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L1[00:19:09] <Althego> i must go, my (green)
people need me
L2[00:19:22] ⇨
Joins: Copper
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L4[00:21:21] * JVFoxy
testing out an idea for highly epliptical polar orbit
relay
L5[00:22:07] <Althego> epileptical?
elliptical? :)
L6[00:22:23] <Althego> so you invented
molniya orbits
L7[00:23:57] <flayer> epilepsy orbits are
highly volatile
L8[00:24:44] <JVFoxy> molniya orbits don't
go exactly over the poles though
L9[00:25:27] <JVFoxy> mind you, finding I
might have to upgrade with the tier 2 relay dish than those fold
out ones. I'm not getting a connection to stuff around the
mun
L10[00:28:31] <Althego> but they are polar
enough. and they linger there for a while. in ksp this has the
problem you have to use stronger antennas
L11[00:29:22] <Althego> so i usually stick
with few hundred km orbits with 2 hg-5
L12[00:31:08] <JVFoxy> lol... apo sitting
around 6.85Mm... a little over 3 hours to get up there, currently
1860km up
L13[00:31:44] <JVFoxy> once up there,
121.6m/s burn to push peri just out past the 70km mark
L14[00:32:22] <JVFoxy> it'll leave me with
300m/s left over, enough to deorbit if I wanna. wonder if the
heatshield will hold up
L15[00:32:37] <Althego> i hate the science
junior. why is it junior, there is no bigger one (if i compare it
to docking ports). it is big, fragile, flammable, you need multiple
of them on a robotic mission and very expensive thing you have to
discard on reentry because the same sized heat shield does not
cover it
L16[00:32:48] <Althego> also causes aero
problems because it is very ligths
L17[00:32:50] <Althego> -s
L18[00:33:13] <JVFoxy> guessing cuz its
smaller than the lab?
L19[00:33:35] <JVFoxy> also ya I hate it
too, at least in older version ksp's, it would blow up at any
slight heat, regardless where it was on the craft
L20[00:33:35] <Althego> one way to use them
is to put them on top, then they are aero stabilzied, and maybe
protected from heat (not really)
L21[00:33:43] <Althego> but it looks so
dumb i dont usually do that
L22[00:34:16] <JVFoxy> I just put them on
service section, get someone to go out, retrieve points. Or a
sci-can on probes. dump it over
L23[00:34:27] <Althego> typical thing
heatshield at bottom, it randomly starts to heat up really fast,
the slighttest touch of the controls that heat instantly goes away.
because of that i think it is abug
L24[00:34:56] <Althego> beginning of day 4.
i am way late for an eve mission, just at the end of the launch
window
L25[00:35:05] <Althego> i need 6
L26[00:35:05] <JVFoxy> I just know, it was
middle of craft, even with heatshield. it still blow up even though
it wasn't in the stream
L27[00:35:24] <Althego> for solar high, eve
high, eve low, atmo high, atmo low, landed
L28[00:35:35] <Althego> or i can strand a
poor kerbal there
L29[00:37:11] <JVFoxy> .... strand?
L30[00:37:16] <Althego> most of the things
i ever wanted in ksp is already created by the devs. i still think
we need an opposite take off position on the runway
L31[00:37:44] <Althego> possibly should
have been stranded
L32[00:37:48] <Althego> "left without
the means to move from somewhere"
L33[00:39:22] <JVFoxy> just wondering why
would you wanna strand someone
L34[00:40:13] <Althego> because the kerbal
could reset the science junior and goo, so i would need only
one
L35[00:40:38] <JVFoxy> I wouldn't mind
being able to launch from the other end of the runway. something
different, and if need to go that direction for missions than
having to loop around
L36[00:41:02] <Althego> i like these new
solid booster sizes. havent used them yet, but i always thought
there should be smaller and bigger sizes
L37[00:41:17] <Althego> 2 reasons for the
runway
L38[00:41:30] <Althego> dont need to turn
around and it is closest to the beach
L39[00:41:54] <Althego> for science
collection and
L40[00:41:55] <JVFoxy> ah beach... I know
there are mods for setting down spawn point in the water
L41[00:42:24] <JVFoxy> hmm.. pencil style
boosters be neat
L42[00:42:25] <Althego> we still dont have
a space boat dock, so the only way to test boats and subs is to go
from the runway, travel the full length and splash into water
L43[00:43:04] <JVFoxy> or from launch pad
if its still not upgraded
L44[00:43:16] <JVFoxy> though would be
limited
L45[00:43:29] <Althego> yes upgraded launch
pad is annoying
L46[00:43:37] <Althego> roll down, go
around it
L47[00:43:42] <Althego> takes too much
time
L48[00:43:47] <JVFoxy> you done boats much?
