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radonek

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Everything posted by radonek

  1. I'm pretty sure camera is anchored to CoM, since it moves when pumping fuel around.
  2. I've encountered similar problem after docking small lander to station radialy. Turning off SAS did not help. After some trying, I hit gold: from close observation it seemded source of the oscilation is in the lander. In a moment of inspiration, I clicked "control from here" on main space station and oscillation vanished. My guess is that it has to do with controling part being far from COM of whole craft. Or maybe just off-axis. Since pumping stuff around change COM, I guess you are riding the same Kraken.
  3. You've chosen a bad time for your topical question… Jade Rabbit is not dead yet: http://go.theregister.com/feed/www.theregister.co.uk/2014/02/13/china_moon_rover_jade_rabbit_alive/
  4. In other words, basic petrochemical resources and free energy. Even if that should mean hauling down heavy metals from asteroids and hydrogen all the from jupiter, venus can easily be THE place to turn resources into real stuff.
  5. You are looking for complications where there are not. Think of it this way: You have those two ships with equivalent engines and one ton of fuel, only difference is that one of them has fuel gauge in pounds and other in kilograms.
  6. Stay clear of docking mode – it's useless. Swapped control keys are camera issue. Your keys are fixed, but default camera is not. Switch to chasecam mode – camera stays fixed relative to your vehicle, thus translation keys remain same.
  7. Builtin reaction wheel do not have much torque. Full orange tank is heavy, thus to counterbalance rotation from being pushed off-axis, you will need A LOT of torque. I'd say this is bad way to do it. If you really really need this, add rcs thrusters where you need them on assembled station, then add another set to counterbalance it. After you dock, simply turn-off counterbalancing ones. If you ever need to redock, you will find them handy anyway. Or, you can do better by desiging your station as whole, launch it with empty tanks and refill them later from tankers. But, you are IMO on bad track all along – you do not push space stations around anyway. They are by definition a passive side during docking.
  8. If it were somebody else, Id say he is whacky crazy. But since its you… I just googled a bit to get an idea what are we talking about. Bear with me: 1999 RQ36 is about 500m across. It weighs, and you'd better sit down on this, sixty million tons. Funny thing is, its actually kinda light for asteroid, about a density of water. Solid stone is several times that. I'd rather not event think about iron ones. Our favourite 99942 Apophis is 325m and about forty million tons. You'd need quite a few mainsails… Sources: http://www.nasa.gov/mission_pages/asteroids/news/asteroid20120524.html http://en.wikipedia.org/wiki/99942_Apophis
  9. I bet you got advice to "turn to 90°" and this is just misunderstanding. This signifies 90° mark on navball, which points to east (to steal some delta-v from planet rotation). Do not turn your ship horizontal, turn it about 45° from vertical – in direction of 90° mark. You only turn horizontal when you get out of atmosphere. Imagine it as a compromise trajectory. Best would be to accelerate straight up, to get off atmospehere as fast as possible, but youd end with very little time to actually attaing orbital speed before falling back to well. Other best would be to just start horizontaly and only work on orbital speed, but air friction will rob you. (This is first phase of most SSTOs actually.) So, you do both – start straight up to get out of thickest air, then pitch a bit to get some orbital speed while still speeding up. You don't get much of a real orbital speed this way, but you get on flat balistic trajectory that should give you enough time outside atmosphere to do some real speeding. Of course, in reality this is not so pronounced, all phases blend into each other in a complicated curve. Kerbal receipt "10km up, turn east, 60km up, turn horizontal, run like hell" is just good enough aproximation.
  10. I have to admit I'm feeling same lately. Squad guys poured lots of effort and hard work into career, yet it can be beaten in few hours. In the end, greatest improvement for me was not the career mode, but right-click options in VAB. But for the sake of argument, I can imagine the end of carrer mode: get lost of money. do big science. construct interstellar colony ship. outro video: said colony ship embarks on journey to unknown, bringing along hopes and spirits of kerbal kind. congrats, credit roll and switch to creative mode.
  11. Happened to me once, and I can confirm this is caused by something obstructing hatch area. In my case it was a radialy mounted science equipment, although it looked like plenty of space to eye, game thought otherwise. Removing that part eliminated the issue. I have also found another thing – kerbals are apparently not content with being shot away like this. No, they desperately try to get grab onto something. If they see extended ladder, they will grab and hold onto it. Probably, as was my case, at the very end, dangling off like action movie hero. I wonder if Cuaron ever played KSP :-D
  12. My two cents is the poor fellow is in free cam mode. I made the same mistake on my first docking and it really was frustrating. RCS controls were strangely inverted and inversion changed depending on camera position. Sounds familiar? If so, be advised that chase cam is your thing. Point of chase cam (which good souls here failed to mention) is not better view (quite contrary, actually). No, you use it because fixing your view to spacecraft means your perception of left and right also remains fixed to craft. Your thrusters remain attached to same set of keys. Also - do you have same issue with Kerbal on EVA?
  13. So, you just need whole universe to rotate around Kerbin? I see, such triffles are easy to forget :-D
  14. I second Clockwerewolf, exploding fairings and center docking port are main reasons why my tankers use 2 radial nukes. Shorter burn times are just nice bonus. I made quad-nuke heavy pusher once for planned Moho expedition, but it proved to be useless in the end. But it looked kinda cool :-)
  15. It spew 4877m/s total on me. Still, with my first and last attempt at direct hohmann to moho ending at 5500m/s for orbital insertion alone, this IS impressive. Too bad my current Moho expedition is already underway :-(
  16. This sounds too good to be true… are you sure it works? Like, really works? Or just "oh, and bring along couple of mainsails for that 3000m/s-in-twenty-seconds burn" kind of works?
