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CheftonUTD

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Everything posted by CheftonUTD

  1. Started playing with RemoteTech for the last week, also always try to keep my manned missions in communication range as much as possible. Also very keen to try TAC but might wait until it's a bit more 'finished'.
  2. I voted 'at the mun', I've only been to Mun and Minmus so far. I've been spending time building stations/bases/satellite networks before I focus on exploring further away planets, probably planning on making my first inter-planetary trip this week
  3. Sorry if this has been asked before but I haven't been able to find a answer so far. Is there a way to 'fix' the SAS? With RemoteTech it won't let me make any inputs while SAS is on, not so bad for space-craft, but it's making planes very unenjoyable to fly, does anyone know how to change this?
  4. Ah that explains where I went wrong, thanks . Is there a way to work out orbital duration at specific orbits? Say if I calculate the circumference/radius/diameter of a potential orbit, is there a way to know what the speed or orbit time would be? That sounds like a good idea, maybe I can play with the Ap/Pe ratio to adjust it for different angles of satellite spread.
  5. I'm working on getting multiple satellites launched from a larger ship to be evenly spaced in their orbit. I've worked out a method to get them spaced out nicely, but my maths isn't quite right and I end up short a satellite or two. What I've been doing is: Say I want 3 satellites in a 240k orbit. I devide the 240k by 3 (for 3 satellites), giving me 80k. I get the carrier ship into a 80k orbit (or 79k peri / 81k ap, to stop the ap/peri from moving about) I launch a satellite every time my carrier it at its Ap, then get the satellite into its' 240k orbit. They end up spaced perfectly but too close, eg in this situation the 3 satellites were 90* to each other with 1 more 'corner' left empty. When I followed my formula with 6 satellites I was left with 2 'empty' points. If I want to keep doing it this way could someone fix my formula for me please?
  6. Started a new save to try playing with RemoteTech. Launched a manned ship with four coms satellites, returned the first ship to Kerbin then flew up another as a command ship/station to complete the local network.
  7. *Using parachutes for descent into planets with no atmosphere *Built a large ship that would rely completely on the Kethane engine when it was separated to it's final stage, with the intention of being a fuel efficient long range tanker. Spent heaps of time designing it, launching and flying it, got it out to Minmus and filled it with Kethane, separated it's liquid-fuel systems... Turns out 'non-oxygenated atmosphere' is not the same thing as 'no atmosphere'... oops. *Carefully working out how much fuel I need to get somewhere, completely overlooking fuel needed to get it back.
  8. Click on the zoom icon, click on it again when the window appears to get the full size. I'm not familiar with most of the mod parts you're using, looks like something doesn't conduct electricity from your batteries to your other parts that need power. Has this 'stage' worked before, did you just separate it from the rest of the ship?
  9. Tried searching and a few quick tests but I don't understand Kethanes' conversion rate. Example, using the heavy converter it lists L-fuel efficiency rate as 103% and oxidizer at 99% - lets round them to 100% for the sake of making the example easier. Does that mean for each unit of Kethane I should be getting 1 unit of either fuel? How does the 'cooling efficiency' rate affect this? Would it be, say 100 units of Kethane at 80% cooling efficiency could give me 80 units of oxidizer? I tested the medium converter making monopropellant (rated at 30%), and used 66 units of Kethane to make 10 units of mono, shouldn't it have been 30? Any help of links to an explanation of how this works would be great
  10. Made my heaviest ship/base so far: Landed on Minmus with a mass of 50t, all filled up and ready to go it is over 200t now. Back in Minmus orbit, only used 10% of it's Kethane supply to get into a 100k orbit, will test further to see if it could be a viable longer-range supply ship.
  11. Develop a tactical missile system launched from Kerbin Base. ICBM style - A missile which can strike anywhere on Kerbin with high accuracy. Anti-Satellite - A missile capable of launching and destroying enemy satellites as quickly as possible. Short range missiles - For use against enemy vehicles and ships. Anti-Air - Fast and maneuverable enough to intercept enemy aircraft. To make it more fun; launch a bunch of 'enemy' land-vehicles/satellites to attack, to make it more of a challenge try to think of the budget side of things, eg not using a expensive/large missile to destroy small comms satellites.
