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Xephirious

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Everything posted by Xephirious

  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.
  15. Step one. Build another rocket. Step two. Orbit it Step three. Intercept derelict ship Step four. Ram it in the retrograde direction. Step five. Profit.
  16. My first function SSTO blazing into the sun. My first Jool capable vehicle, a probe carrier and it's Tug
  17. I totally redesigned the kit. The last .craft I posted broke the ion probes when decoupled. Launched Jool Explorer2 and it's interplanetary tug. After joining the two I topped them off with a tanker and headed to Jool. After a loooong burn and some fine tuning I dropped the Interplanetary Tug in the Jool system. Tug had like 10 units of fuel left so it was pretty much maximally efficient. After fuel transfers and ditching the IP Tug I have 2600dv on the Kerbal'd carrier, just enough to get home. Science is commencing and I have stable orbits on Jool and Vall. Burning for Jool. Notice the decoupler above the bottom tanks, this will allow me to dump some weight mid way through my return trip for a small DV boost. Dumping the IP Tug and commencing high orbit Jool science. Also launched two probes right after this pic. You can see how little fuel I had left in the tug. Aerobraking Jool Orbiting Jool's moon Vall Total craft redesign again. I wanted to keep the feel of the first but leave more room for the probes. Fully tested now so it all works. I also deploy the probes manually w/o the staging so I can do them individually. All 3 types of probes work as designed, though the ion probes w/ parachutes cant do much science once in atmosphere as the panels break. Mediafire seems to be down. If you PM an email I can send you the craft files, otherwise I will post tomorrow.
  18. These are pictures from my Articulated Rover Delivery System. I have since deleted the saves and almost all mods. Primary mods are: KW Infernal Robotics KAS TAC fuel balancer Engineer Mechjeb Remote Tech 1 The delivery system: Deployed: The whole package sat inside a 3.5m standard fairing from KW. I also had an alternate delivery system for the Mun and other non-atmospheric bodies. A third variation was Kerbal'd and capable of sending one Kerbal back to Munar orbit. OOps, it appears the pictures I have don't meet the criteria for the thread. If asked I will delete the post.
  19. This challenge looks pretty cool. I'll be working on my submission tonight. I'm planning a manned drop-pod rover setup that will be able to get back to orbit of the Mun, Gilly, Minmus etc.
  20. I found another solution to this problem. Decouple the previous stage and leave the engine un fired, you can manually jettison each shroud THEN fire the engine. I think the thrust from the engine ejects the shrouds laterally as the vehicle accelerates past them and causes all the damage. Install two small engines pointing prograde (towars the tip of your rocket) for decelerating large ships in orbital rendeavous. This will keep you from wasting RCS to turn cumbersome ships retrograde for a trivial burn. Even small engines running for a while can slow the largest ships in time for a rendeavous. Always fit your space stations with both types of docking ports. If you forget one you can always build an adaptor and fit the station with it. Ion drives take a ton of power and you'll most likely be burning parrallel to the sun if you're on interplanetary burns so be sure to consider solar panel placement in that context. Click the small box showing your velocity to switch between surface (speed in relation to a fixed point on the ground), target (velocity relative to target) and Orbital. Groupings containted in the staging while in VAB can be separated by first clicking the box (for radial decouplers it would be the || icon with a number in the bottom right of the box), this will select all grouped parts and split the combined group into seperate parts, you can then select a single part from the grouping and seperate it for individual staging. This was especially usefull on my probe carrier as I built the probes in 4x symetry but launched them seperately.
  21. Hey all! This is the newest and best .craft file for my Jool probe launcher. Thanks for your help and suggestions in designs. Hotkey descriptions are in the ship description (click the ship name in VAB). I don't use engineer so I'm not really sure about the dv. Thanks again for your analysis! I'll be making my first trip to Jool tonight. http://www./view/e9701o41b6z752c/Jool%20Explorer%202.craft Screenshots of her refueling at my SSFuelDepot And another of her immediately after circularizing
  22. Ok I got the beast into space! I made a few modifications and I'll post the .craft file tonight if I can. http://i.imgur.com/uQZgSl9.png' alt='uQZgSl9.png'> Since Jeb's untimely demise Bob has accepted his promotion as the new lead pilot of the Union of Rogue Kerbalnaughts and is quite happy with this flight!
  23. Thanks for the update Harv! I'm excited for the updated career mode and the science logs. What I meant by "wasting my time" was that the updates came so close together that a save breaking update would make all the infrastructure I built for my Space Program a waste. Fuel depots, space stations and Science probes on interplanetary missions would all need to be rebuilt if the .23 update was save breaking, therefore building out the infrastructure would, infact, be a waste of time. Anyhow all of that is moot now as it appears .23 will work fine with .22 saves.
  24. Jebediah is currently travling at 170kmh on a trajectory perpendicular to the plane of the Kerbol system. His ship has exploded and he is alone in his capsule in intergalactic space. RIP Jeb.
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