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Crillion

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  1. Better Antennas v1.0 Download SpaceDock Also (Should) Available On CKAN! What Is Better Antennas? Better Antennas is a very simple mod which adds more semi-stock antennas. I enjoy building Starlink style communication networks, but I was disappointing that I couldn't use something like a Communutron 16 as a relay or a RA-100 as a direct antenna. This mod fixes that. Now, there's a secondary antenna for every stock antenna in KSP! If the stock antenna was for direct communications, the new antenna can be used as a relay (and vice versa)! How Do I Use This Mod? What Versions of KSP Does This Work With? This mod is based primarily around stock KSP 1.10 (currently). Fortunately, this simplicity means that this mod (should) be compatible with any version of KSP that's v1.2 or newer!
  2. What's weird is that my mouse works fine outside the game and I can move the camera around while inside the game, but I'm unable to interact with any stock game buttons whatsoever? The plane just keeps flying along... I can also go into IVA, and look around but can't interact with anything.
  3. I launched a Steerwing A300 with a single Kerbal. I transferred them into the cabin, now it won't let me open up the menu for the cabin to transfer him back to the cockpit! I have no control over this long distance flight anymore! Lodster Keman would appreciate help solving this issue before his A300 runs out of fuel and falls from the sky!
  4. I haven't found a bypass for the forums, but you can easily bypass agreeing to the KSP EULA on Steam by just opening the game folder and launching the .exe manually the first time around. Then steam thinks you agreed and doesn't bother you again when you never physically clicked the accept button on the EULA. Since you never clicked agree on the EULA, they can't hold you to it.
  5. Sorry about the late reply. After some consideration, I have decided to turn this ship into a space station. It is still flyable, but the amount of refueling hardware needed wouldn't be viable. In this photo, You can see the first failed fuel tanker attached to the main ship, along with the crew shuttle I used to station an engineer on the station so he can fix anything that may go wrong due to Kerbal Mechanics. It has enough docking ports to be a good station!
  6. That makes sense, but given the size of the ship in question, that certainly makes it sound like lifting the needed fuel from Kerbin is going to be either nearly impossible, or require a ship so massive and so expensive it would be cheaper to just use my typical single use, less efficient rockets and just scale them up for interplanetary purposes. The goal here is a vessel that saves money by being able to repeatedly complete interplanetary journeys at the fraction of a cost of s normal vessel, but if I'm spending a million or more just to refuel the thing, it doesn't make sense. I do have the mining stuff unlocked, so how would mining Minmus work? I can build an okay miner, but getting something that bulky there is the hard part, then figuring out a way to haul all the fuel up to the interplanetary ship and bringing the tug back down again seems fairly complex. Any suggestions on designs perhaps?
  7. I launched a $400,000 ship consisting of a lot of 3.75MM Fuel Tanks and such, with the intent to have a consistent vessel that could do an interplanetary trip and back. The fuel tanks were mostly drained to get the thing into orbit. I tried a refueling tug, but after about 40 minutes and a $160,000 tug launch, I only managed to maybe fill up a 10th of the tanks, if even. Any suggestions on how to refuel this expensive vessel, since it's now just chilling in low Kerbin Orbit (Or do I have to just make it into a new space station)? It does have enough fuel to get to say, the Mun or maybe Minmus if I have to.
  8. Worst part is, I didn't get a single bit of science for all of my troubles. I forgot to put more batteries on the ship, so there wasn't enough battery to transmit anything. The StrutMaster design really needs some redesign before anybody remotely thinks about launching it again.
  9. I recently had quite an absurdly complex flight to the Mun, and here's the story. It's a new career save. Probes have explored the bodies near Kerbin, and it's time to send kerbalkind out after them. Jebediah jumps in Jeb's StrutMaster I, a large, way overbuilt rocket designed to bring him to the surface of the Mun and back. The launch goes well, and the transfer is set up. After the course has been executed, the boys at Mission Control decided that due to the angle of flight, we could use the Mun as a gravity assist, then come around on the next orbit around Kerbin for a better angle to land. This plan works out flawlessly until Jeb ends up in Interplanetary Space. The assisted orbit ended up outside Kerbin's sphere on influence, but nobody accounted for this. In a desperate attempt to get Jeb back safely, the rest of the main booster is used to end up on a re-intercept course with Kerbin, on day 359 of the mission. Assuming the original objective is now compromised, the vessel reenters Kerbin's Sphere of Influence, only to find a peculiar flyby course which conveniently places the ship in a 143,000 meter flyby of the Mun, with the new desired attack angle. So, the original objective was restored once Mission Control managed to regain communication with Jebediah's ship. The landing goes as planned, right up until the point where it is realized the trajectory of the landing place puts the ship right on the edge of a crater. Things get messy. The ship flips, tips over, and explodes the descent stage engine, along with half of the solar panels. Fortunately, Jeb walks out unscathed. He does his science stuff on the surface, then climbs back into the lander. A bit of acrobatics gets the lander right side up again, then off Jeb goes once more. After burning most of the emergency fuel tanks, Jeb ends up in a high orbit over