Kerbal Space Program

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Discussion

DIW35

4,145 posts

201 months

Thursday 10th April 2014
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NNH said:
If you click on one of the unknown objects, then a blue radio telescope icon should be available at the bottom left. Clicking that will resolve an orbit for the asteroid.
The icons across the top of the tracking centre screen is telling me there are 7 unknown objects. However, there is nothing anywhere else on the screen that I can click to try and identify what those objects are.

ETA: Sussed it. Just needed to zoom out in the map view, and they were way off out the other side of Duna. Clicking on them there then gave me the opportunity to track them.

davepoth

29,395 posts

200 months

Thursday 10th April 2014
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DIW35 said:
A picture of your station would greatly assist in trying to make a diagnosis as to what your problem might be. Good luck with docking. It's easy once you grasp all the concepts involved, but it can be quite a steep learning curve.
Putting it into docking mode to access the RCS translation controls is a massive help. Not knowing about that, running out of RCS fuel and then having to do it with the main engine is...interesting. smile

paulrussell

2,113 posts

162 months

Thursday 10th April 2014
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DIW35 said:
A picture of your station would greatly assist in trying to make a diagnosis as to what your problem might be. Good luck with docking. It's easy once you grasp all the concepts involved, but it can be quite a steep learning curve.
Dumb question coming up. How do I take a picture on the game?


Another question. How do I get Bill Kerbin back in the station? As at the moment he's floating near it after I decided to do an EVA without knowing the controls?

Edited by paulrussell on Thursday 10th April 18:39

davepoth

29,395 posts

200 months

Thursday 10th April 2014
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paulrussell said:
DIW35 said:
A picture of your station would greatly assist in trying to make a diagnosis as to what your problem might be. Good luck with docking. It's easy once you grasp all the concepts involved, but it can be quite a steep learning curve.
Dumb question coming up. How do I take a picture on the game?


Another question. How do I get Bill Kerbin back in the station? As at the moment he's floating near it after I decided to do an EVA without knowing the controls?

Edited by paulrussell on Thursday 10th April 18:39
Well, if he's still got RCS fuel left then you can fly him back. If not you could try taking Bob or Jeb out on an EVA, get behind him, and push him back to the station. That's probably quite stupid though. biggrin

The other option is to try and get a ship close enough to him so he can grab the ladder. Again, very difficult, but a bit more sensible.

-edit-

Just had a fun thought. .23.5 added a claw for grabbing asteroids, and it also works on Kerbals. biggrin

DIW35

4,145 posts

201 months

Thursday 10th April 2014
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Use F1 to take a screen shot. It gets saved in a Screenshot folder in your main game folder. If you want to lose the HUD and other information dotted around the screen, press F2 first.

To fly a pilot on EVA, press R to activate his RCS. You can then use the H,N,J,L,K and I keys to fly him around. Just tap the keys, as once he starts moving, you need to press the opposite direction to stop him again, and if he's going too fast, it doesn't take long before he is miles from anywhere.


davepoth said:
Putting it into docking mode to access the RCS translation controls is a massive help. Not knowing about that, running out of RCS fuel and then having to do it with the main engine is...interesting. smile
Personally I've never got on with using docking mode, as the need to keep switching using the space bar is a pain. Just turn the RCS on and use the same keys as listed above for translation movements.

Edited by DIW35 on Thursday 10th April 20:10

CrutyRammers

13,735 posts

199 months

Thursday 10th April 2014
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DIW35 said:
Use F1 to take a screen shot.
Or F12 if you're playing via steam!

paulrussell

2,113 posts

162 months

Thursday 10th April 2014
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I've noted what my station is made up of, as it's easier for me. It consists of MK1-2 Command Pod, PPD-12 Cupola Module, Rockman Hubmax Multi-Point Connector, PPD Hitchhiker Storage Container, FL-R1 RCS Fuel Tank, Rockomax X200-32, Rockomax X200-16 Fuel Tank, Rockomax Mainsail Liquid Engine.

DIW35

4,145 posts

201 months

Friday 11th April 2014
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I have put those components together though I doubt what I have come up with is quite what your station looks like. However, if that is your complete vehicle then it is seriously short of Dv to get in to orbit. This is assuming that there is not a lifting stage that you have not listed to get this vehicle in to orbit.

Both command pods are quite heavy and you only need one if you want a manned vessel rather than a probe. You are also carrying quite a lot of RCS fuel even though you haven't listed any RCS thrusters so I assume this is for refuelling other ships. If that is the case you will need docking ports, which you haven't listed. As I said before it would be much easier to give specific advice if we could actually see your station and what fuel/engine combinations you are using to launch it.

My own approach to station building is to launch it in small manageable parts that are then assembled once in orbit, but you need to be able to dock to do it like that.

paulrussell

2,113 posts

162 months

Friday 11th April 2014
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I can't remember what I launched it with. I've got quite a few thrusters, and a dock at the top, with a dock in between the pods and the dock connector. I'll try to get a photo up in the afternoon, as it's a bit late to try find out how now.

