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Dave-In-Texas

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Posts posted by Dave-In-Texas

  1. The most funds-efficient station contracts that I've come across (at least with my own playstyle) are by far the "Solar Orbit" stations.

    After I put it in LKO, I'll usually burn so that my ship is ahead of Kerbin, outside the SOI. The reason for this is so that once the contract is complete, I can burn retrograde and fall easily back into Kerbin's SOI.

    Hope this helps!

    this is brilliant insight!

  2. Thanks guys! I am using a very short craft in my recent save, only 7.4m x 4 x 4; I radially attached 4 science juniors each with a fuel tank underneath no struts just a simple technique i learned from a scott manley video :-p unsure if this makes my ships more wobbly but since i've done this from like day 1 and seen this issue every time eventually, it makes sense.

    I was also in a nearly circular orbit in the recent instance that made me log in and ask the question :)

    edit: i had a circular orbit at 20k within a few meters and the nodes were nuts as expected. I changed the apoapse up by 4k abnd things calmed down a lot, with only the last 2 digits bouncing around.

  3. i've noticed that occasionally an orbit track that should be stable, meaning no thrust is occurring and no other obvious things are happening to cause fluctations, will jiggle madly. the peri and apo apsis markers will swing back and forth rapidly and things like surface velocity are jumping around. is there any consensus why this happens? i'm running the 32bit version for the usual reasons..

  4. I have no problems getting into orbit and getting close to him. heck i'm at 61m right now, 0.2m/s relative velocity :)

    I had no problems when i last played in 0.24.

    I cannot switch to the kerbal to fly him the last bit and i cannot grab him via eva, I had the pilot fly out and try to get him that way,lol...

    how the heck do you rescue them these days? when i try to switch to target i get 'cannot focus an object we do not own.' ?????

    huh?

    any insights?

    Level 3 mision control, tracking station, launch pad

    level 2 vab, crew building, research

  5. I created and launched an inline habitable hangar intended as part of a station. it works great. I decided to eva Jebediah and look at it from outside, noticed a crew hatch on it and landed and entered the station. fiddled with controls (open close doors, lights etc) and then Jeb started to panic as he cannot figure out how to get out :-p

    perhaps i'm missing something obvious.. but how do i get him out? lol

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