab, even a habitat module that would unlock experiments on kerbal staying in space, radiation lab, vaccum exposure lab, mapping module (like Priroda on MIR)... And you would not be forced to make these modular stations - if you wanted, you could alway just haul the basic lab + a single module to orbit for a one-off experiment (so even people who do not enjoy docking would get something out of these parts).
  21. My current save is Kerbalkosmos, and I finally made a custom flag. It's based on Interkosmos, USSR's and Russia's programme for sending allied nations' crafts to space that put my country's only cosmonaut to orbit. My pre-.22 sandbox save was called the Praxis, after the mega-cooperate in the Red Mars trilogy.
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