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Moh1336

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Everything posted by Moh1336

  1. Here's my list having just done my last contracted rescue mission around Kerbin: 1 Scientist (female) 2 Engineers (the last one was an Engineer and both male.) 5 Pilots. (2 female)
  2. If the game didn't do it automatically, you'd have to go in to the save file and edit it as with the heat shield issue I guess.
  3. Today I made my first basic Kelikopter and took her for a spin in the mountains. Found a huge chasm, although I was really looking for the monolith. Unfortunately trying to land on the mountain my tail rotor cut out from poor air intake. Wasn't able to recover the vessel in time, though Jeb managed to survive. I hope he managed to send a distress call, it's a long walk home otherwise.
  4. Thanks for this. Am I right in thinking that uses the same co-ordinate system as Waypoint Manager?
  5. I was attempting to make a new rocket for a manned Minmus landing using the big orange fuel tanks, the Rockomax "Skipper" Liquid Engine and a whole host of solid boosters to help get it off the ground. After a few 'simulations' it became clear there wasn't going to be any sane way of getting all that payload up there without the mainsail engine. My intent was to take several crew (and one tourist who wanted to orbit Minmus to finish the contract) to boost their XP. So I decided to use my unmanned Mun lander rocket to get some science, and stick a Kerbal in it. I knew if it could land on the Mun, it should be able to reach, land and leave Minmus. After making a few minor adjustments, adding Val, I set off for Minmus. The entire trip there went well, landed in a nice spot. Did a bit of science and returned towards Kerbin. My initial return orbit was 42,000km a bit too high for the new update so I ended up coming out the other side in a big elliptical orbit. I few corrections on the apoapsis to get a better insertion and I was set... That's when I realised I forgot to take off the stayputnik. Like I said, this was originally an unmanned design. An unmanned design that was never meant to return from the Mun. I'd set it up to be able to take and send back science, so if I ever got "transmit science from the surface of the Mun" contracts, I still had a capable vessel there to do it immediately. By now you're probably ahead of me, we've all done it at some point I'm sure. What do you not need on a vessel that is not intended to return? Parachutes. Unfortunately I had left and reloaded the game before landing on Minmus, so the "revert flight" option was not available to me, but that's okay, reverting is not the Kerbal way not with all this science. Fortunately, with the rocket being designed for Mun landing, there was quite a lot of fuel in the lander part left. So using it sparingly at first to help slow me down, then going all out to land I did manage to make a safe, if violent landing. This only issue I had is that the landing was at 10m/s - which to me seems way too fast. In previous versions I'm sure most if not all would have been lost. It could be a mod that affected this, I'm not sure. But either way, it was a stupid thing with a fortunate ending.
  6. I am tied between Pilots and Scientists, I've only had one engineer so far and it's been fairly even on gender. Unless you forget to pack enough batteries/Solar panels. Then pilots are quite useful.
  7. I came in at 32km on my last re-entry without issue. The debris must just be travelling too fast at least until I 'terminated' it.
  8. I always aim for about 250m/s before deploying chutes, I have yet to have any issues with re-entry or chutes but I have only done one since updating and that was via an orbit after a rescue mission. However I have noticed a piece of space debris has a periapsis of 28,000km and keeps skipping out of the atmosphere, where as it would previously have re-entered Kerbin. My next trip is to Minmus for my first manned landing, I guess I will have to be a little more cautious on my return trajectory. Edit: Well I can honestly say I had no issues returning at all with my parachutes... mostly because I forgot to put any on. Good thing I had plenty of fuel left in the lander! It may be worth noting that with a periapsis of 40,000km I did end up going through the atmosphere and emerging at the other side on the first pass.
  9. A few of my early attempts at building some WW2 themed planes. I should point out that I am very new to Kerbal, so I know there are probably better/more efficient ways to build these. But they fly and they fly well so that's good enough for me. The images were originally saves to Facebook, so expect poor quality and small size.
  10. I had no issues with the old design, though I must admit I think I prefer the new look to the old one.
  11. Oh goody. I'm fairly new to the career, but I already have a load of ships that may be affected. Here's hoping not all of them are.
  12. What a good idea. It also bugged me that you sometimes have to make multiple trips for the same info. I suspect I know the answer to this question, but I shall ask anyway: Does this mod work retroactively for experiments I have run, or will it only affect new ones?
  13. I'm fairly new to KPS, started with the demo when 1.0.2 came out and bought it in the Steam 25% off sale a few days ago. Loving the career mode and already have several mods installed.
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