Jump to content

W3asel

Members
  • Posts

    23
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Bottle Rocketeer
  1. Yes, single player sandbox game so I play by my rules, which include (among many others): nothing goes to space without me strapping it on something with rockets and flying it manually
  2. Is there any hope of a beta version of this soon? By that I mean released for actual use as opposed to play-testing. I don't expect perfect, I just want stable enough to use RemoteTech with an expectation of not having to redo my satellite network to be able to take future updates. I guess what I really want to know is if I should hold off on interplanetary missions (where the delay matters) for a beta or just give up on RT2 for this save and try to get RT1 working with new SAS.
  3. Since you have them all, use them all. It would be more efficient not to be moving around the extra engine mass by only having one or two engines, but unless you're inclined to try some controlled colisions to remove them that's probably not an option at this point.
  4. I propose a pile of unfired SRBs left by the dead kraken in honor of Jeb (and all the others). I've only had one mission where I suspected from launch that I'd need a rescue mission (it did, but it was on Mun). If my kerbals are still alive after disaster strikes I make every effort to get them home, even if that means letting Jeb EVA half way back from Dres (no fuel for course corrections) and doing an aerocapture at Kerbin (he really loved that part) to get an orbit he could be retrieved from.
  5. I did have to detatch almost everything that I used for landing it. I think I only had a couple lights, the one man capsule, an RTG or two, and the themometer and barometer. My first attempt had radial parachutes on the tank itself and barely sank.
  6. Orange tanks sink, so strap a kerbal to a full one and dump it in the crater. My mission to the bottom of the ocean (I didn't try for the crater): http://imgur.com/a/4NjaN
  7. Dispersing communication relay sats for remote tech: They were dispersed pretty well after several days in terms of coverage, unfortunately they had no power (all the solar panels broke off) and 48 sats cluttered my satellite lists way more than I wanted.
  8. I'm starting completely fresh - new save and not copying ship files. I had a mishap when I started using remote tech this week that resulted in a cloud of 48 small satellites in orbit around Mun that were supposed to be relay satellites: spinning the mothership and releasing them all at once to disperse them resulted in collisions and I think every single probe lost its solar panels. They dispersed quite nicely into a band after a few days, but even if they were still powered that's too much bloat in the list of satellites for me (should have thought of that before trying it...). Besides that, I didn't redesign much with .19 so most of my ships with engine clustering are still using cubic struts for mounting, and .20 seems like a good point to fix that.
  9. I plan my primary mission (at least when I'm going farther out than mun). Extending missions due to extra fuel without planning is how I ended up with Jeb in my first Duna return ship landed on Dres with almost no fuel left.
  10. My first probe orbiter was launched to Duna but due to unfortunate solar panel placement and allignment ran out of power on the way (made it to the Duna SOI but couldn't burn to get an orbit). Six months later when the sun was shining on the right spot I ended up going to Eve. My first (and only for quite a while) kerbal to leave the Kerbin SOI was when I took Jeb to Gilly (because anywhere my ion-powered mapsat can land looks fun).
  11. You have to go in and map controls to the axes of the joystick/controller - it's not configured to use them by default.
  12. Is there a mod that's just a docking cam (spaceport is a mess)? I liked that part but didn't like how much else the mod added besides the one feature I was looking for.
  13. I'm just imagining a row of mainsails pointed up as the output. I'll be following this in the hope that it'll be appropriately kerbalized.
  14. I use the VAB and can get perfectly symetrical wheel placement: put a cubic strut on the bottom node of whatever you've got so far attach beams to the side of it using 2-way symmetry and snap-to-angle attach wheels to the ends of the beams move the cubic strut (and everything attached to it) to where one of the wheel placements should go copy from the cubic strut (alt-click/drag I think is the default) to everywhere else you want wheels This method certainly has limitations - I placed the cubic mounts using 2-way symmetry on my last rover and from then on anything I attached to the beams by the wheels would go to 4-way symmetry but only attach to three places, no idea why (I just carefully placed the 4th without symmetry). I'd post pictures, but I'm not on the computer I use for KSP currently. edit: I didn't come up with this - it was mentioned on the forums shortly after .19 came out, but obviously I can't go find the post to give credit anymore.
  15. I try to keep debris to a minimum - usually by ensuring anything I stage off either has a probe core and some fuel left for deorbiting or by staging when on a suborbital trajectory. I have had a couple mishaps that left debris in Kerbin orbit, but most of that either encountered Mun and got ejected out into a Kerbol orbit or I cleaned up (by docking with/grabbing with my LKO tug). All I've got left near Kerbin now is a large transfer stage that ran out of power before I deorbited it (it's in an eccentric orbit so it's a pain to chase down and it's big enough I don't think my current tug can handle it) and a decoupler that was supposed to be in a suborbital trajectory but snagged on my ship when I circularized without me noticing.
×
×
  • Create New...