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Author Topic: (KSP LP) Bay12 Space Program: Conical Difficulties  (Read 72274 times)

ShadowHammer

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Re: (KSP LP) Bay12 Space Program: Um...
« Reply #135 on: February 24, 2014, 06:32:17 pm »

It's fairly tricky to learn how to use maneuvers. Perhaps you should look up a tutorial.

Sorry if this sounds condescending, it's written in my explaining tone, which usually comes across (unintentionally) as patronizing.

I'm not very good at describing stuff, so a tutorial is probably easier than trying to figure out what I mean. If this is helpful, though, then that's great.
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WillowLuman

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Re: (KSP LP) Bay12 Space Program: Um...
« Reply #136 on: February 24, 2014, 06:39:02 pm »

Oh, and use maneuver nodes to predict stuff, rather than burning to see what happens. If you try to do this without maneuver nodes, you will waste your fuel.
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Re: (KSP LP) Bay12 Space Program: Um...
« Reply #137 on: February 24, 2014, 07:49:03 pm »

I actually had no idea what people were saying about maneuvering for rendezvous, but when I did the rendezvous tutorial in the game I finally got it, the only thing I miss Is rotating your orbit using normal/ anti normal or whatever, I think I have I figured out thx to the help in the ksp thread I just haven't played for a while.

Tldr; try the I game rendezvous tutorial, it's one of the Munar ones.
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: Um...
« Reply #138 on: February 24, 2014, 08:15:38 pm »

I get all that. The only thing I don't get is which of the markers I'm supposed to fire for. I only saw four: The yellow prograde and retrograde markers, and two lavender markers that weren't the right one.
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ShadowHammer

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Re: (KSP LP) Bay12 Space Program: Um...
« Reply #139 on: February 24, 2014, 09:44:32 pm »

I get all that. The only thing I don't get is which of the markers I'm supposed to fire for. I only saw four: The yellow prograde and retrograde markers, and two lavender markers that weren't the right one.
There should be a blue north/south set of markers. If you don't see those, then that is strange indeed, and those are the ones used to adjust inclination, so they're pretty vital.
Also, what is the question? Which marker does what, or which direction should you burn?
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: Um...
« Reply #140 on: February 24, 2014, 09:51:41 pm »

Which direction do I burn. Wiki research suggests that the lavender ones are prograde and retrograde for the targeted thing's orbit, but why would you need that?
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: Um...
« Reply #141 on: February 24, 2014, 11:21:36 pm »

Crap, how did I end up in atmosphere? Oh dammit, I just ejected the stage instead of throttling why do I always do that? Now I'm coming out of atmosphere crap.


Oh, how I wish I shared your enthusiasm, Archie.

Despite my best efforts (not much--basically lowering the landing struts and extending the antennae to try and reduce drag), it takes fourteen more effing orbits before I slow down enough to land Archibald. The sixth brought my apoapsis into the quintuple digits, the eighth brought it below 95k (it started above 107-108 klicks, I forget exactly), the ninth almost takes it down to 90k, the eleventh makes it just above 81,500 while also taking us about a third of the orbit in atmosphere, the twelfth brings the periapsis below 65k and the apoapsis to a few hundred above 75k, the thirteenth had the apoapsis shifting so I had to move my cursor to keep up and brought the apoapsis into atmosphere (ends ~65k) yes! as well as bringing the periapsis below 60k but not below 1k sadly. Half an orbit later, though, I get a landing about a sixth (?) of the planet past the KSSC. (We land about a quarter before the Center.)

It is DULL. And I can't just switch or speed through blindly, because I'm always worried that this is the orbit we land, this is the orbit I'll need to pay attention for.


Come on, you selfish inanimate bastard. Let us effing land!

Why are there targeting circles around random planets?

We prepare for landing. FINALLY!
...It's neat to see the land moving at an appreciable rate from this high up.


A problem occurs. The charge runs out for the reaction wheels and whatnot, and the command pod...well...


Oh dear.

"You've got mo' bad news for me, 'avenchoo?"

"No maneuverin'? Bit rum, don'choo think?"

"Groun's approachin' awful fast, guv'na...think Oi need mo' tea..."

Almost there...

"Well, tha' wen' bettr'n 'xpected. In th' bloody deset again, though."

"An' Oi need a bit o' 'elp..."


Eight hours and forty minutes, a day and a half, in space.


Oh, right, I was supposed to science something. What was that thing again?



I'm sick of this capsule. Rescue came so close...then went so very far away...I can't take it.

I wait for apoapsis, point retrograde, and detach the useless rocket. Then I get out and see what I can do.


Space looks much emptier when you're so close to falling into it...

It...I don't do much...


That's Jeb, behind the pause menu.

The more I try, the more I fail.
I'm probably doomed. Well-done, Jeb...