Foliage

3,861 posts

123 months

Friday 11th April 2014
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firemunki said:
Hell I can't even get a man in orbit let alone a space station!
Have a look at the scott manley tutorials on youtube if your stuck.


All you really need is a launch stage and an orbit stage you need to be hitting about 1000m/s as your leaving the atmosphere with your first stage, but getting your head around the physics of orbiting and the manoeuvre node system is a challenge.

firemunki

362 posts

132 months

Friday 11th April 2014
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That is where I was going wrong, I had a one that was powerful enough and made an orbital shape but my angle was well off so just went out a long way and then back to earth but not an orbit. Will keep playing. Gotta get the little fella in orbit soon.

Foliage

3,861 posts

123 months

Friday 11th April 2014
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firemunki said:
That is where I was going wrong, I had a one that was powerful enough and made an orbital shape but my angle was well off so just went out a long way and then back to earth but not an orbit. Will keep playing. Gotta get the little fella in orbit soon.
What I do is lean my ship over to about 10-15 eastwards at about 12-15km (gravity turn) then at 30-35km I switch to map view and once the top of my path hits around 120km at its top I kill my engines and setup a node at the top to create a circular orbit, point my nose at the blue cross that's appeared on my nav ball at around 100km then 30s before the node start my burn, once my blue path line matches the yellow line I kill my engines (x) then go about doing whatever I went up into orbit to do (looking out the window etc)

To get back down just burn retrograde (the green circle with the cross in it on the nav ball) to make the blue line go through kerbin.

NNH

1,520 posts

133 months

Friday 11th April 2014
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Foliage said:
firemunki said:
That is where I was going wrong, I had a one that was powerful enough and made an orbital shape but my angle was well off so just went out a long way and then back to earth but not an orbit. Will keep playing. Gotta get the little fella in orbit soon.
What I do is lean my ship over to about 10-15 eastwards at about 12-15km (gravity turn) then at 30-35km I switch to map view and once the top of my path hits around 120km at its top I kill my engines and setup a node at the top to create a circular orbit, point my nose at the blue cross that's appeared on my nav ball at around 100km then 30s before the node start my burn, once my blue path line matches the yellow line I kill my engines (x) then go about doing whatever I went up into orbit to do (looking out the window etc)

To get back down just burn retrograde (the green circle with the cross in it on the nav ball) to make the blue line go through kerbin.
I keep leaning further and further over as I gain altitude, to around 45 degrees at or before 30km. Once I've got most of the staging out of the way I switch to map mode and turn to fully horizontal by the time my apogee reaches 60km, which lets me pick up speed and raise my apogee to around 75km. I then cut the engines and coast to somewhere near the apogee, burn horizontally again till I get a circularish orbit at 75-80km and a bit more than 2300m/s. From that point, you can raise your orbit at your leisure. I tend to have a big fuel station at 125km (ie just above the 120km limit for 100x time) for preparing interplanetary missions with multiple components.

Derek Withers

869 posts

187 months

Friday 11th April 2014
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I found myself using less fuel by going straight up until 10kms then putting in a 45 degree turn until I get past 35kms then start leveling out more.

DIW35

4,145 posts

201 months

Friday 11th April 2014
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Derek Withers said:
I found myself using less fuel by going straight up until 10kms then putting in a 45 degree turn until I get past 35kms then start leveling out more.
I am sure there is a video somewhere that shows doing a gravity turn at 10k is the most fuel efficient way of getting in to orbit. Turning earlier means you spend more time in the thicker part of the atmosphere and turning later means you are spending more time burning directly against gravity.

davepoth

29,395 posts

200 months

Saturday 12th April 2014
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DIW35 said:
Derek Withers said:
I found myself using less fuel by going straight up until 10kms then putting in a 45 degree turn until I get past 35kms then start leveling out more.
I am sure there is a video somewhere that shows doing a gravity turn at 10k is the most fuel efficient way of getting in to orbit. Turning earlier means you spend more time in the thicker part of the atmosphere and turning later means you are spending more time burning directly against gravity.
The altitude to start the turn depends on thrust to weight ratio IIRC - I think if you have excess thrust you can afford to turn earlier, but it's better to turn later if you are a bit marginal on power.

DIW35

4,145 posts

201 months

Sunday 13th April 2014
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I have to say that at the moment I am completely failing to understand the point of asteroids. Can you actually do anything useful with them?

callmedave

2,686 posts

146 months

Sunday 13th April 2014
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I'm thinking you can gain science from them. I'm planning to latch on to one, Eva and get a surface sample. But I haven't had time yet. Il let you know my results

wst

3,494 posts

162 months

Monday 14th April 2014
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It's a good job they're easy to move, or this video would never have happened!

DIW35

4,145 posts

201 months

Monday 14th April 2014
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There is a Skybox texture and Universe replacer mod that includes clouds, though I didn't bother re-installing it with this latest patch. Can't be bothered with career mode, so science and different biomes is all rather superfluous, but I like the idea of putting them in orbit around planets to be mined for fuel.