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Chewy

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    Rocketeer
  1. I always include the short ladder sections in my inventories for this reason. It's hard enough to let one kerbal hover long enough to detach/attach a part, and much much harder for two or more... Just have an engineer attach five small ladder sections or 2 or 3 retractable ladders before the other four go on eva. It works as long as you use [ or ] to switch vessels and you don't need to time warp.
  2. I'm not at my computer, so I can't check this, but I think your problem is that you have your batteries between your fuel and your engine. I don't think fuel flows through batteries, so if you move the batteries further up the stack above the fuel tanks, I think it will work in space.
  3. I think I see the problem. You have two issues going on. One is that you're ejecting out of Kerbin's influence in the wrong direction. Two is that Eve is in the wrong position relative to Kerbin when you make your transfer 1. Once you are in low Kerbin orbit, you should make your transfer burn on the light side of the planet. Remember that Kerbin itself isnt stationary and has orbital velocity around the sun as well, so if you want to make a Hohmann transfer to lower your sun PE to Eve's altitude, you need to eject from Kerbin in the opposite direction to the direction Kerbin is orbiting the sun. Your transfer burn should therefore be occurring sometime between sunrise and noon. Adjust the position of the node so that your trajectory angle lines up with Kerbin's retrograde vector at the Kerbin escape point (you might need to zoom out to see Kerbin's path around the sun) 2. Since Eve is also in motion around the sun, you need to schedule your departure so that Eve happens to be near your PE (around the sun) around the same time you arrive there. Since Eve is in a lower orbit, it is traveling faster than Kerbin, so you need to leave when Eve is behind Kerbin by about 60 degrees. This alignment will allow Eve to catch up to you while you are in your transfer orbit. You might also have to do an inclination correction at some point during the transfer (at the AN or DN). You should be able to get an encounter for less than 1500 m/s dv if you do these two things (less if you luck out with the inclination)
  4. I'm pretty sure that wasn't the case here... All the ships used were created after the mission was accepted. I actually accepted the mission long before unlocking the mining parts, knowing that I would probably have to land the parts on the Mun with fuel tanks mostly empty and later fill them after harvesting some ore.
  5. I guess I've never shared a craft file before... let me know if this link doesn't work - https://drive.google.com/open?id=0BxB0Xp0LEmJ4NUVxcmRoeUFhYVE&authuser=0 To trigger the glitch, you only need to try to decouple the probe core from the docking port. It disables all control, so it just continues in whatever direction it was heading... if you trigger it while heading towards water, it will break the game when it hits the water (only a game restart is needed... doesn't break the save). I can't figure out what causes the glitch, because if I do the same thing with another docking port, it works exactly as it should. I suspect it has to do with the node the probe core attached to or something. Have fun!!!
  6. This may require some testing... I'll get back to you on this.
  7. I found an interesting glitch today. In career mode, I was trying to complete a contract to build a Mun Outpost that needed to support 11 kerbals, include a research lab and 4000 units of liquid fuel. I launched the outpost in 3 pieces that were docked together on the Mun's surface, and then I filled the fuel tanks with a nearby drilling rig (and using KAS) in order to meet the 4000 units of fuel requirement. For some reason, the program doesn't think I have a facility with an antenna, a docking port and the ability to generate power... which I have all of those things (and all pieces were made after the contract was accepted... since I think this is also a glitch I used the cheat menu to complete the contract). The glitch comes when I try to decouple a probe core that I used during the launch from one of the docking ports. The probe core doesn't detach and instead the whole outpost starts to slowly float off the ground and I lose all control. Kerbal Engineer shows no mass. Has anyone else come across this glitch? I suspect it has something to do with how the probe core is attached to the docking port because I'm not able to remove the probe core using an engineer and KAS. http://i.imgur.com/hnLyw1K.jpg http://i.imgur.com/UX5rUed.jpg http://i.imgur.com/dts7aP0.jpg http://i.imgur.com/ftHiyVx.jpg
  8. That's why I love this game. It constantly gives you new challenges, and encourages you to engineer solutions to your problems created by exploring new ideas and trying new things. I've typically leaned towards designing my payload to fit the rocket rather than the other way around, but this post might motivate me to try some more unwieldy payloads in the near future.
  9. The trick is definitely to increase your altitude as your speed increases. If you're burning up at a given speed/altitude then you should be at a higher altitude when at that speed. Eventually you get to the point where your jet engines can only maintain your current speed (i find for me its around 30km and 1700-1800 m/s) and that is when you fire the rockets to kick your AP up the last bit. Personally I've had more difficulty with re-entry using DRE and FAR. There I try to bleed of as much speed as I can at higher altitudes and I'm usually happy if the only parts that explode are my RCS trusters (usually its more but I quick save before entering). Regardless, it is very difficult to slowly bleed off speed without exploding wings and control sufaces and still be in the vicinity of KSC for a landing.
  10. I was horrible at avoiding accidentally hitting the spacebar since I also use Sketchup quite a bit which uses spacebar to cancel the active tool, so I found myself instinctively hitting spacebar every time I wanted to cancel an action or close anything. So I changed the staging key to the tab key and life has been much better for my kerbals ever since.
  11. The procedural fairing mod has parts that allow multi engine stages (the thrust plate adapter combined with the inter-stage fairing base)
  12. Its not an ideal solution, but you could always take the piece you have with the small fuel tank, reaction wheels, hubs and docking ports and clip an identical item into the large fuel tank. If it bothers you to part clip, empty the fuel tank and disable torque on the reaction wheels. Either that, or you might be able to find a combination of structural items that equal the exact same length of the tank/reaction wheels that could be clipped into the tank.
  13. I've experienced this as well, but with stock wings.... All but the first wing section I place was forced to radial symmetry. I just built the one wing with no symmetry and then duplicated it on the other side placing the whole wing with mirror symmetry. Are you using the editor extensions mod as I am?
  14. Why don't you just stick a claw into the cargo bay to hold the probe?
  15. If I had to guess, I would guess the first click determines how the program rebuilds the part tree.
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