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Some Kerbal

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  1. Yes, I am running a career save. I tried one of the scenarios and could see all the mechjeb options there. Tried starting a new game and the mechjeb options are again limited. I had looked up the instructions to enable mechjeb to be available from the start and edited the two config files. I know that worked in earlier versions. Is it the same for KSP 1.3 and mechjeb 2.6.1?
  2. Hello all. KSP version 1.3 mechjeb version 2.6.1 I cannot seem to find the landing guidance function anymore. Is it not available or am I overlooking something? I do have the two cfg files edited to unlockTechs = start in all the proper locations. My tracking station is level 3.
  3. Bewing was right on the money for dv. Once I got her in space I plotted out the moves to be 71xx dv. Unfortunately I did not design properly and came up 1k dv short. Tried catching other bodies to shave off the dv use and, being rookieish at it, was not able to make something work out. Not disappointed in the attempt and have re-purposed as Jool Sat I (have not been there yet so bonus) and will boost up another, slightly more powerful launch shortly.
  4. Got a contract for a polar solar orbit. AP seems to be just outside of Dres, PE is roughly in between Kerbin and Duna. What would you estimate to be the DV need to make this happen?
  5. I had this issue w little while ago. The drills are mounted too low and the nose of the drill is hitting the ground. Try moving the drills up slightly.
  6. After reading the responses I went back and looked at my intercept path. Sure enough I was cutting across the face of Mojo and not approaching on a parallel path. I guess I was not careful enough with my transfer and plotting my intercept. I will take the advice provided when I make my next attempt. Thanks for the help. So many things to learn
  7. I seem to be having a problem getting an orbit around Mojo. I launched a satellite a bit ago game time and got an intercept on the burn from Kerbin. Set up a mid course correction to fine tune the right pe approach. Waited the 80ish game days for the maneuver node to happen while doing other things. Correction time comes and I adjust the PE at Mojo to a bit under 30k. Then I set up for the next maneuver to bring the AP into view. I look at the dv required to make the circularization burn and I see its going to cost over 6000dv. I don't understand why it is costing me so much. The dv charts show 2400 to go from a flyby to an orbit. I used Transfer Window Planner mod to set up the transfer time and the mod detailed that it would be just under 2k for insertion. TWP has another window coming up and again shows ~3kdv ejection, ~2k insertion. I can write off the satellite (will still get the flyby science and stuff) and launch another but would really like to know what I did wrong. Any advice would be appreciated.
  8. <frazzle, grumble, frazzle> I had looked and looked, knowing the information had to be there somewhere. Could not find it. Mulled over it for a few days. Looked again. Still could not find it. Gave up and posted for help on the boards. Went back into the game and happened to run the mouse over the nested maneuver nodes and there was the information, staring me right in the face and laughing. Short answer - found it
  9. When setting up a maneuver node, the Navball shows me what the DV cost for the maneuver. If I set up two maneuver nodes, one behind the other, is there a way to see the DV cost of the second maneuver or the total cost of both maneuvers?
  10. As per brewing above, I would do rescues until you are sick of them. One - the practice. Two - free kerbals
  11. You could also wait until you have a rescue mission in mun orbit.
  12. James, I copied your 'wide load' idea above to get an idea but I was having problems getting drive power to the wheels. I put a probe core on top to give me command of the vessel and put it on the launch pad. While I could steer, I did not seem to have power to go forward or backward. The only movement I got was slowly rolling off the pad toward the VAB as the pad appears to be slightly unlevel. The breaks did work. I could stop the movement but I could not get the vessel to move in the opposite direction. It seems like I should. Any idea what I might be doing wrong? I pretty much copied your model above
  13. Am I reading this correctly? You can connect two ships using the claw and then transfer fuel? I thought you had to be connected by a docking port
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