I can't seem to find a good way to build something. I wouldn't mind
a sort of cargo ship for use on Kerbin
L49[00:44:48] <Althego> boats not much, but
i like subs, i built quite a few. we still dont have correct
ballasts in the stock game. but now i could try to neutrally
balance it, and use electric props
L50[00:44:50] <Althego> if they work
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L52[00:45:12] <JVFoxy> I know there are
some mods, but its somewhat limited.
L53[00:46:37] <JVFoxy> I'm not too big on
subs myself. I just kept wondering how I would transport a small
heli to the pole for when I get a base put together up there. I did
one design, uses a two bladed rotor. Just how to get it into my
cargo plane. The four bladed rotor, I've a nice, bigger design
heli, but.. with KIS/KAS, nothing can carry the rotor part
L54[00:47:58] <JVFoxy> flying it.. ugh..
not unless I wanna spend a whole day at 75m/s, multiple fuel
stops...
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L58[01:39:34] <flayer> i want to build a
floating base on laythe
L59[01:39:43] <Althego> see matt
lowne
L60[01:40:05] <flayer> i prefer flayer
original designs
L61[01:40:23] <Althego> now if we could
have some weather
L62[01:40:29] <Althego> clouds and wind at
least
L63[01:41:00] <Althego> with winds the base
could move around on the water
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L66[01:45:20] <JVFoxy> whoops... umm.. this
test I just did..
L67[01:46:29] <flayer> did you murder a
thousand kerbals?
L68[01:47:10] <JVFoxy> that next tier dish
works.. super great. buuuuut, I guess I should have aimed for 3
hours to apo than the 1 whole day. I circularized the orbit, its
now 9 days long. Because I swapped the four smaller dishes for just
the one, I had room to add boosters. so instead of 300m/s left
over, I've almost 1.5km left over.
L69[01:47:41] <JVFoxy> it probably would
have ended up in a shorter orbit but, mun was trying to play nasty
on it
L70[01:55:02] <darsie> I made someone
Jebediah in a game of who am I. I said he can't talk or make
sounds.
L71[01:55:46] <darsie> He's also an
alien.
L72[01:56:06] <Althego> hehe
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L74[02:07:20] <Althego> is that a hajime
sorayama robot and samus aran?
L76[02:08:27] <Althego> now i have to
squeeze in some relay sats for minmus. they have to be there when
the first mission hits
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L83[03:57:18] <Mat2ch> Did SpaceX announce
another launch date yet?
L84[04:03:33] <Althego> for the cursed
starlink mission? no
L85[04:03:45] <Althego> but there is a date
for some actual costumer
L86[04:09:00] <packbart> FurrySat?
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L94[07:21:14] <flayer> a contract to
extract 1200 ore from laythe
L95[07:52:38] <darsie> 12 t
L96[07:52:54] <darsie> Just extracting? Not
too hard.
L97[07:53:03] <flayer> yeah, bring it back
to jool orbit
L99[07:53:27] <darsie> Could do it in
batches.
L100[07:54:11] <darsie> Oh, Laythe, not
... Tylo.
