ikehaiku
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I don't think so, I had to upgrade the tracking station for this contract, in order to be able to track asteroids* Beside, the "Build the station into a newly discovered class E object" part of the contract wouldn't be fulfilled I guess, yet it is now? * That's the thing that bug me the most, I was counting on this contract $$ to make up for the upgrade, as I'm almost broke now
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So, I have to build a Space Station. Here is the contract: Here is my situation: The "Build a new station" part of the contract is incomplete, apparently. Yet, it was complete, from the launch of the mission right to when I docked to the asteroid. If I undock from the asteroid, it turns into "complete" again. But if I re-dock..yep "incomplete" I'm basically stuck, and I got no idea why. Here's the sfs, just in case: https://dl.dropboxusercontent.com/u/12934591/Bug.sfs
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I did not think about that! Plain and simple solution, thanks!
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Hey there. I was wondering if by any chance there was a mod that would allow to play sandbox mode, but where you would have to budget your missions? Maybe have some rewards after completing a given mission, stuff like that. Basically, the career mode, but without the science. I think I recall there was mods like this way back when, back in the time when science was not yet here, but I don't think I've seen anything like that in recent time. Thanks
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KASA "Preferred Vendor" challenge #2 is up!
ikehaiku replied to GoSlash27's topic in KSP1 Challenges & Mission ideas
Well, here's the KsyNet entry I don't really get what expendable means, but here ya go. - The total launch cost is 5960 - meaning the "actual" mission cost is 3290. - Since I went stock only (no mechjeb or KER used during the mission*), I don't know how much dV I got left. But probably way more than 50m/s - I was right on time, deploying the comm. after 1h59 minutes of mission - And I can't believe how accurate this was. I actually thought I set the wrong target or something... Bull-eyes from the "vertically-aligned seeker" - The downside is...no real re-usable parts. But hey, good enough for me... * Although I do use Precise Nod, I just flat out refuse to use vanilla nodes -
KASA "Preferred Vendor" challenge #2 is up!
ikehaiku replied to GoSlash27's topic in KSP1 Challenges & Mission ideas
Just out of curiosity, when is the challenge deadline? -
Yes - but I tried taking that into account to no avail. I first try with a probe that had a low TWR (around 1.4) - I needed around a 45s burn. So I tried to burn 50/50 around the "burn time". I gave it a few tries. I tried burning more "before". I tried burning more "after" I even relaunched another probe, this one with a 3.5 TWR - cutting the burn time to a few seconds. Again, did some tests. And I'm always short. It seems I need to burn over the 170°W point , not the 160°W point (again, all things considered equal) And I don't understand why, and I won't be able to sleep. Yes, there is always the possibilities that approximations and burn time are playing a role - but I'm 90%, if not 99%, sure it doesn't equal to a 10° difference.
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Beware: some orbitals mechanics inside. I'm rusty...haven't really played for some 2 years or more. So, I want to launch a sat. in a Kerbisynchronous equatorial orbit right over the Space Center. As you know, KSC is located at 74°W. I am in a LKO - eccentricity of 0 , inclination of 0°, Apo/Peri of 100km. You know, basic. I want to reach an apoapsis of 2868.7km - but I need to time my Hoffman transfer burn so that I'm right over KSC when reaching the desired apoapsis. I still got a calculator, that I've made some times ago: https://docs.google.com/spreadsheet/ccc?key=0AuhR8b-OEB0OdDVORnh5ZHVtQmp1NTdBUE85OGtZV2c#gid=0 It gives me an Hoffman Transfer time from 100km to 2868km of 1h23m50s - give or take, 85 minutes. Given that Kerbin rotates at 1° per minutes, to me, I need to burn right when I'm over the 159°W point on Kerbin - that is, 74° (KSC Location) + 85° (Kerbin rotation during the Hoffman Transfer). But....I'm ending over the 64/65°W point. I know there are some approximations, but any way I try, either manual or with Mechjeb, I'm always in this ballpark, 10° away from my intended destination. So...I'm missing something. There is a parameter somewhere that I'm forgetting. Any of you have an idea? Thanks!
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ikehaiku replied to cybutek's topic in KSP1 Mod Releases
Awesome! Back to the drawing board for me then, I got so many satellite constellations to plan And thanks! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ikehaiku replied to cybutek's topic in KSP1 Mod Releases
Hello Just noticed a minor bug: it seems KER doesn't read the longitude right. Well, no wrong per say, but it shows the longitude as a 360° W or E scale, and kinda random on how. Sometimes it switches from, say, "250° E" to the correct "110° W" for an orbit or two,before reverting to a 360° "One Direction" scale. Example: KSP 1.0.3 (well, the latest on Steam), KER 1.0.16.6 - stock (only vanilla parts) craft -
I really wish Devs (in general, not only Squad) wouldn't use twitter for thiese kind of communication - the short format leads to more question than anything. I'm reading the tweet as "Tomorrow, hotfix is release, and we start working on Unity 5" but it can be read as "Tomorrow, we start working on a hotfix, and we also start working on Unity 5" And, that changes a lot, since, I'm currently waiting a bit before playing the game...
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ikehaiku replied to cybutek's topic in KSP1 Mod Releases
I can confirm - same specs, no ion dV readings.