Whovian Posted September 25, 2015 Share Posted September 25, 2015 (edited) Ah, I wasn't entirely clear.As far as I know they've always had the same SMA; I do, however, seem to remember Aptur being something like 1/6 of an orbit ahead of Kerbin a little while back. I'm not sure if Kerbin and Aptur being in roughly the same spot in their orbits is due to something funky going on because Module Manager picked up a weird thing that I installed and which interfered with other things or if that's intentional.Or if I'm just misremembering. Edited September 25, 2015 by Whovian Quote Link to comment Share on other sites More sharing options...
KillAshley Posted September 25, 2015 Author Share Posted September 25, 2015 Both Aptur & Kerbin have always been in perfect sync since i originally added Aptur to the system. When Aptur is at it's per/apo you'll be able to draw a perfect line through the centers of Kerbin, Aptur and Sonnah as they align every half revolution. The orbits for them have been this way since Aptur was introduced way back in v1.35 so anyone seeing them in different positions is either having some sort of conflict or bug occur in their game Quote Link to comment Share on other sites More sharing options...
Sharkman Briton Posted September 26, 2015 Share Posted September 26, 2015 Has anyone got a DV map for this mod? I would be very grateful. Quote Link to comment Share on other sites More sharing options...
eddiew Posted September 26, 2015 Share Posted September 26, 2015 Has anyone got a DV map for this mod? I would be very grateful.Doesn't exist, that's part of why we like it Transfer Window Planner isn't bad at predicting interplanetaries though. Quote Link to comment Share on other sites More sharing options...
Rob K Posted September 26, 2015 Share Posted September 26, 2015 Hello all,Sorry for not digging trough 130 pages of forum (actually I tried but found no matches) but I have a problem upgrading my NH install.Tried 4 times now, deleted the old folders associated with NH, installed the new ones but when i start the game I just get the vanilla Kerbol system. I do see modulemanager loading NH stuff during startup tough, but none of it is showing in my old save or any new game I start.Any tips,help, suggestions??? Quote Link to comment Share on other sites More sharing options...
cantab Posted September 26, 2015 Share Posted September 26, 2015 Check your Kopernicus version, then check the Kopernicus logs. It's possible one of the planets or moons is misbehaving. Quote Link to comment Share on other sites More sharing options...
KillAshley Posted September 26, 2015 Author Share Posted September 26, 2015 Hello all,Sorry for not digging trough 130 pages of forum (actually I tried but found no matches) but I have a problem upgrading my NH install.Tried 4 times now, deleted the old folders associated with NH, installed the new ones but when i start the game I just get the vanilla Kerbol system. I do see modulemanager loading NH stuff during startup tough, but none of it is showing in my old save or any new game I start.Any tips,help, suggestions???Can you send a screenshot of your GameData folder? Also send me the /logs/ folder in a .zip so I can check it out Quote Link to comment Share on other sites More sharing options...
dom700 Posted September 27, 2015 Share Posted September 27, 2015 I believe I have figured out the issue of Transfer Window Planner. The final clue came from the fact that my Kerbin -> Serran calculation of today also showed NaN and stupid values. Apparantly this happens when the necessary escape velocity is more than you need to reach the target Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted September 27, 2015 Share Posted September 27, 2015 I believe I have figured out the issue of Transfer Window Planner. The final clue came from the fact that my Kerbin -> Serran calculation of today also showed NaN and stupid values. Apparantly this happens when the necessary escape velocity is more than you need to reach the targetWhich pretty much happens for everything in the Sonnah system I've found that from a 100km circular orbit around Kerbin, it takes 760m/s to escape. 759, you don't escape. 760, you escape and can easily get outside Serran's orbit. I didn't try, but suspect you may even be able to get down to Mun's orbit from there as well. Of course, leaving Kerbin's SOI at 760 means buggy patched conics and you're going to get recaptured as soon as you leave. So I suggest 765, which is easily enough to reach both Serran and Mun.I've found it's easier to just eject at Serran (or Mun) An/Dn put your eject velocity at around 5m/s over minimum (765 for a 100km orbit), and then just adjust the time you burn so your Ap is at Serran (or your Pe is at Mun) and then go. It takes a very short time to orbit Sonnah.Transfer windows are for wussies Quote Link to comment Share on other sites More sharing options...
Sharkman Briton Posted September 27, 2015 Share Posted September 27, 2015 Well, I uninstalled this mod. (No, this isn't a rage comment saying the mod is bad.)Kindof a ragequit after about an hour of fiddling with manouvre nodes in LKO trying to get an aptur encounter, no matter what I did, I couldn't get an Aptur encounter, I tried normal and antinormal, prograde and retrograde but no cigar, although the nodes did say I'd get a serran encounter a few times, but I wanted to go to Aptur. Quote Link to comment Share on other sites More sharing options...
KillAshley Posted September 27, 2015 Author Share Posted September 27, 2015 Well, I uninstalled this mod. (No, this isn't a rage comment saying the mod is bad.)Kindof a ragequit after about an hour of fiddling with manouvre nodes in LKO trying to get an aptur encounter, no matter what I did, I couldn't get an Aptur encounter, I tried normal and antinormal, prograde and retrograde but no cigar, although the nodes did say I'd get a serran encounter a few times, but I wanted to go to Aptur.There's a pretty good explanation in a video here if you want a watch;[https://youtu.be/OOS0BsP3Lg8Can't embed on my phone Quote Link to comment Share on other sites More sharing options...
cantab Posted September 27, 2015 Share Posted September 27, 2015 I always recommend Precise Node too, it's my number 1 most important mod, more important to me than KER, Alarm Clock, FAR, or anything else. Quote Link to comment Share on other sites More sharing options...
