Jump to content

DeMatt

Members
  • Posts

    350
  • Joined

  • Last visited

Everything posted by DeMatt

  1. A better way of putting it is that EAS-1 seats don't have the reaction wheels built into every other command pod and probe core. Add reaction wheels from, well, anything, and you can steer.
  2. When v0.23 was released, it introduced a hard limit on (most) experiments' ability to transmit their data. I think (being as I have yet to not return experiments) it's the same amount as the first transmission. You'll have to return the experiment, with the data onboard, to receive the rest of the science.
  3. Pretty sure Eric S is suggesting a burn that slings him around Kerbin, getting a gravity assist AND the Oberth effect. In which case anything much below 70km periapsis would have seriously negative side effects.
  4. Nope. The devs playtested it, found that it just wasn't fun or easy to balance, and made EVA packs use their own special EVA fuel (which replenishes upon entering a command pod). Command pods do now carry their own small stocks of monopropellant, so you can either forego a monopropellant tank on a small craft, or use the tweakables to strip it out and make the pod lighter (right-click the part in the VAB).
  5. Geosynchronous orbit at Kerbin has a period of 6 hours. 6 hours divided by 4 satellites equals 1.5 hours between satellites. 6 hours MINUS 1.5 hours is 4.5 hours.So your launch vehicle needs to have an apoapsis near 2868 km and an orbital period of 4.5 hours. This will let you release one satellite at apoapsis, circularize it, then release the next satellite at the next apoapsis - and it'll be 4.5 hours behind (or 1.5 hours ahead) of the first.
  6. ...that's a percentage, not an absolute value. So tweaking a Mainsail down to 66.5 will limit its maximum thrust to 997.5 kN.
  7. You don't, because you don't need to. "Probes cannot command other probes, they can only relay commands from KSC and large manned stations", that's all you need to know. Yes. Be advised that the version-1.2.6 download from Spaceport is out of date, and will not work with KSP v0.23. If you want a v0.23-compatible RemoteTech, look back a few pages for the experimental 1.2.7 build. Then why were you asking about the .cfg's?
  8. The signal processors are built into the various command-pods and probe-cores. The detailed antenna information is available by right-clicking on their selection box in the VAB/SPH. ...You've mis-installed the RemoteTech files.Inside your KSP install, you have a "GameData" folder. It starts out with one folder, labeled "Squad", inside it. The RemoteTech zip archive you downloaded should contain one folder, also labeled "GameData", which in turn contains two items - the folder "RemoteTech2" and the file "ModuleManager_1_5.dll". Guess what? "GameData" in your KSP install = "GameData" in the RemoteTech archive. Move the "RemoteTech2" folder and the "ModuleManager_1_5.dll" file from one "GameData" folder to the other "GameData" folder. Don't mess with the deeper folder/file structure. Those things were set up by the mod writer.
  9. That will give you a relay from anything that is within the omnidirectional antennas' range. Depending on which omni antenna you chose, it might be enough to cover all of low Kerbin orbit. It's not going to help you communicate to the Mun. Short answer: it doesn't. Longer answer: your geostationary relays need more antennas - enough to talk to each other and KSC, PLUS antennas to talk to relays at other planets, PLUS antennas to talk to whichever probe you're actively piloting. Your relays should have an antenna dedicated to "Active Vessel", in addition to whatever antennas they need to talk to each other and KSC. The probe's antenna needs to be targeted on a relay (or a planet with a relay). Pointing to "Active Vessel" means "point to the probe you're piloting", so pointing an antenna ON the probe you're flying TO the probe you're flying does nothing.
  10. The default parachutes (except for the "drogue" parachute), if triggered while in orbit, will partially deploy at above 20 km sea-level altitude, and fully deploy 500 metres above the surface (whether it's the top of a mountain, or the top of the ocean). When my landers spontaneously disassemble at parachute deployment, it's because their joints can't survive the "jerk" that accompanies the parachutes fully opening. As Vanamonde says, there are two things to try: 1) deploy the parachutes MUCH earlier, so their "partial" state can slow you down more, and 2) burn the last dregs of your fuel to slow your lander down just before you hit 500m AGL.
  11. Your craft "North Pole Science!" got further than 2.5 km from the active object ("North Pole Science! Debris"), was then "packed" up to be put on rails, and then the game engine realized that it was low in the atmosphere and thus crashed it. While there are a few mods that will extend that 2.5 km distance, in general it's easier to not switch away from your ships unless they are actually in orbit, or solidly landed.
  12. ...Add Sepratrons. Try to get the booster -> decoupler link to be as close to the CoM of the jettisoned booster as you can, so it fires straight off instead of getting any rotation.
  13. A) Screenshots of your rockets might help. Be sure you're actually using the rocket fuel tanks - don't use the "Mk1 Fuselage - Jet Fuel" because it doesn't have any oxidizer for the rocket engines to burn.
