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annallia
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Everything posted by annallia
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I've used those... the problem aside from wobble (which is considerable) is that 1, the big 5m tanks don't quite want to stay attached and those 5m engines burn through fuel at a crazy crazy rate. That said it could be done, though honestly if I were going to go for mods to get it into orbit I would go orbital construction, get the fun of building a station and don't have to try and fly a 205 ton brick.
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HELP! getting this into orbit.
annallia replied to Dewm's topic in KSP1 Gameplay Questions and Tutorials
Have you tried the skipper in stead of poodle? And how is it failing? Are you trying to circularize and it falls back to kerbin? If that is the case you either need to head for a higher orbit (to give you more time) or as I said before try the skipper instead of the poodle. Edit-re-read what you said, who says skippers take too much fuel? They are actually quite the efficient little buggers. That is compared to the mainsail.... Edit 2.0 : Try putting a tri coupler (go for quad if you want) instead of the skipper/poodle engine on your core stage and add in 3 (or 4 for quad) LV-T30 engines. Almost the same thrust (more if you go for quad) and a higher ISP than the skipper. -
NovaPunch does indeed provide giant-ish propulsions, though I am not sure even that could do it... You could get orbital construction mod. Then you would only have to build a space station (could be a small one) with enough parts tanks to build your ship and fill the parts, then slap their little gizmo on your ship and put it in space that way.
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Kerbin's Gone Kablooey! What about the astronauts?
annallia replied to Borkless's topic in KSP1 Discussion
Pre 0.21 they could go pretty much wherever they wanted. Stay in Kerbin orbit? No problem, I had 3 space stations up there which could host a total of 34 kerbals between them. Go to Mun? Well not much room but I did have a base there as well, another 5 kerbals I think (cant remember how many were already there, only room for 7) Minmus had a large base on it, could host another 20. Eve only had small bases on it that could host 8 kerbals (4 each, 200km apart) but it also had a mini station in orbit that could host another 11. Laythe had bases all over the place, some might require a bit of a swim to get to but could host easilly another 100 or so kerbals (I was going for colonization there...). Jool has a station in the process of being built around it, was meant to be a research station but those labs which were made out of converted hitchhiker pods could easily go to living quarters. Duna has a small fuel station in orbit, its a relic but still functional, additionally there is a few small outposts on the surface that have been abandoned. Everyone else either has a waystation (hitchiker + fuel tank) in orbit or a small lander (hitchhiker only) on the surface so can house some kerbals. Post 0.21 my kerbals are pretty much screwed One save has a station they can go to and thats about it. The other save (I only use for playing with Kethane till I decide to keep it) has no station yet though if they can manage to get to Duna there is a small kethane refinery in operation on the southern pole, at least that is where it is now the whole thing was large rovers so they can move around. -
Most Efficient Munar Orbit for Kethane Scanning
annallia replied to Magmaros's topic in KSP1 Gameplay Questions and Tutorials
If that was aimed at me (since I am the only one who mentioned efficiency that I saw I assume it was) then all of the above. Since you won't have to constantly change your orbit it is more fuel efficient, more time efficient for you, and I guess there may be a faster way to do it in relation to game time but does that really matter? I would think that any benefit given by a different orbit would be negated by having to change your orbit every so often. -
I try to keep them safe, though Jeb ain't happy if I don't let him do something stupid once in a while...
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Most Efficient Munar Orbit for Kethane Scanning
annallia replied to Magmaros's topic in KSP1 Gameplay Questions and Tutorials
Kethane scanner doesn't work that way. Doesn't matter if you are 50 meters off t he ground or 50 kilometers, it will only scan one hex at a time. That said a 90 degree or so orbit (polar orbit) will be the fastest/most efficient as it uses the moons rotation to move your scanning area rather than you changing your orbit every few minutes. As to optimum altitude I don't know, that would depend on how fast the moon rotates. Faster it spins the lower the orbit you want, so long as you complete at least one full orbit before the moon rotates enough to make you move to the next line of hexes over you are ok. -
Someone left Jeb unsupervised again...