Cochise Posted September 28, 2015 Share Posted September 28, 2015 does this mod have new contracts/missions for career mode to go along with it? Quote Link to comment Share on other sites More sharing options...
eddiew Posted September 28, 2015 Share Posted September 28, 2015 I've found it's easier to just eject at Serran (or Mun) An/Dn put your eject velocity at around 5m/s over minimum (765 for a 100km orbit), and then just adjust the time you burn so your Ap is at Serran (or your Pe is at Mun) and then go. It takes a very short time to orbit Sonnah.Transfer windows are for wussies I'm inclined to agree with this approach - as long as you don't use life support mods I've got a list of intra-Sonnah transfers written down with the difference in angle required between the bodies and approx delta-v to transfer and circularize. Bit of patience and this will happen at the AN/DN. Mostly just eyeball it for an early manoeuvre to get a glancing encounter, then perform a midway correction to get down to a tight polar orbit. Aside from those early missions where efficiency is life and equatorial orbits matter, it tends to work out quite well. Coming back is always easier, what with Kerbin being the big boy amongst Sonnah's moons.The real magic... is how you go interplanetary in New Horizons given that TWP and MechJeb won't calculate exits from a moon. I won't spoil it because I suspect you'd rather work it out (it's discussed further back in this thread anyway) but I'll say that you can get to Laythe for under 1km/s; but that my personal first attempts based on the obvious approach were more like 2.5-3. Because it took my feeble old brain a while to spot the trick does this mod have new contracts/missions for career mode to go along with it?Contracts will generate for the custom bodies - explore, survey, part tests, science, etc - but there's no explicit contracts that I've noticed. Quote Link to comment Share on other sites More sharing options...
IggyHitokage Posted September 28, 2015 Share Posted September 28, 2015 I'm inclined to agree with this approach - as long as you don't use life support mods With RemoteTech, DeepFreeze and USI-LS, Transfer Window Planner is a godsend. One mistimed launch and you can say bye to those Kerbals, especially if (like I was) you're relying on a probe core to kick them out of hibernation. Quote Link to comment Share on other sites More sharing options...
Snark Posted October 1, 2015 Share Posted October 1, 2015 Contracts will generate for the custom bodies - explore, survey, part tests, science, etc - but there's no explicit contracts that I've noticed.I've seen some with names like "Complete the Ultimate Sonnah 4 Rally" (fly by multiple Sonnah moons)... not sure if that's something custom in the mod, or generated automatically by the stock contract system.In any case, I've seen pretty much the same mix of body-specific contracts in New Horizons as in stock, so I'd say that the answer to the original poster's question is yes, it has contracts. Quote Link to comment Share on other sites More sharing options...
cantab Posted October 1, 2015 Share Posted October 1, 2015 So long as I know when the transfer window is, courtesy of Transfer Window Planner, I've been able to set up my interplanetary transfers fairly easily by fiddling with the manoeuvre node. The one aspect I still don't have quite down is the inclination, my Jool transfer orbit was rather inclined compared to Sonnah and Jool's orbits, but I did better for Titanus and Asclepius transfers. Quote Link to comment Share on other sites More sharing options...
Alexoff Posted October 4, 2015 Share Posted October 4, 2015 Is it possible to fly at Titanus? I tried common craft, but looks like it's wings didn't work. and rapier gives only 30 kN... Quote Link to comment Share on other sites More sharing options...
eddiew Posted October 5, 2015 Share Posted October 5, 2015 Is it possible to fly at Titanus? I tried common craft, but looks like it's wings didn't work. and rapier gives only 30 kN...I can't remember the atmospheric density at Titanus, but checking it in-game will probably answer the question Quote Link to comment Share on other sites More sharing options...
KillAshley Posted October 5, 2015 Author Share Posted October 5, 2015 it is possible....just very hardIt's more of a glide than a flight with that much pressure Quote Link to comment Share on other sites More sharing options...
eddiew Posted October 5, 2015 Share Posted October 5, 2015 It's more of a glide than a flight with that much pressure Ah, sounds like I'm right to suspect an Eve-esque atmosphere then? Hard to fly in a superfluid ^^ Quote Link to comment Share on other sites More sharing options...
cantab Posted October 5, 2015 Share Posted October 5, 2015 The pressure shouldn't be a problem, thicker air is generally held to make flight easier. Or at least the same plane will fly more slowly.The gravity is what will get you on Titanus I expect. With 2.2 times Kerbin gravity the same plane would need 2.2 times the lift to stay up. So you'll either need big wings on a light airframe or you'll need to fly fast. But flying fast requires more power to overcome the drag, and big wings will themselves add drag. Nonetheless I reckon if you build a plane that's got a low stall speed and plenty of power on Kerbin it will have a decent chance on Titanus. Quote Link to comment Share on other sites More sharing options...
Alexoff Posted October 5, 2015 Share Posted October 5, 2015 Well, I speed up to 130 m/s at Titanus without any problem, but there is no lift force, my aircraft just crashed into terrain... Quote Link to comment Share on other sites More sharing options...
KillAshley Posted October 6, 2015 Author Share Posted October 6, 2015 Well, I speed up to 130 m/s at Titanus without any problem, but there is no lift force, my aircraft just crashed into terrain...as you can see I get quite a lot of lift on the craft. Are you running the latest version? As before that I had the atmosphericMolarMass far too low, making the atmosphere pretty weak. Perhaps try re-downloading the latest version and trying again. Quote Link to comment Share on other sites More sharing options...
eddiew Posted October 6, 2015 Share Posted October 6, 2015 Yo guys, anyone been playing NH with any of the rescale mods (2, 3.7, 6.4)? I'm debating my setup for 1.1 and 64-bit, but not sure if it'll be just plain too hard if the system is any bigger... Quote Link to comment Share on other sites More sharing options...
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