  14. Kerbin spins in the 90 degree direction, so if you burn for an orbit in that direction, the planet's spin will add to your initial velocity and make your burn easier. If you burn in the opposite direction (270 degrees), the planet's spin will be AGAINST your eventual orbit, and you'll have to burn MORE to offset it. If your goal is to send a craft to a different planet, there's no real advantage to setting up a parking orbit at any given altitude. What you'd gain in making for an easier exit burn from the higher altitude, you lose in having to reach that higher altitude. Basically the only thing you really need in the parking orbit, is that it be flat to the plane of the ecliptic.
  15. Five things are needed to form a link: Each end has power to run its antenna. The antenna on each end has the range to reach the other end. The antenna on each end is targeted on the other. (This step does not apply to omnidirectional antennas.) There is a clear line of sight between the two ends. One end has "command", that is it has a link path to Mission Control. My bet would be that you don't have enough antennas on your commsat/vehicle, so when they're talking to your probe, they're not relaying to KSC. Targeting a dish on e.g. KSC will cause it to only attempt to form a link with KSC. Targeting a dish on Kerbin will, assuming the dish's field of view permits it, allow it to try linking with anything it can see, such as orbiting commsats.
  16. Transmitting, currently, only gives you "less" science in one run of the experiment. The advantage of transmitting is that you can repeat your experiment without having to launch a new rocket. Ultimately, after many repeats, both transmitting and relaunching will give you the same amount of data. Assuming you're planning on landing your rocket back at Kerbin to retrieve the experiments, yes.
  17. Yeah, I'm pretty sure it's both those issues - from what I can see, you have two solar panels attached to the upper orange tank instead of three, so I think the third got blown away by the nuke above it. And then you have the off-center thrust from that being further amplified by the reversed gimbals. Using just the upper nukes, I think it blows all three panels away before the bad gimbaling kicks in.
  18. Not really, no. Having two Goo canisters makes it much easier to balance your rocket, and landing two experiments nets you a bit more data than landing just one... but if you're transmitting, you only need the one experiment because you can repeat it, and the other experiments are much easier to balance than the Goo canisters.
  19. MOAR DISHES. No, really. Put more antennas on your relays, then target them to relay to each other as well as the active vessel. For instance, I currently have three relays in Kerbin-synchronous orbit; they've each got four Comms DTS-M1 dishes, set to 1) Mission Control, 2) the relay in front of their orbit, 3) the relay behind in the orbit, and 4) the active vessel. This gives me coverage everywhere in Kerbin SOI except behind the two moons. My plan, when I expand out of Kerbin SOI, is to add more relays into this orbit, with two dishes bouncing sideways into the existing ring, and one or more large dishes targeting long-range targets. The existing relays, then, will only have to be retargeted to bounce along the ring instead of bypassing the new relays, and their existing "Active Vessel" dishes can stay put and communicate with whatever I'm flying inside Kerbin SOI.
  20. The Reflectron DP-10 is a good choice for a launch antenna because: it is omnidirectional (and thus does not need to be targeted), it starts out active (no forgetting to turn your antennas on!), it is sturdy enough to survive atmospheric passage at any velocity (though FAR or Deadly Reentry might do Bad Things to it; I don't use those mods, so I don't know for sure), it has a 500km range (plenty for your basic launch to orbit). Pretty much all the other antennas have the problem of either A) snapping off due to air resistance, or needing to be targeted and/or activated. Bear in mind, KSC's ability to communicate is limited to "above the horizon". Once your rocket drops below the horizon from KSC, it'll need something to relay the signals between the two.
  21. I notice you are using the RemoteTech mod, and in the upper-left corner it says "No Connection". So my guess is that you forgot to put any antennas on the rocket (or they're snapping off during launch), and therefore Mission Control can't send orders to it.
  22. The idea that a thrust-to-WEIGHT ratio even exists in free-fall situations is a gross misconception.
  23. No probe core to right-click. I was hoping to avoid this. I don't have that much stuff flying around yet - labeling it as "Debris" was more just to tidy up my tracking station view. That's the eventual plan; I just need to design an SSTO which can actually reach that altitude (2861km x 1189km) so I'm not leaving more debris behind. Bleh, so a solution, but not an ingame solution. Oh well.
  24. There's a couple things you can try before you start building rescue ships and so forth: First, fire your parachutes earlier. Semi-deployed parachutes (what you get before they hit 500m altitude and fully deploy) still offer more drag than stowed parachutes, so having them out earlier means you'll slow down more before they jerk you to a halt. Second, if you've got any fuel or engines left, use it to slow your descent just before the parachutes open. Keep in mind, you want to watch the radar altimeter in the IVA view, not the barometric altimeter on the standard view.
×
×
  • Create New...