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AmoebaMan

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  1. Hey, I've been working on a pretty basic ModuleManager patch for my own enjoyment, and to start to teach myself a bit about modding. It replaces the names and descriptions of your experiments with more Kerbal-sounding stuff. Would you mind if I posted it here for others' enjoyment as well?
  2. Depending on how planet altitude maps are stored, you might be able to calculate slopes and generate a very basic pass/no-pass matrix to use with a basic pathfinder algorithm...
  3. Would be really nice if there was an option (or hotkey) to toggle it off. I'm absolutely in love with this mod for airplane flight, but it's a bit silly and distracting for rockets or even Kerbals on EVA. You might even be able to make it an intelligent toggle?
  4. Damned if that makes any sense to me, but it worked. Came on approach at exactly 1.0m/s and it hitched on the first try!
  5. It's definitely armed. Visibly looks like a claw once the canister opens. I'm approaching at less than a tenth of a meter per second using RCS thrusters. I don't think it's physically possible for me to come on any slower.
  6. Before I start, let me say that I'm a noob. I picked up this game a few days ago. Best practice is not something I'm currently concerned about. I recently sent out my first manned mission to the Mun's surface. I've sent orbiters to both the Mun and Minmus previously, and returned them safely, but I'd been wary about actual landing missions until now, out of fear that I wouldn't be able to pack enough fuel to bring my Kerbals home. Today, however, all that potential Science became too damn tempting (I'm playing science mode), so I put together my biggest rocket yet and launched it into the sky. And, of course, didn't have enough fuel to bring my Kerbal and all his research back home. Not entirely, at least. I came close. Right now he's in a pretty slick orbit just about 1,700km above Kerbin, just chillin' with all that research. I probably wasted more fuel than I needed to on the approach and landing, but the fact of the matter is that right now he's stranded up there, just a few seconds of fuel short of a happy reunion with terra firma. I don't want to waste Science by transmitting his research, and I also don't want to leave him up there because space is lonely. So I mounted an operation to return him home. Which, of course, was complicated by the fact that his lander wasn't designed for this kind of operation. It's got no docking ports (I don't actually even have them unlocked). All I've got to work with is the Advanced Grabbing Unit, which I barely had enough Science to buy after a few pointless ground excursions on Kerbin sampling biomes and such. "Whatever," I thought, "I can make this work. Send up a rocket with plenty of spare fuel, grab it with a Klaw, push it out of orbit, and let it fall to the ground." I even made sure the booster/rescue rocket was unmanned so I could safely ditch it if necessary. So I sent up the rescue rocket. Blue skies. Beautiful trajectories. Everything went perfectly. I intercepted the stranded lander within 300 meters. Lined up with the RCS thrusters, deployed the claw, drifted slowly towards my target, and... ...bounced off. Huh? I did this in the asteroid retrieval tutorial, it should be...grabbing? Nope. Maybe too fast? No, to crooked? Wrong again. I've been bumping at this Munar lander for the past half hour with this gorram Klaw trying to get it to latch on. The wiki page says I should only have to make contact. It ain't working. Can somebody help me out? I've got plenty of liquid fuel, plenty of RCS, and way more electricity than I need. I've got no clue what's wrong here, and I'd really like to get this buddy home. Or his research, at least... ANSWERED: Apparently the Klaw can't grab things if it's approaching too slowly. I retried with an approach velocity of ~1.0-1.5m/s (as opposed to <0.5m/s previously) and it worked perfectly.
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