Jump to content

Xephirious

Members
  • Posts

    68
  • Joined

  • Last visited

Reputation

5 Neutral

Profile Information

  • About me
    Rocketry Enthusiast
  1. Soo....I launched a fleet of satelites into the kerbol system without any antennae. I'd prefer to edit files to fix this issue than relaunch like 2m worth of satellites. Just want to add a regular antennae to a fleet of cloned science sats.
  2. I went to one of the backup saves and moved the persistant file from a few hours ago into the saved game folder. I still lost a few hours but it's alot better than it could have been.
  3. Yikes. I quick loaded after the kraken hit without really thinking. Now my game is reverted to almost 3 days ago. Is there any way to fix this?
  4. Can you give me a short synopsis so I don't have to install it to test? How extensive is this mod? "Procedural Fayrings are not unrealistic since fayrings can be designed mission specific." Yeah but a giant round blob on top of a rocket is not. Even mission specific fairings have overall design limitations.
  5. Hey all! Just curious what constraints and/or mods you guys are using to simulate a more realistic space program. Here are mine: Kerbal Engineer so I can actually calculate stuff KW rocketry but ONLY the fairings - no procedural because that's not very realistic ScanSat to map planets No f9 use except for correcting glitches Permadeath No reverts Now for game play rules: Probe flybys/orbits before mapping missions Always map a planet Probe landers before Kerbaled landers Everything fits in a fairing Landers are equiped with radar mapping parts (like Curiosity) Always have contingencies (including action buttons) for mission failure and/or Kerbal recovery No nuclear engine firing inside Kerbin Atmosphere and no ditching nukes on Kerbin Unlimited debris No excessive mission durations (i.e. 10 years for a single kerbal in a 1man pod) Realistic rocket profiles (no square stacks, asparagus staging, Skyscraper rockets or mid rocket boosters) Orbital Construction a la constellation for epic missions No Lithobreaking No monster contraptions flying perpendicular to the atmosphere with exposed fuel tanks etc. (try to use something that approximates a heat shield) I know this isn't super hardcore but I'm not ready for TAC life support and FAR just yet. This is about as strict as I can go and still have fun with my current skill level. I'm considering adding Remote Tech (if that works in .24?) How about you guys? Did I miss something you think I should add?
  6. Get home Open steam Wait 10 minutes Open KSP Profit
  7. Great work! I don't use kW so I don't have access to some of those rocket parts. After the Jool probe mission I retooled the kit for a Laythe Habitability Survey. Now it's a 3 peice design carrier, tug, lander and a seperate fuel tug is 5 days behind. LHS is in a polar orbit of Laythe and the probes are dispatched. The lander had a malfunction and doesnt appear to have the Dv to get to LLO. Poor Kerry Kerbin appears to be stuck on the surface of Laythe! Once I've completed the LHS I will update.
  8. Another thing to consider is when using LV-N nuclear and Ion engines burn times can be quite long. If you start a burn 10 mins before AP in LKO you will end up deorbiting the craft if you are using maneuvre nodes. A higher parking orbit reduces this effect. I know it's possible to leave LKO to Jool using LV-N but you'd better not aim at the blue nav ball target because you're gonna de orbit your space train. I personally use a 605km construction orbit for all interplanetary craft for the same reason as OP. Just keep a refueler rig in orbit and time launches to intercept at 600km. Go straight to 600km then circularize, don't circularize at 100k then raise your AP as it costs more fuel.
  9. I read one here I'd like to vote for. Orbit a big ass ship and hit it from KSC with a missile. Biggest esplosion/most damage done is winner.
  10. The fuel probes have just under 900dv whereas the ions have 2300 or so, I chose that engine as it's ISP in vacuum is better. So far I've scienced Jool, Bop, Lythe and Vall. I will probly make a thread for the whole trip once it's done. The two ion probes next to the fuel tanks on my build break a solar panel on decoupling, I'm thinking a different decoupler would do it w/o damage. No worries though the mission is a resounding success thus far, so long as I can get the crew home! The parachuted ion probe made a great floating oceanic lab on Laythe. Great results from there!
  11. Make a maneuvre node to get your Duna encounter down to the 30k range. Once you get closer to duna (right after you enter Duna's sphere of influence) make a final adjustment to get your Periapsis down to the 15k range. Once you have that all done quick save. Depending on the results you may want to quickload and change the aerobrake altitude for better results. Alot of people hate on quicksave but I don't know of a better way to learn the optimal aerobrake altitude for new folks.
  12. You need the removable connector piece, hook it to the rover then attach the winch cable. They are on the left rover on the bottom half, 4 of them.
  13. Haven't tested it myself but I hear a quick load will allow you to stage them again.
  14. So Jeb is currently traveling perpendicular to the Kerbin system's plane at ridiculous velocities. He is travelling at 1,875,632,257m/s and is currently 2TRILLIONm from Kerbol. He was in a close orbit with the sun before this but when loading the ship it just blew up. Any ideas how to correct this glitch? I've never killed a Kerbal before as my Kerbalnaught union, the Union of Rogue Kerbalnaughts, insist on the most stringent safety protocols available.
×
×
  • Create New...