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Sesiom

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    Bottle Rocketeer
  1. Im using a plane with a booster in the center and 2 jet engines (I'm on tier 4 tech). Fly to the location at 12-13k aim up and FIRE! It aint the most stable plane in the world but can keep 320+ speed below 10k and reach pretty high after booster. Also I found it's possible to fly it with my HOTAS ! KSP gets better and better. When the location is far away I simple make my next rocket mission to make the orbit over the location, no need to waste time flying to the other side of the planet. I have made some crazy rockets with my obsession to make as many missions possible in 1 trip. You never know what you will find on thouse bays man!
  2. I just edited the cfg from the parts 1 and 2 so they were linked to the "start" science. Now I can play 1.0 carrer with ScanSAT... too good to play without! Love what your doing right now looks promising.
  3. So glad it still works, its hard to go to space without you buddy.
  4. Btw I just used a BACC with minimum load and wraped it with a bunch of light solid boosters. Easy got that altitud and speed match and just hit the button small fart of BACC and done. Thanks I feel thouse contracts are still too random, and they keep repeating. I have no great feeling of progresion like had with KSP Stoyry mission mod. But one step in the right direction any how.
  5. Some crazy answers here lol. I totally forgot the option to deplete the boosters, that made it really easy. Thanks for the answers and I might try some of the more bizarre ones later
  6. So I started a new game with the addition of forst contract. After succesful make the first few contracts I start receiving "comercial" contracts to try out stuff. All very easy... except for one: Use Rockomax BACC Solid fuel Booster to reach 480m/s before reaching 5600m I have tried get all I can together witohut struts (no yet research) and I'm no where near that. It's possible to do it without cheating waiting for more powerful rockets and just attach one BACC to that? Thanks in advance.
  7. Hi Fr0z3n, Yes allways there is an "Orbit" requisite it only validates if your actual full orbit(apoapsis and peripasis) is inside the requested altitude. The script options would be. (more than x / less than x / between x and y). I dont think there is anyhow to validate how you say. The only option would be specify a little more in the description, also bare in mind there is a limit of text you can fit in the mission (It shows a scroll bar but I wasnt able to get it to work, so only what is on the main screen text will show). I'm no expert anyway. I just was messing arround with the files to make an Spanish version of the mod.
  8. I did that mission in 0.23... did you chek you aint missing any previous prerequisite?
  9. I'm starting the translation of this mod to spanish and also making some changes to adapt a little to 0.23 changes on science stuff. I wanted to add an initial mission were there is only 1 single pod no rocket at all and then make Crew report, Eva report and surface sample; so that will be a first introduction to this mechanics "inland". The problem with this is that untly it recognices you have launched it wont work at all. The only solution so far I found is to move the pod with "WASD" to make a flip then it will say you have launched and can start the experiments. I also wanted to add a "HINT" for this... but then again untly you have "launched" the HINT wont show. Something I could do for that?
  10. Hey thanks very usefull information and didnt know about multiple mission control
  11. Just tried 2 first missions of nukelar rocketery. -As chlue says you have to edit every Nuclear for Fission or it wont recognice the elements. -First mission took me lot of time to figure it out I needed liquid fuel in order to lift, as per the description it seemed you only needed the nuclear reactor and the nozle ( First time using interestellar mod and is very confussing with so many new parts) -Second mission, got to orbit with the first stage standard rocket 75-80km as required then ditched the stage and used the 1.5 Kiwy reactor. 1.5 nozle and required 2.5 enourmous fuel tank.. estimated time to do the maneouver to get 1000km orbit HOURS. And that hours of real time even forced 4x. Or some parts are mistaken or I'm doing something wrong... or just dont know
  12. Hi metal, Do you have a post that explains this mods or missions better? I just instaled interestelar and missions and Romancing the Green Stone, thats all to work with Story missions? I builded the first rocket with the lab and it cost me 62.000... maybe I'm still terrible rocket builder The missions that requieres specific tech seems to be done after finish the base History missions having most tech unlocked? Thanks for the work.
  13. Hi there, This mod is really what I was looking for . Tried MCE but not quite my thing. The humor and "story driven" missions really fits the carrer mode. I'm having a little struggle with the science points with 0.23 . Now cant reuse the science devices and all.. I tried to to use every single $ in budget to add extra science parts on every mission to max the science retrieved and allways extra fuel to return even if no mandatory for the mision. Right now finished the Height stuff, two bigger than one and a Wing n prayer. Made every flight with 4x science cans and 4 to 8 Goo. Still had to use all the remaining budget to perform an extra personal mission to minmus to retrieve extra science to be able to continue. Also note some science parts are extremely costy against their science gain, like the Barometer O_o Its an awesome mission pack hope the autor finds time to balance it for 0.23
  14. After tweaking a little I was able to grab the ship and bring it back to Kerbin. I Grab the ship using the landing struts and burn extremely slow so it wont detach. Send 1 crew to the other ship pod that was empty so I can use the propane left to help manouvering. The lost ship didnt have detach rings to separate from the main body, so I ram the fuel containers and just destroyed them when i had a trajectory close enough to Kerbin. My idea was to fall on the rescue ship back using the 2 parachutes instaled on each arm, then detach the other ship pod and use its own... but it wont allow me to change ships on atmosphere flight So I had to launch the ship in collision trajectory and burn prograde the rescue ship to stay in orbit, change to the other ship (had to reload several times to make sure I land on sea) wait for atmospheric decelaration release parachute and burn all the propane left to slow down the impact to the water (The canister is really heavy it was destroyed several times until I managed to get a slow enough landing) Recovered the ship with the ocupant still alive and take back the rescue ship was easy pie. Tried the separatrons thing too, but thouse ladders are just undestructible. I could hit the can up to 20.1 m/s with 0 damage to the ladders. Hitting it faster than 20.2 m/s just blew the hole thing. Thanks for all the advice. Will keep to conquer the space hopefully in a safer way from now on Actually I was able to send not tripulated satelite to Duna made high and low altitude experiments then to Ike moon laso high and low and "landed" it on Ike to make some more experiments and got crapload of science
  15. I builded a rescue ship with 2 arms and a pair of landing struts to lock on the ship with the intention o bringint it back home, then on same arms 1 parachute on top of them so on reentry both ships will land on their back slowly. 1st problem miscalculated the separation of the arms, made it too narrow still could somehow attach it somehow with the landing struts making some presure but it will decouple after 2 seconds of very slow thrust. Second I tried to ram it at increasing speeds, each time blowing a diferent part of the ship. At the end there was only left the can with the Kerbal inside but no damage to the ladders . Even went EVA to jetpacket to the other ship to use it still working RTS to give it good angle, then back to rescue ship. Last hit blowed up the entire thing. I didnt look but I suspect the ladders were part of the remaining debriss xD I'm getting skilled in Elliptical orbital rendezvous and RTS movement mechanics and having fun with the challenge though Hmm... so the separatrons wont detach the part they are in contact with? I havent used them yet I thought they would detach anything the are attached to. I guess they are to help move away the allready detached parts then. Next ship I'll redo my initial prototype and include the separatron claw in the other side so I can try both Protoype 1: Terrible arm size calculation: Undestructible $%&$· (just before the final hit then just blew up entirely): Work in progress: Please let me know if you see major flaws in design or have suggestions
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