So. Um. Any advice on how to retrieve Jeb, and ideally the SciMax 5? (Hey, that's a good chunk of science!)
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BigD145

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Re: (KSP LP) Bay12 Space Program: Fail. Fail. Fail. JEB!
« Reply #142 on: February 24, 2014, 11:52:57 pm »

Jeb can take science out of pods and instruments. At the very least get the instrument data into the pod. Other than that, getting a capable ship with fuel to spare is your ticket to success. If you're off orbit with Jeb you can adjust where they overlap by burning North or South. Getting a larger orbit than Jeb's will give you leeway to go around until you can make a maneuver node that will get you a close encounter. The maneuver node tells you where to point. You can drag the maneuver nodes around your current orbit to time things and then make a new maneuver at the close encounter, the future orbit, to get the orbits near to each other. That'll give you time to make adjustments before zooming by Jeb. If you're zooming by Jeb you want your rocket pointed in the direction you're going so you can slow down. If he's zooming by you need to do the opposite.
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ShadowHammer

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Re: (KSP LP) Bay12 Space Program: Um...
« Reply #143 on: February 25, 2014, 12:08:08 am »

Which direction do I burn. Wiki research suggests that the lavender ones are prograde and retrograde for the targeted thing's orbit, but why would you need that?
Wait. Which markers are we talking about? Are these the markers that show up immediately when you open the maneuver node, or are they they markers that show up on the orbital paths, after you have adjusted the maneuver? Because I think that might be a problem: the same word is being used in different places to mean different things, which actually seem very similar if you are just trying to describe them with words.  I can't right now, but tomorrow I'll try to put a screenshot up of what I'm talking about with the markers.

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SOLDIER First

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Re: (KSP LP) Bay12 Space Program: Fail. Fail. Fail. JEB!
« Reply #144 on: February 25, 2014, 12:13:57 am »

ACTIVATE RETURN TO THE PAST AND RESTART THE ENTIRE LP
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WillowLuman

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Re: (KSP LP) Bay12 Space Program: Fail. Fail. Fail. JEB!
« Reply #145 on: February 25, 2014, 12:21:53 am »

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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: Fail. Fail. Fail. JEB!
« Reply #146 on: February 25, 2014, 08:32:30 am »

Jeb can take science out of pods and instruments. At the very least get the instrument data into the pod.
If Jeb could get into the pod, our problems would be much fewer.

Which direction do I burn. Wiki research suggests that the lavender ones are prograde and retrograde for the targeted thing's orbit, but why would you need that?
Wait. Which markers are we talking about? Are these the markers that show up immediately when you open the maneuver node, or are they they markers that show up on the orbital paths, after you have adjusted the maneuver? Because I think that might be a problem: the same word is being used in different places to mean different things, which actually seem very similar if you are just trying to describe them with words.  I can't right now, but tomorrow I'll try to put a screenshot up of what I'm talking about with the markers.
I was talking about the navball markers.

ACTIVATE RETURN TO THE PAST AND RESTART THE ENTIRE LP
...
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BFEL

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Re: (KSP LP) Bay12 Space Program: Fail. Fail. Fail. JEB!
« Reply #147 on: February 25, 2014, 09:29:12 am »

Which direction do I burn. Wiki research suggests that the lavender ones are prograde and retrograde for the targeted thing's orbit, but why would you need that?
Wait. Which markers are we talking about? Are these the markers that show up immediately when you open the maneuver node, or are they they markers that show up on the orbital paths, after you have adjusted the maneuver? Because I think that might be a problem: the same word is being used in different places to mean different things, which actually seem very similar if you are just trying to describe them with words.  I can't right now, but tomorrow I'll try to put a screenshot up of what I'm talking about with the markers.
I was talking about the navball markers.

I like how I'm the only one who understood this.

And by the way, when targeting something for intercept, I.E. docking or taking Jeb from one ship to the other the lavender circle is "toward your target" and the lavender less-circular thing is "away from your target." These are very much exact straight-line type things, so don't try and use them for going to the Mun for example :P

Basically, get an orbit somewhat close to your target, select them and burn toward them, once you are close burn away from them so you match velocities (when targeting something in this way the speedometer above the navball shows speed relative to target. Try and get this to zero once you are close enough to jetpack over from.)
After that its just relying on your astoundingly terrible jetpacking skillz. Which you seriously should work on in sandbox for awhile.

Also, I recommend you try Mechjeb, assuming they have a release for this version out. Watching the computer perform maneuvers is astoundingly helpful in understanding how to do those maneuvers yourself.
That and Scott Manley videos. Seriously, man is a genius.
« Last Edit: February 25, 2014, 09:32:22 am by BFEL »
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BigD145

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Re: (KSP LP) Bay12 Space Program: Fail. Fail. Fail. JEB!
« Reply #148 on: February 25, 2014, 11:28:24 am »

Mechjeb is an okay teacher, depending on which version you have. 169 I know works. It's not perfect or anything but it gets the job done consistently. It can be very impatient, especially in its rendezvous. There it will add 100km or so to its orbital height, which is not always necessary but is always dV hungry.

If you do decide to try mechjeb, use it in sandbox. Career mode functionality unlocks with the tech tree.
« Last Edit: February 25, 2014, 11:55:39 am by BigD145 »
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: Fail. Fail. Fail. JEB!
« Reply #149 on: February 25, 2014, 04:23:30 pm »


Now, THIS is a precarious position.

Shit.



We relaunch Archie.


"Oi d'no, shoulln' Oi get some hazad pay, t'least?"

"Wachoo mean, Oi'm already floin'?"

"Oh. Tha' 'xplains a lot."


I fail to reach orbit, not getting enough acceleration at apoapsis to make an orbit.


I'm sure the world below thinks we're a lot prettier than we think the world below is.

The second time...


Is that a periapsis I see?

...works!

Although thereafter I go through a weird thing where everything was invisible. It gets cleared up, though.
After much spinning, I found the blue marker! After more spinning (and confusing the functions of the w and s keys more than once...), I line up with it and prepare to burn.


Burn, baby, burn! Orbital inferno!

I flub a little, but get to a 0.3-degree inclination.
The intersect distances are hundreds of kilometers! (843.8 to be exact.) I locate a Scott Manley tutorial, note that I'll need to be going around the time it's done, and close KSP.

But hey, we're in orbit now!
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