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L107[08:53:40] <Althego> hehe i have 15
funds remaining. after buying the max upgrade of mission control i
launched a bunch of missions as cheap as possible, like 5-7k, but
from 33k or so i couldnt do more :)
L108[08:54:43] <Althego> hehe i have 6 of
very similar tiny relays enroute to minmus. i never tested if they
separate correctly :)
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L112[09:24:26] ***
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L117[10:57:49] <Guest30242> I'm having
trouble getting Tweakscale to work with KSP 1.10. I have a fresh
installation of 1.10; I downloaded the latest version of Tweakscale
from Curseforge, and moved the Tweakscale folder into the KSP Game
Data, where KER is. I'm not getting any error messages when I
restart KSP, but I'm not seeing the Tweakscale UI when I
right-click on an ob
L118[10:57:49] <Guest30242> ject in VAB.
During start up I'm not seeing a message about any parts not being
Tweakable. I have ModuleManger*.*.* in the Game Data folder. KER
has been working fine. Any suggestions on what to check?
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L120[11:06:43] <packbart> if I read the
forum right, 2.4.3.17 should work fine
L121[11:07:09] <packbart> are there any
messages about tweakscale at all in the log?
L123[11:09:09] <Guest30242> Right, I
waited until I saw there was a version of TS available for 1.10
before downloading it. I had it working just fine in 1.9.
L124[11:09:09] <Guest30242> I'm a newbie;
I"m not really sure which log you're talking about, or how to
access it. Can you point me to it?
L125[11:10:03] <Guest30242> I'm definitely
using 2.4.3.17...
L126[11:12:27] <packbart> there should be
a KSP.log in the KSP directory
L127[11:14:45] <Guest30242> Ah. Yes, found
it ... I just tried restarting KSP, and I'm seeing a few entries
for Tweakscale, from Assembly Loader, but nothing that looks like
an error. But I may be missing something ...
L128[11:14:53] <Guest30242> Let me check
the game one more time....
L129[11:15:47] <packbart> ah, if you only
moved the GameData/TweakScale folder from the zip file into your
GameData directory, it might be missing two DLLs
"666_ModuleManagerWatchDog.dll" an
"999_Scale_Redist.dll". I'm not sure what they do (I
don't use TS myself).
L130[11:16:28] <Guest30242> Still
nothin'... I go to the VAB; select a command module, select a fuel
tank, and right-click and there's just the standard entries, but no
Tweak bar.
L131[11:16:55] <Guest30242> I saw those,
but didn't see anything in any of the forums about using them....
or any of the other folders.
L132[11:17:06] <Guest30242> But I'll give
it a try...
L133[11:17:53] <packbart> "Check if
the 999_Scale_Redist.dll is on the GameData, if not, manually
install it", Lisias said on the forum in another post. but
that should probably produce some exceptions
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L136[11:20:42] <Guest43722> Ack. I didn't
see that note.
L137[11:21:19] <Guest43722> Yep, looks
like that was it ... I see the Tweakscale warning on the startup
screen. I imagine it's gonna be fine now.
L138[11:21:23] <Guest43722> Thank
you!
L139[11:21:38] <packbart> I wonder why
they are not within the TweakScale/ folder, anyway. probably to
make them load before anything else. still, weird way to do
it
L140[11:21:50] <Guest43722> agreed
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L142[11:25:46] <darsie> I made the orbital
period of my two Mun relays 3d 4:18:53.513, but they change when I
switch between them.
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L191[13:50:20] <flayer> i'm going to put a
refueling station in orbit between laythe and vall
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L217[21:46:53] <JVFoxy> heh.. challenge:
to build a probe lander to go to the surface of the mun, and return
for recovery. But restricted to 30 parts and has to look
reasonable. (landing gear, no engine bell sitting.)
L218[21:47:25] <JVFoxy> guess I could have
done away without the relay antenna part
L219[21:47:56] <Althego> hehe
L220[21:48:04] <Althego> that 30 part
limit is hard
L221[21:48:28] <Althego> but also depends
on tech level, like you can use bigger tanks or bigger solid
boosters
L222[21:52:44] <raptop> Assuming you can
use eg: the FL-T800 and LV-909, hrm...