  17. Avoid excentric ( wide ) parking orbits when doing rendezvous. They work well, but are harder to plan with. On circular orbit, you just create maneuver node, push in minimal delta-v to get shallow intersection of orbits anywhere. Then you just drag that node around the circle until your intersection is where the other ship actually will be (both intersection marks point at same point). With noncircuklar orbit, you have to correct for excentricity by hand to get shallow intersection. Fiddly job at best. And yes, you want meet other craft in shallow angle. That way you spend most time in its vicinity, giving you more time to orient yourself and equalize speed. Basicly, yes. Except for the "approximate" part: when you set other ship as target in map view, you will see interception marks with precise position of both crafts. You can use this to plan very precise maneuvers (my best catch is <30 m from target craft). For your first try, and without RCS, anything less then 20km is "doable" and less then 5km is great. BTW get rid of "breaking" meme, it just clouds your mind. You are making basic Hohmann transfer - you are waiting on faster/slower orbit to get your target where you want him to be, then you do one burn to get to the tranfer orbit from "yours" to "his" orbit. When you meet him you are at same point in space, but still on different (transfer) orbit which would carry you away. You need to perform second correction to get on same orbit as your target. Since you are close to tour target at this point, you already equalized most of your orbital parameters, you just have to equalize you _relative_ speed. Same place + same velocity = same orbit. BUT, if you flip your navball between target and orbital mode, you will see prograde/retrograde markers are different. Decreasing speed relative to target may actually increase orbital speed (relative to Kerbin). So do yourself a service and just forget about "breaking" and "accelerating. You are matching your _relative_ velocities and that's it. Actually my first reaction to your post was "just wait until you get RCS" but there is no fun in that. Improvised rescue missions are way more entertraining then performing mathematicly perfected scenarios :-)
  18. Why don't you just use good 'ol LV-909 then? No problem with decouplers and two tons of fuel extra should make up for lesser efficiency.
  19. First, you don't really need the cage assembly. You can land directly on the wheels, they are quite sturdy. Second, SAS is imo single most useful device on rover – it can save you from flipping over. If you are falling from higher up, it can turn you wheels-down to better absorb damage. Quick hit of an F key saved my rovers plenty of times. (disclaimer: I don't like to snail around at 4/ms) And if you haven't done so already, go to controls configuration and change rover keys to something else then reaction wheels use.
  20. I would not recomend that. It sure is easier to set up, but intercept tends to occur at bigger relative velocities (you are basicly falling from higher up) and thus have much smaller interception window. Not much problem for experienced pilot with well equiped ship, but I don't think either of these apply here :-) IMO your first method is better, correction burns have bigger time window and don't require much TWR. Which is important – final approach without RCS will need very precise thrust control, easier with smaller engine. Thinking about that, ship should be as small as possible anyway so that it could flip prograde/retrograde quickly. Another thing that pops to mind is electricity – rotating a ship drains power and if you have only entry-level ship with small onborad battery and no solar array, you will be empty fast. So, first thing to do would be to turn off SAS in stranded craft to save power.
  21. telemetrie na rampe: Kouston, are you getting flight data? Good. telemetrie low atmo: Telemetry says there was minor power fluctuation… ahh, forget it. It's nothing. telemetrie hi atmo: Pressure in control room is steadily increasing. telemetrie LKO: External pressure is depressingly low. telemetrie kerbin hi orbit: No signs of spontaneous disintegration. telemetrie mun low orbit: Most significant property of telemetry from other side of the Mun is lack of it. telemetrie mun surface: You'd better work on that landing a bit more. This could easily turn into long holiday you know. telemetrie minmus low orbit: Message from flight: And you said it will fall to pieces. You owe me a beer. If it doesnt fall to pieces on way back. telemetrie minmus surface: Except for strangely low fuel expenditure, low gravity does not seem to affect systems. telemetrie kerbol hi orbit: Ground crew got bored and went for game of kerball. telemetrie kerbol low orbit: Telemetry shows significant absorption of thermal radiation is affecting internal temperature in positive way. Flight says this vehicle is not sun-rated and warranty will be voided if you try to land there. telemetrie duna low orbit: Everything is A-OK. Smooth ride. If it were not for the view, you would think we are still orbiting Kerbin. telemetrie duna surface: Telemetry says you stoped. Can you confirm? telemetrie eve surface: Are you sure those pressure readings are right? Flight says he can hear sound of warranties being voided all the way from here. telemetrie gilly surface: Telemetry can't confirm landing. Are you sure this is it? telemetrie Eeloo: Do you know deep freeze induces metal fatique? Warranty would be voided if it were not frozen solid. telemetrie jinde: Flight says numbers are nominal. Mostly.
  22. Sorry byl jsem pres svatky mimo. Urcite byto upravu sneslo: Kdyz uz tak "usage". turn tam nejak nepatri. by -> be preklep v Technologies. Navic o kus vyse je to Alchemy Nuclenonics? Useful for precise balancing of CoM or load testing of new launchers.
  23. Actually, I believe I've found anomaly on Gilly. Except it wasnt very anomalous – small hill on edge of steep slope. It betrayed more regular shape then terrain around, but was so small I didn't noticed it at first and spent some flying around.
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