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Cerberus738

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Everything posted by Cerberus738

  1. Also boarding the command pod with the Kerbal holding scienc wiill store the science in the pod. The pod cannot store multiples of the same experiment from the same biome (ie 2 goo experiments from kerbin atmosphere) . The science lab can however. Also to store multiple crew reports in a pod you need to go eva and remove the experiment and then store it again.
  2. Try it on Minmus. However you will still need to control the mako's decent. It did have jump jets on it so you could design it like that but I think infinite fuel might be needed to make it look like it does in ME.
  3. You need to get within 100m (you don't really but it's easier) and use [ and ] to switch to the Kerbal. R activates his jet pack and you can jet him closer to the ship and board it using F. This is assuming you have an empty seat in a command module. Check out the tutorials on rendezvous if you need some general guidelines EDIT: You need to come to a complete stop next to the Kerbal. You will never be able to rescue him if you don't. Click the speed indicator box on the nav ball until it says 'target' . then point your ship retrograde and burnuntilit reads 0. Also you need to target the Kerbal for this to work. Do this in map view?
  4. Yeah... if you're asking for general rendezvous help I would seek out a tutorial. People have put a lot of work into them and they see full of useful general information. If you're still I the surface of the Mun you need to launch it back into orbit... assuming the CM is orbiting prograde you should launch toward the 90 degree mark on the nav ball. Build your orbit to 20km and use a maneuver node to make the rendezvous. If you're tying to launch straight back up to the CM wait until it's about to pass overhead and try to time the launch. Much harder in my opinion. As you're launch ing you can adjust your inclination north or south to get a better rendezvous
  5. I don't use the sepratrons anymore. I found spinning the rocket just before firing the decouplers causes the srb to fling far enough out that you don't have to worry about collisions. No more burning of your main tank from the sepratrons! Also less parts!
  6. This was my first attempt at landing a return vehicle on eve.... all that planning on kerbin and it bounced once on eve and fell apart. sadly i quicksaved right above the ground... not sure why i did that I'm trying again with landing gears instead of the girder segments on the bottom. I expect they will absorb some of the shock during landing instead of just bouncing.
  7. here is my jool ship. after the 5 separate the transfer section can be used to refuel other vehicles. was planning on putting it around laythe and having the probes deploy from there
  8. As far as I know in the stock game you just have to keep clicking the EVA Report button and see what comes up. You can kinda guess by the land formations you are flying above. If you install Kerbal Engineer Redux (A Mod) one of the screens reports what biome you are flying above.
  9. I lost my first kerbal in 0.24.2 today... its a sad day memorial services will be held all afternoon IMGUR ALBUM
  10. I landed a plane on Duna! Very exciting. I flew through the canyons a bit and now i need fuel. Silly Jeb... Always getting stranded. IMGUR ALBUM And the rest of my Duna equipment. Spent 2 mil already. Had to go back and do some more contracts so i can afford to send Jeb his fuel!!
  11. what do you mean turning up? you have to hire them from the astronaut complex. or rescue them from space.
  12. how about testing parts in orbit around Jool at 188km.... you should try that one! Contracts are pretty awesome though!
  13. Save your fuel and use rcs to make your intercept (if you can?) Then when you do the rendezvous use your main engine. The reason you can't make a proper rendezvous is because you're velocities can't be matched. It's not enough to just build up your orbit on one side and get an encounter. You have to build up both sides of your orbit so it matches your target. In Munar orbit rcs should be enough to get around. Also if you can build just a low orbit with your Lander you can try and make contact using your transfer vehicle instead.
  14. I find landing legs keep everything safe on the ground. Don't rest any other parts on the ground cause when you get into physics range they start colliding with the ground and things give way. Everything lifted up on landing legs seems to keep it safe as well as landing gear legs. Rover wheels spaz out sometimes so i don't recommend keeping a large base parked on them.
  15. Ha ha ha neat! You should try and take that runway to the Mun!
  16. I've never had them overheat either. they get hot but have never exploded. They only explode when in an atmosphere. and then its OOOOOOH THE HUMANITY! Also i've stopped clustering them too. If i need more thrust i just go with a bigger engine. I actually really dislike the nuke. Its so fat and slow.
  17. I've completed "collect science from space around blah blah" with the scansat parts. I think you might need an antenna though. If you right click on the part there should be the option Analyze Data. It should give you science when you do that. I think the number of points you get depends on how much of the surface you have mapped as well. Also scansat is really fantastic for finding hidden treasures on the different planets/moons!! Polar orbits are your friend!
  18. This!! I discovered this by accident. I recommend getting RCS Build Aid. It shows you if you will have any rotation while using your RCS translation keys. With only 1 port on each side and perfectly centered on the COM your ports should never fire for a rotation maneuver. Course on big ships 1 port on each side makes for some very slow docking.
  19. Patience. You need to wait for the planets to line up before you transfer. Sometimes this means a 100 days. You'll end up burning all your dV away if you try and force your way into an intercept.
  20. in the settings menu at the very first startup screen (before you load a game). you can change all your key bindings in there and see some very obscure ones that i'm sure you didn't know existed! If you setup translation controls under staging you can fly with 2 hands. left hand controls rotation and right hand controls translation. then you don't need to fuss around in docking mode switching back and forth. with practice docking is so smooth its like spreading butter on delicious warm toast.
  21. I see a shadow ... Kerbals don't need helmets I the 64 bit version!
  22. Yeah... I have 1600 hours logged on steam.... and the 1 year anniversary of purchase is tomorrow.... aaah i'm such a loser a lot of those 1600 hours are from leaving the game running while i'm at work or... where ever. It takes to long to load......
  23. Those are some craaaazy orbits. i've never had anything like those Gilly or Ike encounters. The mun always shows funny things for me though. Out of curiosity what do those orbits look like when you have Gilly/Ike in focus??
  24. Only kerbin and laythe have oxygen atmosphere, so they are the only places jet engines will work. Duna needs lots of wing area. Eve needs not very much wing area. Also Eve requires piles of deltaV to escape from. The atmosphere extends up to 90km (where kerbin is only 70km) and you can only use rocket engines. Even for a spaceplane the amount of fuel you need to have with you is absurd.... woot
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