  12. Finally becoming proficient at using the EVA packs, which is a huge step since a lot of my ships rely on KAS connectors instead of docking ports.
  13. Might as well ask here, has anyone made a single stage Kerbin-surface to Kerbin-orbit missile? I've been testing the idea for a little while but can't quite get it to work. Preferably with as little mass/few parts as possible.
  14. Check out the videos in this series: (I think that link might be the second one in the series)I found them very helpful, watching those alone should cover ship-building, landings, orbits, returns, getting to the Mun/Minmus - pretty much everything you need to get on your feet in the Kerbin area.
  15. Thanks that should save me a bit of trial and error in the future
  16. Yeah sure, I kept working on it and I think this should do it: The goal is for it to land on Minmus, extract Kethane, take-off and orbit/travel, refine it and transfer fuel to other vessels (looking at KAS docked with another ship in orbit), then get back on Minmus and repeat. Specs: Mass - 83.5t / ~212t fully loaded Legs - 3 on each Kethane tank, 4 on orange tank (LT-2) Prop - 5 x Poodle engines Misc - RCS, 4 x gigantor panels, 4 x small drill, 1 x heavy converter, 2 x KAS winch + connector, etc Batt - 8000 capacity Crew - Up to 3 I'm thinking this thing might actually work as intended, looking pretty good so far, the legs can extend and support its 83.5t on Kerbin. But if anyone does know a guideline for mass/lander-leg ratio that would be helpful for the future.
  17. Just wondering if anyone has any figures or guides to the load rating of lander legs? For a specific scenario, what I'm planning on doing is making a large Kethane lander/orbiter/fuel-station/driller/storage/refining vessel all in 1 ship - it's target is Minmus, so I think it may be possible with the low gravity. I'm still early in the design phase but I was hoping for a configuration including; 1 orange L-fuel tank, 4 16,000L Kethane tanks, plus all accessories needed. It's already about 60t, and its 'wet' mass would be about 188t. Anyway back to the question, any idea how many lander legs I would need to stop it from collapsing (while landed on Minmus) as it becomes a nearly 200t 'base'?
  18. A manned rover to the Sun with no conditions you say.... Ok boss.... It will be on its' way soon, the Kerbals are already drawing straws haha.
  19. I had the same problem with KAS and found two solutions to it. 1. Get your Kerbal to grab the connector on the winch, walk it over to where you want to plug it in, connect it in 'undocked' mode. Right-click the winch and select 'release', change connection mode to 'docked'. 2. Connect your cable in 'undocked' mode, save with F5 as soon as you change it over to docked mode, reload with F9 and the physics (the cartwheels etc) won't have been modeled.
  20. Turning off SAS when you're very close often helps them snap in to place.
  21. One I'm surprsied hasn't been mentioned: Jagged Alliance 2, IMO one of the best tactical/strategy games ever made, I still play it (with some big mods) today. Honourable mentions to: SW: Knights Of The Old Republic series The Elder Scrolls series Civilization Series Silent Hunter series Rome: Total War
  22. I've just built my first station, I was planning on using it as a fuel depot (which it's quite capable of doing for all my craft so far), but have found it's seeing more use as a crew transfer post. For example when I need to rescue some stranded Kerbals but don't have space in a nearby ship, I can drop them off at the station then go pick up some new passengers. It is handy for topping up on RCS fuel though, but that's probably because I'm so bad at docking at the moment that I use it just to dock there...
  23. Thought I'd try a different approach altogether, seeing if the game would let me boost a single engines' volumetric efficiency to an absurd level.. Pretty much along the lines of a massive turbo system to a air-breathing engine. Didn't get much faster than 200m/s on the runway, it kind of flies though... Hmm, must need to upgrade the fuel pumps and exhaust system haha.
  24. I'm just about to go rescue two of my Kerbals, I put my docking port on backwards, and now they don't have one... Hoping I can EVA them to their rescue ship. I have another one 'stranded' on a small base at Minmus, but I figure he has enough resources to wait for a while until I go get him haha.
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