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michaelhester07

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Posts posted by michaelhester07

  1. Probes are actually really good for finding and marking the biomes. Just make small probes with the temperature or gravity sensor and send them to every feature on the target that looks important. If the experiment describes it as from a different name from what you've seen before then you can mark the biome (by renaming the probe). Then you know where to send your kerbal to get the soil sample.

  2. The fuel lines let you decide which tank drains first. It ultimately is supposed to let you transfer fuel between containers which are attached with components that don't allow a fuel transfer (like the metal struts). The pipes will make fuel flow in the direction of the arrows on them. The fuel will flow out of the tank in the retrograde direction of the pipe first. That is if you have 2 tanks with a pipe between them they'll drain from the first to the second. The second one doesn't drain yet.

    The point of asparagus staging (from what I can tell) is to maintain a flat TWR as the rocket launches. You'll drain 6 rockets with a TWR of 2 but by the time you drain the tanks on the first 2 you'll be up to TWR of 2.6 or so. You break those rockets off and continue on the 4, back down to a TWR of 2. This burns until you're down to one rocket with a TWR of 2 for the remaining weight of the rocket. You'll get the same acceleration with less fuel and hopefully cost than if you just stuck 7 tanks together each with a rocket and let em burn. That by the way is how I've been doing it and I'll describe it below. I personally don't do asparagus staging as it is hard for the automatic stack control to understand and I don't like taking 10 minutes to figure out the stack only to find out I have to add a part and it completely resets my stack after I do that.

    My 1.5 rule.

    If you consider the largest tank you have available that matches your rocket's engine size as 1, the second largest as .5 you end up with the 1.5 I refer to. Always put the bigger tank on the bottom to increase the rocket's stability. Struts may be used to increase the stack stability for long rockets.

    Here we go:

    LV-T30/45: FL 800 and FL 400. : Provides about 2500m/s deltav at about 2.1 TWR. The T30 has a higher TWR with a lower delta v. Once I have the 45s I don't use the 30s though.

    LV 909: FL 400, FL 200. If I followed the rule. I personally hate making tall lander rockets and wouldn't use the 909 for anything else. 1 FL 400 gives 2200 delta V for 1 ton of materal on the craft, enough for a return trip after a Mun landing.

    Rocomax poodle: The rocomax 1600 matches this like the FL 400 matches the 909. Same purpose, bigger rocket. Also doesn't follow the rule. If it did it would take the rocomax 800 size as well (that thin one with the same fuel content as the FL 800)

    Rocomax skipper: Rocomax 3200, Rocomax 1600: I primarily use this as an orbit insertion rocket. 2400 delta v for a 15 ton rocket. TWR is fairly low though, only 1.8.

    Rocomax Mainsail: Rocomax 6400 (orange tank), rocomax 3200: I call it the Flying cigarette. Used for bottom stacks in a pack of 5 (center with 4 surrounding). Struts must be used to attach the upper stages, otherwise the rocomax decoupler gets crushed under the thrust and the rocket falls apart. Launches up to 50 tons of craft above it (including the weight of the skipper stage). If you need to get more weight than this consider a castle shaped launch vehicle.

    With what you're doing adding extra radial rockets watch your G force doesn't go too high and keep the large tanks to the bottom. If you put your orange tanks on top of the silver ones your rocket will be unstable. Make sure you have enough struts to keep it from flying apart. If something falls off, add struts to it.

  3. I got to thinking something about space stations and game performance. It seems that when I connect more than 4 ships together to form a station the framerate starts dropping like a rock. I even set the physics delta to .03 to maintain it. I wanted to think about why this happens and I think I know (though I don't know what the inner workings of KSP is like).

    If each ship is structured as a tree then the docking ports allow multiple trees to be connected together. The collision component is calculating whether a collision happens for each tree. The thing I want to suggest is this:

    If multiple trees are connected the game only needs to calculate collisions and structural physics once for the whole interconnected tree choosing only one "root" of one of the space ships as the calculation root. I believe now it calculates the collisions for each tree root in the connected system. This results in redundant collision measurements and cuts into the framerate, dividing it by each connected ship in the system, of course depending on the size of the ship part wise.

    I need to test if this is true by connecting together several ships with the same design to see if the framerate divides by the number of ships connected.

