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Kimberly

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Everything posted by Kimberly

  1. There's no special trick to it, it just takes practice. Line up with the runway as soon as you can see it, and dethrottle your engines, so you glide towards the runway. You might get get too much vertical speed with the engines cut off; in this case, turn on a low throttle and tilt so the thrust is largely upwards. Keep turning your engine off whenever you see the opportunity, and turning it on to make corrections. You basically want to slow down as much as possible, without prematurely dropping out of the sky. If you have too much speed while approaching the runway, you can engage spoilers (if you have any on the craft) to give you drag. Lower the landing gear on your approach, and try to touch down with as little vertical speed as possible. Active the brakes to slow down to a stop, hopefully before you reach the end of the runway.
  2. If you use Flight Engineer, you don't need to use any fancy math: Build one carrier that holds all the satellites you want to deploy into a particular orbit. Make sure it has plenty of fuel. Achieve your desired orbit, release satellite 1. Then, say you want to space the rest out 90 degrees, i.e. a quarter of an orbit: burn retrograde until your orbital period (as shown by the Flight Engineer) is 3/4ths of the orbital period of your desired orbit. (So if you want the satellites in geosychronous orbit, which means an orbital period of 6 hours, you burn retrograde until your orbital period is 6 * 0.75 = 4.5 hours.) Time-warp until you complete a full orbit, and then burn prograde again until you're in the proper orbit. Release satellite 2, which should be a quarter of an orbit away from the previous satellite. Rinse and repeat. For fuel savings and greater accuracy, you can make smaller retrograde burns and complete more orbits. For example, if you wanted to space the probes out 90 degrees as in the previous example, you can burn retrograde until your orbital period is 7/8ths, then wait two full orbits before burning prograde again. The advantage of this method is that the satellites don't need any propulsion mechanism of their own, saving weight. If you can tell your orbital period using Flight Engineer, you don't need to do any math besides basic fractions. The disadvantage is that it takes more time. Like SRV Ron said, though, rounding errors will tend to make every satellite constellation drift apart eventually. It's usually not possible to reliably get a margin of error for your orbital period of less than 0.3 seconds. You can use HyperEdit to put your satellites into a truly perfect orbit they'll never drift out of (so long as you don't select the satellites, their orbits won't change due to rounding), if you don't mind cheating.
  3. You can always keep using the old update, though, if you want to use the broken feature.
  4. You might enjoy RemoteTech. It makes the game a bit harder by requiring unmanned ships to be able to receive a signal from Kerbal Space Center; you can relay the signal through satellites. This means you're encouraged to build up a bit of infrastructure before you go to new planets, giving you a goal to work towards.
  5. No, you're misunderstanding it, Krisim. Every craft with an antenna or a satellite dish can receive and relay signals. For unmanned crafts to be controllable via this signal, however, they need to have a RemoteControl module (with the compatibility patch, all stock probe parts act as RemoteControl modules). The Microsat part included with the mod acts as several parts in one; it acts as a RemoteControl module, antenna, has its own engine, etc. The Microsat doesn't do anything that you can't do with other parts, though. The mod also features signal delay. If the signal has to travel far, then the craft will take longer to react to your commands. This is only a few miliseconds in orbit around Kerbin, but can be several seconds long (and therefore quite annoying) when further out in the solar system. To reduce signal delay, you can place a RemoteCommand module on a manned craft. It will act as a second mission control; signals can originate from there. If you have a space station with a RemoteCommand module in orbit around Duna, then probes orbiting Duna will have almost no signal delay, because the signal doesn't need to come all the way from Kerbin anymore. If a craft can receive a signal both from Kerbal Space Center and a ship with a RemoteCommand module, it will make use of whichever signal has the least delay.
  6. If the VAB is now being loaded as part of the same scene as the rest of the space center, it should match real conditions outside..or so I'd think.
  7. You rarely need to use it, so for the most part it's just clutter.
  8. I think the game files have a boolean that names oxygen. So we can be pretty certain.
  9. At its core, it's no different from other television broadcasts--radio waves being used to send data about an image. A lot of images played in quick succession make a video. What's special about SSTV is that it's very slow, so you don't need special equipment to properly record the data, and that it is broadcast over the same frequencies as voice transmissions, so that SSTV signals can be played as audible sounds.
  10. That's what I did. I have four files in Kerbal Space Program\GameData\KerbalGPS\Parts\FigaroReceiver, yet it doesn't show up in game. (And hence, I have no way to test whether the rest is working.) I also have a single .dll in Kerbal Space Program\GameData\KerbalGPS\Plugins. I think it should, though of course you'll need a new network of satellites for each planet.
  11. I can't seem to find the GNSS Receiver part...I've checked every tab. And I definitely have both KerbalGPS/Parts and KerbalGPS/Plugins with their files installed.
  12. While this is true, you also want to get out of the lower atmosphere quickly, due to drag. I'm sure you could make a fancy calculation as to what the break-even point is, where it becomes better to make use of rotation than to reduce drag.
  13. Ah, so I can fix this by adding a docking port to the satellite? Thanks.
  14. I'm having a problem with launching satellites. I can get the launch vehicle into the right orbit just fine, but once I decouple the satellite, it shoots away. This can significantly alter a geosynchronous or sun-synchronous orbit. I'm using the Clampotron Jr. docking port. Is there a way to edit the docking ports so they don't produce any force when releasing the payload? Or am I just using a bad docking port model?
  15. Why not launch it into orbit, let your rescue ship rendezvous with it, and then let the kerbonaut EVA and enter the hitchhiker container? No docking or landing required!
  16. The Oscar B tank is wider than the cube, so it sticks out when you try to clip them.
  17. How do you do that, though? What does the satellite have to do with how fast it maps?
  18. Propulsion totally ruins my cubesat designs...but I'll give it a try, thanks guys.
  19. Thanks for all the advice, guys...I'm still not too fond of the idea of giving satellites their own propulsion, as I like to keep it simple, but I'll consider my options. As for polar orbits...how do you adjust a polar orbit's separation from another polar orbit, other than getting into the orbit at a different time?
  20. Do antennas need to be in range of each other? I have a great network of communication satellites using the 5000km range antennas, but my GPS satellites that use the 250km antenna seem to not have any connection. The 250km antennas are kind of useless if you can't use them this way...
  21. Hm...so there's no simple method that doesn't involve giving the satellites their own propulsion, then?
  22. I'd rather not use staggered launch times, because that's a very imprecise method; the time it takes to get into a proper orbit will vary significantly.
  23. If you can dock your lander to a craft that has fuel, you can refuel. With the Kerbal Attachment System mod, you can also drag fuel lines to nearby ships. It may be easier to just land a new, better lander that will have enough fuel to take off. If it includes a Hitchhiker Storage Container, you'll have space for your stranded kerbonaut.
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