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Dante80

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Everything posted by Dante80

  1. A couple of suggestions about icons: 1. Cryogenic fuels would be nice in orange. 2. Mono propellant in yellow. 3. Xenon/Argon in purple.
  2. I started doing my relay network recently, so there are not a lot of things made yet. Here is the first phase. I use four of these 2tn KSO satellites in a box pattern, each one having 5 dishes and some omni directional antennas (one is enough but symmetry is pretty). The big dish is on the active vessel (this will change in phase two though), and the four others look at mission control - the satellite behind - mun and minmus. Using RLA mono engines and micro AEIS RCS blocks for taking them to orbit gave me a constellation precise enough to stay in place for a couple of decades or so without any maintenance needed..C: Next phase would be to install two polar elliptic stations that will be the main relays for the entire kerbol system. This will provide a lot of uptime, while keeping the number of flights and expenses low enough to not bork framerate or "bankrupt" the program. The idea is not to spam GX-128s, but to use appropriately sized dishes for all planets, both for budget and ec efficiency reasons.
  3. Yep, thats what I meant. Wouldn't mimicking the stock resource usage be easier?
  4. Very nice, testing now. Looks very slick, and the added staging functionality in map view is a godsend. Are there any plans for integrating resource instant consumption stats to the bars?
  5. Looks good, I especially like the stage resource indicators. How is mod support for this?
  6. Some tools that make designing and flying rockets and ships a little easier/better. 1. Kerbal joint reinforcement: Will give you the ability to build stronger/more realistic looking rockets and have less wobbling/mechanical failures in ascent. 2. Kerbal Engineer Redux: A lot of information about your craft attributes and surface/orbit/rendezvous stats, and a handy tool when designing rockets in the VAB since it will give you good TWR and dV stats for your stages. 3. RCS build aid: Will help you design ships that are very stable when translating with RCS, thus making docking and station building much easier/more fun. Also helps with designing in the SPH. 4. Docking port alignment indicator: A very helpful tool when docking. 5. Select Root. Very useful for multi pod/probe parts and building sub-assemblies for your space program. 6. Editor Extensions: Handy for designing in the VAB, among other functions it allows better symmetry and vertical snap of parts.
  7. Thanks for the edit man. Some of us really want to find those on our own, and not even knowing what a red spot in the map represents on the ground is a lot more fun..C:
  8. I think thats expected, when you are using real fuels you should change the fuel types via the action group menu. Just select the tank you want and choose away...C:
  9. There is another way to measure (and utilize the info given for) tank parts. You can use a mod called stretchy tanks. This adds tanks of variable height and diameters, adjustable by you. It also features precise info about the height of the tanks in the mod. http://forum.kerbalspaceprogram.com/threads/57422 You can either substitute the stock tanks for stretchy tanks and take advantage of the precise dimensions and customization the mod gives, or use them in the VAB to measure other parts with an extreme degree of accuracy. Hope that helps, cheers..C:
  10. Define "good sized relay". Also have in mind that lag depends on the total number of flights the game has to track (and that includes debris and flags too), its not only relevant to mods or active vessel part count.
  11. A suggestion guys, if you can please put anomaly pictures like that as links with a spoiler designation!
  12. Thanks for the prompt answer, will put in Nathans' patch. Its awesome that modders of Fractal_UKs and NKs caliber work together for mod integration, keep the goodness coming guys...C: ps: And for the love of Kerbol, NathanKell put a donation link up already...
  13. You can also easily adjust the angle after you attain a KSO orbit, it will require some warp time (and a minuscule amount of fuel) to do it though. 1. Circularize to a 6hr 2868km orbit. 2. Drop or raise your periapsis by about 100km according to the target angle you are trying to attain. 3. Timewarp until you get to a phase angle at apoapsis you are content with. 4. Circularize.
  14. There is not much the mod can do for you, placing the satellites in an exact 6hr KSO orbit with correct phase angles is a difficult (and rewarding) exercise. Have in mind that a 1 second difference results in a big deviation after a single year passes (1460 orbits of 21600 seconds). You have to be a lot more precise than that, here are some tips to achieve that.
  15. Then you might have a mod conflict or an old version, because the tug you gave me is definitely not balanced in DCoM. Try out the modded tug I posted and see if you can replicate the problem you have.
  16. Okies, here are some suggestions. 1. As mentioned, the RCS blocks are a little off for your COM, and a lot off when you spend some of the RCS fuel in your tank. Here are a couple of screenshots: As you can see, the position of the RCS fuel tank unbalances the craft when you spend some of the fuel for rendezvous, tugging and docking. A nifty way to counteract this is to change your part order a little and use the heavy RTGs as weights to balance your crafts COM and DCOM. Here is the result: 2. Even if you have a perfectly balanced tug though, you might still encounter problems. The reason is that your COM changes as soon as you dock with a payload to ferry. If we are talking about station parts, a good suggestion would be to use your tug as a subassembly, adding it to the payload when designing in the vab and adjusting the payload RCS blocks to compensate for the new COM. If you don't want to add RCS thrusters to your payloads though, you will still have problems. Adding more reaction wheels to the tug might help, as long as you limit your thrusting to small intervals. 3. And even if you have a balanced payload/tug assembly, you might still encounter problems. I have also sometimes encountered the bug you speak of, and it may well stay that way in some situations. Having a balanced ship though will help a lot in limiting it. Hope that helps, cheers. Here is a craft file for the modded tug if you want to test it...C: http://www./download/iy5row5vnyye97e/
  17. Use this, your COM is probably not aligned with the RCS blocks, thus producing rotation when translating. Have in mind that the COM of your ship changes dramatically during a flight, both due to fuel consumption and docking other parts for tugging.
  18. First KSO Satellite placed for a network...at least three more to go. Getting the exact orbit is a bit tedious, but it'll be worth it...in ten years or so...XD
  19. Regarding RCS, the AEIS mod has some very effective 180N micro-blocks (SN-1) that may be useful for very short corrections. Also, if you still have problems with overthrusting, you might want to disable all your blocks except one. The torque provided by the probe will cancel the rotation a singular RCS block gives (at least, if you have placed it near the COM), and in conjunction with fine control and tapping will give you the ability to perform correction of ms orbital accuracy. Here is an example 5 dish KSO sat: With those blocks and the procedure above it takes me 8 prograde taps to move from a 5:59:60.0 to 6:00:00:0 orbital period. Granted, the Satellite weighs almost two tons, but the concept remains the same.
  20. Its the Axsotic 3D Mouse http://www.engadget.com/2010/11/09/axsotic-3d-mouse-takes-a-spherical-stab-at-an-age-old-problem/
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