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Alpheratz

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Everything posted by Alpheratz

  1. I found something interesting, you can reverse your orbit on the Mun with only 386 m/s of delta-v (normal manoeuvre would be 1100 m/s)
  2. Yeah, and it turns out you don't even need a symmetric design. By offsetting the capsule and taking into account the mass of the kerbal you can get a stable flight without too much trouble
  3. Ok, this is the first part of my attempt! http://imgur.com/a/uAfwk
  4. This is a very interesting mission idea! I'm looking forward to seeing the station after many iterations. I'm guessing we must use 1.0.5 for the moment, is that right?
  5. Good to see that this challenge is back up I'm one flight away from completing this challenge, I'll be posting it soon.
  6. I havent read all the 28 pages of this challenge, but I found a way to get EVA reports while flying high: [IMG]http://i.imgur.com/obPuh7B.png[/IMG] [IMG]http://i.imgur.com/zcfhiAJ.png[/IMG] Next step: EVA from space all around Kerbin :)
  7. Thanks for the reply. I'm about a third of the way through, I'm still looking for the last biomes of Kerbin before to go to space :)
  8. I'll give this challenge a try. Can I use Science Alert?
  9. Hi everyone, This was more of a personal challenge, since Eve was the last body I had returned from. The design is very simple and the execution was sloppy, but I got it anyways. So here it is:
  10. I'm trying to make a massless recovery system to bring down a kerbal from orbit around Kerbin. Do you think this is possible? Or maybe a recovery system with only one wing?
  11. I'm trying to do the lowest mass challenge. I carry the Mk1 pod all the way and back, but is it ok if I return to Kerbin on a seat?
  12. I've been trying to make a simple Eve flyby return mission with the Multi-Flyby Maneuver Sequencer. In most cases, my trajectory goes through Eve. Is there a way to prevent this from happening?
  13. This is my entry in the CHEATING category. Using physicsless engines and structural parts, the ship weighs only 0.04 tons. Adding more engines would have given a better TWR, but the part count started to lag my computer. Notice that the screenshot was taken only 12 seconds after takeoff while using 5% thrust in the denser part of the atmosphere. Of course, I used infinite fuel. So this is 9371 g's.
  14. Tested a third time. Altitude for parachutes are calculated from sea level on Duna. I had 2 sets of parachutes. They deployed at exactly 5000 m and 4000 m altitude as configured. Savefile before aerocapture: (parachutes set at 1000 m) https://www.dropbox.com/s/wr6xnjrgnz6foi1/quicksave.sfs?dl=0
  15. Sadly, I don't. I played in hard mode, so I didn't bother to quicksave frequently. The file persistent.sfs has been overwritten after the crash. thereaverofdarkness: I'll try that, thanks
  16. In the second attempt I chose a better periapsis for aerocapture, but I still got this: Does this mean that the altitude parameter for the parachutes has changed from "from the ground" to "from sea level"?
  17. Hi, I'll post this as a question, but it could also be a bug. I was playing in hard career mode my Duna Lander was entering the atmosphere. All parachutes were set to deploy at 1000m from the ground. To my surprise, I crashed at 750 m/s on the surface at 5 500 m altitude, with the parachutes being only partially deployed. Too bad for my best pilot Is there something about parachutes that prevent them to open at high speeds? Or is it the game's new aerodynamic model changing the usual periapsis height for a Duna aerocapture? Thanks, Alpheratz
  18. This might be a dumb question, but what is EngineGroupController? I searched the entire GameData folder for this string and found nothing.
  19. The two side boosters throttle down temporarily when passing through maximum aerodynamic pressure to reduce stress on the vehicle. This doesn't last long before they throttle at 100% again.
  20. Yeah, that's what I meant. But it's still just a suggestion
  21. I'd like to bring up something else about RO + RemoteTech. The signal delay between the Moon and Earth is 1.33s as shown three posts earlier. The thing is, mission operators are at KSC and can only see what's happened once the signal has come back. Therefore, should we double signal delay?
  22. I just noticed that signal delay is disabled for Realism Overhaul (EnableSignalDelay = False) in RemoteTech_Settings.cfg. Is there a reason why? My moon landing would have been much harder with 1s delay! If I have a minute or two later today I'll try to manually change the config to see if signal delay is playable in RO. Edit: it seems to be working just fine: What was the reason for disabling signal delay with RemoteTech? Was it unstable?
  23. I just noticed that signal delay is disabled for Realism Overhaul (EnableSignalDelay = False) in RemoteTech_Settings.cfg. Is there a reason why? My moon landing would have been much harder with 1s delay!
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