    It's something worth taking a look at for optimizing large space stations.

  4. Tutorials should show you how to control your rocket. The biggest thing to remember is where the toggle for SAS is (T). Turn it on during launch to stabilize your flight. You can still make adjustments with it turned on with the key controls. Now letting go of the key will let the ship stay where you put it.

    To avoid losing orientation pay more attention to the nav-ball on the bottom rather than your camera view. The key commands are mapped to that ball (as they would on a real spaceship I imagine.

    Some cases where the keys actually have to map to your camera movement exist (such as docking) in which case tap the V key till you get the "chase" camera. That camera maps your view UP to the navball UP. Flight controls are like an airplane at that point.

  5. I wish I could add a camera/radar assembly module to a probe. Make it so that would be able to produce the same data as a crew report would. So far the only probe I have that actually feels like a real probe is the kethane scanner probe I have in orbit of Mun and I had to get a mod to make it.

    Wishlist of probe capable parts:

    Camera -crew reports : what idiot builds a probe that can't get a decent look at what they shot it at. Even Voyager had a camera.

    Thermal Camera -temperature reports from orbit... lets me get the 40% transmission value without landing: It would be like the thermal satellites we have now.

    Radar mapper - Scan the surface to generate a topographical map which lets me identify the biomes and identify safe landing spots (flat spots). : Rather than fly blind and hope for the best which usually results in me splattering a kerbal across the landscape I want to be able to identify a safe place to touch down.

    Resource detectors: Generate 1 science point per scan node (like the kethane scanner) on a planet when it successfully finds a resource. Could be labeled as a spectrometer.

    - water : gotta find this for a sustainable base

    - oxygen : if the planet or moon has this I can generate breathing air for the Kerbals

    - metals : If I want to do any construction on the object without having to ship all the materials from Kerbal.

    - Helium 3 or Kethane: generating fuel on the surface

    - Atmospheric composition sensor: What if Duna had an oxygen envrionment? I don't know since I can't tell what the atmosphere is composed of. This one would require entering the atmosphere to find out. Some small amount of science from this.

    - Surface sample analysis kit: Similar to what the Curiosity rover has on it this would allow a probe or unmanned rover to take surface samples. It would use the same science pool as a kerbal taking a surface sample.

    This equipment is on real life probes to gather information. The information they gather lets us determine if and where we could put a moon base. Such a base would allow easier construction of vessels to other planets. I would even assume in 2001: A Space Odyssey that they would have had a moon base where they built the Discovery as launching all of that into orbit would be really expensive.

    It's interesting that KSP could become research into ways to get into the deeper corners of the solar system :)

  6. Yesterday I did a rescue from munar orbit of Jeb. He had been there since the start of my current campaign. I landed a kethane mining probe on duna and realized that I can't shut down the drills when the probe has no power (wait what?) so I have to build another mining probe to go there instead. The orbital refinery space station is coming along well and has all the old transfer stages parked there. I'm going to send one back to Kerbin to pick up the new probe and bring it back to Duna. No sense launching what I can reuse.

  7. You can use the stack decouplers to stack the small Solid boosters. My only problem is controlling the rocket with that setup but you can keep it fairly straight.

    Do a capsule with a parachute, the 400 size liquid fuel tank and the LV-30 for your first launch. EVA, soil, get back in, crew report, launch it and then recover it. That unlocks the stack separator.

    Use the stack separator to add another copy of the 400+lv30. mount 3 of the SRBs on the side of that. Use stack separators below those and add 3 more srbs below. That should make for 6 stages: stage 6 fires 3 SRBs, stage 5 separates them. Stage 4 does the center LV30 and the 3 srbs. Stage 3 separates that (make sure you burn all the gas on that LV30). Stage 2 separates that and stage 1 inserts you into orbit after you burn about half of it.

    If you turn 45 degrees east (but your center marker of the navball on the 90) you'll do a good enough gravity turn to get to orbit. Once the speed indicator switches over to "orbit" burn to half of your stage 1 if it's still there. Switch to your map and plan a burn prograde until the Ap mark swaps with the Pe mark. After that burn you're in orbit.

    Once you unlock the LV45 things get easier to control.

    *edit: the gravity turn should be at 10km altitude... that's when you break above the thickest part of the soup that's kerban's atmosphere.

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