![]() RemoteTech: ModuleRTDataTransmitter::Transmit RemoteTech: ModuleRTDataTransmitter::TransmitData(2p) Loading Kopernicus On Demand PQSMod For the Mun Unloading Kopernicus On Demand PQSMod For Kerbin FF: orbit closed detected for vessel probeCoreOcto (Farsight II) Don't have time to try it myself and not quite sure how action groups work when detaching parts of a ship. If you show me the way, I could try to dev this (if I end up beeing able to)ĭid action groups work with flight computer delay? That probably would be the only way to do this. I have basic knowledge in C#, Monobehavior and Unity 5. ![]() If not, I understant the dev(s) can't add more options now, and gladly offer my small help. Is their a known solution for this? Exept adding a second antenna that is turned on while the first is off so I still have signal to tell the first to reopen 10min later I cant ask the computer to add this command. But I can only ask the computer to add the "Open antenna in 10min" when the antenna is closed, and. I must temporarly deactivate my antenna (ie: Communotron 88-88) so it does not break and would like to use the flight computer to re-activate it say 5-10minutes later. The problem: Send a manned mission to drop an unmanned lander with RT with only 1 antenna that needs to be desactivated during re-entry (ie: to land on Eve) ![]() I've never been able to solve this problem (without 'cheating' my way out of the problem) Absolute NEED for me (unlike future kind of RT feature that KSP will have). I'm using that fuel for docking and then I'll use whatever's left to begin the trans-Eve injection burn.First of, thanks for the current dev(s) and previous one(s) for developting this great mod. There was probably an extra 1 km/s of delta-v in the launch stages left over. They were both launched on beast-mode rockets though it turns out that the launch vehicles for both were overbuilt. Then it will land on chutes, take off and dock with the tug which will take it back to Kerbin. The lander will fall down to the surface with minimal use of the engines. It will drag it out to Eve, put it on a de-orbit path, boost itself back into a stable orbit and wait for the lander to return. I have a nuclear-reactor powered, ion-engined space tug in a 200 km orbit, waiting to be docked with the lander. I assume it would make the game harder to play and break my computer. Here's the lander on ascent, before and after it dropped the quad monopropellant fuel tanks. The relay should be useful for future missions though. The transtage remained in orbit to function as a relay but it turns out that the antennas I selected for the lander were powerful enough to be able to talk directly to Kerbin. Anyways, the landing was easy thanks to the parachutes and I got a ton of science. Ugh so somehow I forgot to take pictures on the surface. Settling into a low orbit also took several in-game days and about half an hour or so in real time. The system was sized to be able to run purely off solar power but unfortunately, a Duna trajectory requires burning on the nightside of Kerbin.Īfter arrival at Duna, I was able to burn in daylight but only with 3 of the 4 engines lit. ![]() It probably took 2 hours of real-time to make it through, even with the 4x warp on. The cycle would go: burn, discharge capacitors, stop burn, recharge at apoapsis, burn again. The transtage was dramatically underpowered (even for an ion drive) and it took several months of game time to reach an escape trajectory. The transtage is powered by quad-ion drives and a buttload of solar cells, batteries and capacitors. It's a lot easier than lining up orbital alignments though so I always use it except for the few times I accidentally launch into an aligned orbit. Though my approach (to get to Minmus orbit then burn full retrograde so that I fly backwards until I run into Minmus) is very inefficient. The most efficient transfers to get to Minmus only require marginally more fuel than getting to the Mun. I find that a TWR of 1.3 is sufficient for most landings though it does depend on how much fuel you have. if you fly over a mountain, all of a sudden you should have started your burn a few kilometers higher than if you are landing on a lowlands. Always start your burn a bit early though because as the terrain changes under you, you may get a nasty surprise. That's your most efficient landing profile for a planet/moon without atmosphere. NavBallDockingAlignmentIndicatorCE - 1.0.3ĭo you have Kerbal Engineer installed? It has a neat feature called the 'suicide burn' which tells you when you need to begin throttling at 100% to reach 0 altitude at 0 velocity. MunarIndustries Fuel Tank Expansion - 0.9.6 KSP: 1.3.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bitĬontract Pack: Bases and Stations - 3.7.0.1ĬapCom Mission Control On The Go - 1.0.2.7įMRS (Flight Manager For Reusable Stages) - 1.2.6
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