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horndgmium

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Posts posted by horndgmium

  1. Pic mid-weight, Is that a thing?

    I'll let the album do the talking. Descriptions of the mission are on the pictures.

    If you guys want a mod list or craft files I'd be happy to oblige.

    Also, my bad for not taking screenshots of the launch vehicle! It was Soyuz style but asparagus staged. You can see the core Interplanetary stage in the Mun gravity assist photo but without the drop tanks for Kerbin escape. Again, craft file if requested.

    For the lander/transfer stages I did an Apollo style craft, as you will see.

    I'd say drum roll, but this mission was more like letting a somersaulting raccoon fly the space shuttle.

    Overview of steps:

    1. Get to HKO.

    2 Leave Kerbin with mun assist

    3. Burn to Duna. Ditch transfer stage.

    4. Join lander and secondary transfer stages. Transfer engine will burn the trajectory changes necessary.

    5.Intercept Duna. Preferably with Ike's help.

    6. Achieve non-eccentric, close to equatorial Duna orbit.

    7. Detach lander, deorbit it.

    8. Land at low point on Duna to minimize fuel usage.

    9. Do science.

    10. Go to Duna orbit.

    11. Rendezvous with transfer stage.

    12. Take science, fuel, and kerbals (in that order) to the transfer stage.

    14. Detach from lander.

    15. Burn to Duna escape, preferably using Ike.

    16. Get Kerbin intercept and burn it.

    17. Aerobrake in Kerbin's atmosphere.

    18. Reentry without dying.

    19. Land using parachutes.

    20. Recover and profit!

    I'm happy to say I successfully planned and carried out all of these steps. This is a personal best for me!

    Javascript is disabled. View full album
  2. Okay so this has happened to me quite a while, my little ship has B9 torque wheel and Mk1 command pod (and various other things obviously). When I turn off SAS my ship will start spinning one direction steadily. It will stop doing that if I toggle the torque off on the reaction wheel and the command pod.

    Hopefully this is a common issue and an easy fix, but if not I can post a bunch of specifics.

  3. Well I use air brakes to slow down during actual reentry, but the problem arises when I'm still moving at supersonic speeds at low altitudes. Turning becomes cumbersome with a keyboard because small taps cause g-loading becomes excessive with such a high air density/speed ratio. And then aerodynamic failures happen. I guess this may be a design flaw of my craft, but I tend to not use flaps (at least for SSTOs) because they're almost all delta winged. Spoilers are my go to for reentry, I just mount them on the top and bottom of the wings and it works okay. But that's sort of irrelevant.

    I actually didn't know about the caps-lock controls so it'll be useful to have fine controls though.

    All I'm saying here is that I'd like a slider bar to adjust maximum deflection angles mid flight, in a way that let's you adjust all control surfaces (or specific groups) more quickly, on the fly.

    It's just simpler in my opinion. You'd be able to respond quickly to things going wrong by just sliding the bar. Say you needed some more deflection at 25km on jets still because your wings aren't producing enough lift? Increase the maximum angle, and then change it back if you don't need it anymore.

  4. Apparently you misunderstood the reasoning behind this post. Reentry does not occur in the SPH. It is in the atmosphere. I do not want huge deflections of control surface for reentry, only achieving orbit. I would like to change the maximum deflection angle for different parts of the flight. Better?

  5. Yo, so I've been struggling with reentering with space planes lately. This is more due to the fact that reentering causes high dynamic pressure, causing smaller control deflections to make g-loading jumps that tear my plane apart. I do not have a joystick, obviously, which makes it rather difficult to deflect in small amounts. This would be largely based on the keyboard pilots then.

    I was wondering if someone could make a plugin that is a slider bar and allows for modification of control surface deflection maximums. I think it would be nice to be able to control by groups (such as elevators, ailerons, and verts) or control surfaces as a whole. The slider would act in such a way that it starts in the middle allowing for normal deflection amounts. If you drag it to the left, deflections decrease linearly to zero. If you drag it to the right, deflections increase to whatever the surface maximum is.

    One more thing... it might also be useful to have an option to differentiate between positive and negative deflection, such that you could set negative deflection to 0 or something, thus allowing yourself to only pitch up. IDK if this part sounds good, but just a thought.

    Hopefully, someone who works on those mods will see this. If not, I'd love some feedback about it. I may end up attempting to make such a mod.

  6. Old explosions were impressive with fires and smoke trails but that can in reality only happen on Kerbin and Laythe as anywhere else you're missing the oxygen needed to feed the fire. Oxidizer from tanks would not do the trick, anything remaining after initial explosion would dissipate too fast to let the fire follow it.

    It's kind of sad how majority of movies and games run in air-filled vacuum according to effects used.

    I'm no rocket scientist, but I'm pretty sure the whole point of hypergolic propellant is that it DOES explode without atmospheric oxygen.

  7. When controlling an orbiting craft in map view, it is extremely easy to double click on a celestial body and switch your camera view to it. However, when in (especially low) orbit, it is nearly impossible to switch the view back to whatever craft you are currently flying.

    Proposed fix: create a toolbar UI (yes, stock toolbar) button that opens up a drop-down menu of celestial bodies, and then you can click the one your craft is orbiting. That then drops down a second menu with a list of the crafts orbiting it. Double clicking should then switch your camera focus to the vessel in question. The craft you are currently flying should be displayed at the top of this list, or even at the top of the planetary bodies list.

  8. I am planning on taking a look at including a few new types of contracts, such as planting seismometers on a target mountainside.

    Would you be able to make it so leaving a scientific device in a biome will give you science over time? That would be cool for most of the science experiments, and on different planets/moons as well.

    You'd probably have to nerf time-warping somehow though?

    Oh I almost forgot to mention, this is excellent, thank you!

  9. I've been trying lately to do a successful career, but RSS is significantly complicating things. I've resorted to shamefully leeching science from all parts of Kerbin. I'm not playing stock RSS either, which makes things a little easier (the Bootleg command pod makes starting missions possible). I think the most annoying part is the stock re-size (I went in and changed some rescale factors to 1.0 but I accidentally deleted the file when I re-downloaded RSS yesterday and now I don't feel like changing it again).

    So for me, it's slow going, and I should have an orbit today with the least space-worthy craft ever created.

    Any luck for the rest of yous?

  10. I was wondering if anyone could help me with this issue:

    https://4q2bdq.bn1.livefilestore.com/y2pU9ha_nvslUGw-c_is4QPan7aRKsCjXOax6V6daITFJ8paZ8PBzKehh7ftljtbsxANkjGrjT4y-QU7t3YC9pAXAyoFJi7RWM5tbpqBG1l2R8/TweakScale.png?psid=1

    I'm using the 64-bit version of KSP, and as far as I know, have everything up to date. I'm really stumped. The tweaking UI has vanished from everything, and I can't get it to appear. I'm using the same mods I had in 23.5, so I don't think there's any conflicts. Thanks for your help!

    That's because the plugin currently does not work with 0.24.

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