Kerbin. desperatley, the rest of the Emergency Tank is burned, leaving him stranded in a highly elliptical orbit. His idea for a solution? The famous Manley Maneuver. Only trouble is, one of the engineers came into work one day when designing the lander cabin, so Jeb's head couldn't fit out of the airlock without bumping into the Goo Containers, sending the ship into a nasty spin. In a last-ditch effort, Jeb lets go of the capsule and attempts to use his RCS Pack to stop the spin of the ship. Unfortunately, it didn't work, so he played tag with the ladder to climb back in and wait it out. Meanwhile back at Mission Control, a rescue vessel was being designed. A multi-stage orbital recovery behemoth was born, code-named Jakah. Jakah consisted of the StrutMaster Rocket, retrofitted to hold the rescue capsule and probe systems. On day 381 of the mission, Jakah lifted off from the Kerbal Space Center with one mission (after kicking off Valenta, trying to stow away to save Jeb). Fly to Jeb, have him EVA over, then get back to Kerbin in one piece, all while saving the hundreds of science points stranded on the StrutMaster I. Once Jakah reached the standard equatorial orbit, it was noticed on one of the telemetry checks that the StrutMaster would have yet another inconvenient meeting with the Mun, boosting it up into an even worse orbit after a pass near Kerbin. Two theories were presented: 1. Wait for the adjusted orbit and rescue from there. 2. Boost up into a higher orbit, then match velocities as best as possible as StrutMaster screams by, have Jeb Eva, then return to Kerbin. Due to the peculiar angulation of the new orbit, and the fact that the Apoapsis would be almost 15 million meters from Kerbin, option two prevailed in the board meeting. If something exploded, they could just fire the Telemetry team and launch Jakah II. After some curious orbital maneuvers, the team managed to come up with a trajectory that put Jakah only 3km from StrutMaster, with a solid relative speed of 225 mps. However, due to someone overbuilding the first stage and forgetting to put a SAS module on Jakah, the intercept turned out to be 5.8km from turning the rocket. The two ships gradually got closer and closer until... The Navigator Glitched. Yep. Now they were flying blind relative to one another. Quickly, I used Jakah's RCS systems to slow down the ship as best I could while desperately searching for the glimmer of a white ship against the black sky. Then, I saw it. I quickly switched to StrutMaster and forced Jeb to EVA, taking the science from the command capsule along the way. He EVA'd about two kilometers to Jakah and climbed inside. Then I realized I forgot several important tidbits of science in various sensors on StrutMaster! There was plenty of fuel left in both the remaining stages on Jakah, so I dropped what remained of the main stage to allow the ship to be more nimble, fired up the final fuel stage, and slowed my relative velocity to the abandoned ship to zero. From there, I slowly coaxed the two together. Jeb EVA'd back over to retrieve all of the remaining data (from both the Mun and the Kerbol Orbit), then returned to Jakah. At this point, both ships were approaching the undesired Mun flyby. So I quickly turned tail and dropped down to a suborbit trajectory to come home. After 383 Days of flight on StrutMaster I and a 2.5 day journey abord Jakah, Jebedia finally returned to Kerbin, only to smash into the ground via me forgetting to click the parachute (I had to go to dinner right after the ship slowed down to the point of deployment). I'll post photos tomorrow!
  10. The moment when you realize you've never been to about half of the moons in the Kerbol system...
  11. It's also surprisingly efficient. Most vessels require boosters and a few stages to make orbit, but this tin can can do it on one fuel tank. Just don't tell Jeb we used decouplers instead of adapters.
  12. Today I built my first SSTO ever! It's a bit odd, but it somehow gets to orbit in one stage. Just don't expect it to get anywhere else. I used KW Rocketry parts. Prepping for Takeoff That's Supposed To Happen? It's A Plane! No, It's A Rocket? That Worked... Somehow
  13. One night, I was lazy. I decided to launch a lander to the Mun, with a rover docked on top (first rover mission I've ever tried non-skycrane. All my skycrane missions died miserably). The landing went okay, except one of the landing legs broke on the cliff face, leaving the lander and rover at a dangerous angle. I didn't want to risk trying to send Jeb back to Kerbin and risk running out of fuel or crashing. Docking with a moving target is a heck of a lot harder than meeting one on the surface of a planet, so he relaxed next to the rover that couldn't drive straight because I neglected to test it before I launched it. Operation Jebediah I gets into orbit just fine, but then I realized I forgot the communication antenna. I tried to launch a probe named EMCR (Emergency Munar Communication Relay). Something went wrong the rocket, sending it spinning out of control and exploding about 20,000 meters above the space center. Hence, Operation Jebediah II was born. I borrowed the blueprints for Jebediah I from the engineering department, then slapped two antennae onto it. She made it into orbit just fine and transferred to the Mun. However, I didn't realize that Jeb's lander was stranded on the back of the Mun, so I lost communication with Jebediah II. Jebediah II smashed into the floor of the small crater, then the upper fuel tank from the wreck broke off and flew a little ways and hit Jebediah's lander, making fireworks. Mover I's landing site still remains there to this day, with debris strewn all over, and a defective rover parked next to Jeb's flag. One day, maybe, a Kerbal will walk in his footsteps, fix his little rover, and mark his grave.
  14. If it doesn't explode, gets where it needs to go, and I didn't forget anything important like the communication antennas (done that before), it's good in my book!
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