L223[21:54:37] <JVFoxy> ya, didn't have
any of the big rockmax tanks. Had a pair of swivels for boost
stage, terrier for circularize, mun inejction. Then the Spark for
landing, return
L224[21:56:21] <JVFoxy> heat shield,
chute, one solar panel, little round battery, one hg-5 relay
antenna but I could have probably used a cummuno-16
L225[21:58:05] <JVFoxy> injection left me
with 5m/s in the terrier. return, I had 200-300 or something left,
used it to slow down before re-entry
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L229[22:11:57] <raptop> grmbl, 34 parts in
a sketched out design (though there are a bunch of instruments that
could be dropped)
L230[22:12:14] <raptop> also, not sure it
has quite enough ΔV
L231[22:13:43] <JVFoxy> oh heh.. you
trying it out?
L232[22:14:52] <JVFoxy> was more a 'see
what I could do since I had a contract to land', and to see if I
could break my kerbal block
L233[22:21:40] <JVFoxy> if curious..
pulling up screen shot of what I did
L235[22:24:27] <JVFoxy> heh
L237[22:26:08] <JVFoxy> Raptop quite a
different style there
L238[22:26:49] <Althego> you could lose
the fins
L239[22:27:11] <Althego> or the dual
engines. what i usually do in similar situation i put a single
solid booster in the side
L240[22:27:14] <raptop> I mean, advanced
tweakables so fuel burns bottom to top does help
L241[22:27:15] <Althego> that is only 2
parts
L242[22:27:30] <Althego> need to angle it
a bit
L243[22:29:53] <raptop> My lower stage is
all swivels, so I assume that mixing in some reliants and extending
the tankage would get a bit more ΔV
L244[22:30:07] <raptop> Or, well,
skipper+orange
L245[22:30:19] <raptop> But that's farther
up the tech tree
L246[22:30:39] <JVFoxy> I've found with
fairings, it helps to have fins. Otherwise the drag can be a pain
if you not exactly pinpoint with the airstream
L247[22:31:27] <raptop> yeah, not sure if
it's still the case, but fairings were at times way too draggy
(defeating their point)
L248[22:31:47] <JVFoxy> dual engines in
this config gives me TWR of 1.58
L249[22:32:13] <raptop> 1.58 at 1 atm
gives a bit of headroom for stage or payload growth
L250[22:32:30] <JVFoxy> Raptop talk'n
about 1.10? Lol, sorry wonder if mentioning I'm doing this 1.8
still..
L251[22:32:46] <raptop> yeah, I fired up
1.10 <_<
L252[22:34:05] <raptop> I guess if your
current design needs more ΔV, the easiest way is replacing that top
FL-T200 with an FL-T400
L253[22:34:15] <JVFoxy> 1.58 is just my
booster stage, 1978m/s at sea, second is with terrier, TWR with
1.25 and 1778m/s in space to circularize. Injection, well more like
direct to mun surface than bothering with orbit
L254[22:34:19] <raptop> wait, maybe not.
Is that a spark?
L255[22:34:29] <JVFoxy> ya spark on
lander
L256[22:34:34] <raptop> ah, yeah.
L257[22:34:45] <raptop> I did the brute
force approach of using a terrier
L258[22:35:20] <JVFoxy> did have to unlock
the field with spark, buy the stick landing legs for the
design.
L259[22:35:23] <raptop> Large nominally
SSTO stage, and then offload the entirety of TMI/landing/Kerbin
return on the probe upper stage
L260[22:36:14] <JVFoxy> I've been using
the dual engined booster like this quite a bit for small payloads.
I do something similar for the 1 person crew pod in earlier
career
L261[22:37:04] <JVFoxy> though I have
extra fuel tank sections that are angled out. Lower longer tanks
straightened, kind of looks like dual engine kerbalized version of
the Mercury-Atlas
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L263[22:39:38] <JVFoxy> oh and ugh.. spark
on that size of tank, kind of makes me wish there was a way to do
fairings that size to the tank than the engine, without having to
use a separate fairing part.
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