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Ion and Electric Engines... What Use Are They?
annallia replied to QuantumX's topic in KSP1 Gameplay Questions and Tutorials
They aren't useless, just not quite useful. That said if you don't mind the long burns I find they work well for changing the orbits of small satellites, but that is about it. -
I don't really restart mine... I name my main save as something to do with kerbals and space. Then I have a few alternate saves.. I have my testing ground, this one is for oddly enough testing mods and whatnot. And then I have Jebs Funhouse which is where I just build... odd things.
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Took a break from figuring out how to save operation Snow Cone, built a very Jeb type craft... He seems to be having a rather good time though its a bit like trying to fly a pogo stick... Edit- Decided to finish Operation SnowCone, also finally got imagur so I could start doing whole albums rather than one picture at a time...
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Delta-V for an Interplanetary Tug
annallia replied to Liudeius's topic in KSP1 Gameplay Questions and Tutorials
In that case it would be Jool for highest DV to reach for planets and Tylo for moons unless I am reading this wrong: -
Right click on one of the monopropellant tanks, hold down ctrl and right click on another. Now you should see transfer windows with out/in buttons on them. Hit the in buttons on the tank you want to transfer it to. The same goes for transferring fuel as well. Edit- sorry it is Alt not ctrl, I always forget which it is.
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Rovers and Cargo Bays.
annallia replied to AtilaElari's topic in KSP1 Gameplay Questions and Tutorials
I think all of the radial decouplers would do that (if attached to the ship instead of the rover) though you would need to run a strut from the ship to the rover otherwise when you decouple it could slam your rover into the ground. -
Delta-V for an Interplanetary Tug
annallia replied to Liudeius's topic in KSP1 Gameplay Questions and Tutorials
I am not sure how much delta V mine has. It does however run off a single X200-32 tank and two FL-T400 tanks (radially mounted) then it has dual LV-N engines on each side. Gets anywhere in the system without refueling.... May need more few depending on what it is pushing though. Edit- highest delta-v orbit around kerbin would be skirting the edge of its SOI. -
Crew Transfer Between Docked Craft
annallia replied to LameLefty's topic in KSP1 Gameplay Questions and Tutorials
I try to minimize the mods I have, but crew manifest has become one of my must haves just because of that. Hopefully it will fully integrate into the game (they did take part of it in this last update). -
I was forced to push back operation Snow Cone (kethane mining on Duna's southern pole) due to an unexplained explosion on the mobile drills skycrane. I forgot to check the debug for why it exploded, I can only guess that it happened due to a rather rough (putting it lightly) docking procedure with a fuel satellite while trying to get enough fuel to land.
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Display current time in flight
annallia replied to Braker's topic in KSP1 Gameplay Questions and Tutorials
Wouldn't your node tell you when the burn needs to be? -
Display current time in flight
annallia replied to Braker's topic in KSP1 Gameplay Questions and Tutorials
Just warp from the craft itself in orbit? If for some reason that is not feasible there is kerbal alarm clock mod which will tell you when your next window opens and keep track of the time even when you are on a different ship. -
Crew Transfer Between Docked Craft
annallia replied to LameLefty's topic in KSP1 Gameplay Questions and Tutorials
The crew manifest mod allows you to do this. http://kerbalspaceprogram.com/18-1-kerbal-crew-manifest/ Edit- While I haven't tested this yet (because it just now dawned on me) combined with KAS you don't even need to be docked to transfer crew. -
External Booster Separation
annallia replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
Something like that... They more or less negate the effect of them regardless of the decouple force and the struts sheering strength. This works well for SRB's (stock ones anyway) but not so much for asparagus staging as they tend to weigh more + have more thrust than the SRB requiring struts to keep everything stable. -
Adding uncentered parts to a rocket
annallia replied to Padarom's topic in KSP1 Gameplay Questions and Tutorials
AIES and NovaPunch will let you do what you are trying to do in stock. True cargo bays there are a few though I am unsure if they are updated to .21 yet. I know tyberdyne (not sure if spelled right) had a shuttle with cargo bay. When I was using his mod I took his cargo bay and put it on rockets so its there. Edit- By re-attaching do you mean say landing on mun, deploying the rover, putting the rover back into the bay and going home? If so then you would need KAS and a winch system inside the bay. Of the mods I talked about however it wouldn't work as the fairings jettison when you stage them. -
External Booster Separation
annallia replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
Aditionally if you can get away without strutting your SRB's to your main tank the normal radial decouplers will do the job.