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mattssheep4

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Everything posted by mattssheep4

  1. As far as I'm aware, when you start a new game, the sliders are still there... Same with the translation and rotation options... Maybe a mod screwed something up? Try starting a new game without the mods and see what happens.
  2. To get an orbital period, you can make a maneuver node just behind your ship and check the time to burn. Poodles are my interplanetary engine of choice, because while they are not as efficient as nukes, they are pretty decent, and they also have a decent TWR. I've sent several missions that using a poodle had maybe 500 m/s less dV than a nuke, and the burn was waaay faster.
  3. Kerbal Alarm Clock will let you know when to make transfer burns from one moon/planet to another, if that's what you're looking for. I've used it enough that I can guesstimate pretty well now, so that's my suggestion.
  4. Okay, here's a Division 1 entry I'm submitting that actually has all the requirements! http://imgur.com/a/KLGy8 A couple of minor bumps (shown), but I managed not to break anything.
  5. I've never had a problem with struts failing, and often 3 or 4 is plenty for whatever task I put them to, but idk if there is a limit of not.
  6. Done that a few times myself. Last time, fortunately, I was redirecting an asteroid and at the distances from Kerbin I was at, it only took maybe 200 m/s dV to fix it.
  7. Yeah, I tried it twice, but decided I needed the other engine to be efficient at all for the challenge, sorry about that.
  8. My entry is here: http://imgur.com/a/9SDr6 I didn't remember the F3 results screenshot, and it wasn't under 15 min, so I might try again with a slightly different craft. No mods, Division 1 entry.
  9. I know this is already partly answered, but if you're not aware of this already, if you get a close encounter with Minmus (doesn't have to be a close one, but it has to enter Minmus' SOI), make a maneuver node at least halfway out to Minmus, then focus view on Minmus, open the maneuver node up again, and adjust the node so that the orbit goes above the north or below the south pole. This way, it doesn't really matter what orbit you start in from Kerbin.
  10. Correct me if I am wrong, but I was under the impression that fuel (liquid fuel at least) was pulled evenly from all tanks now, so I'm not sure that would have an effect.
  11. Foxster, I made a challenge badge for this if you'd like to adopt it.
  12. Here's my submission: Mun encounter, Escaped Kerbin SOI, 8.12 million km periapsis. Probably could've done better if I'd thought of timing my launch better, but my craft did pretty well.
  13. A probe core, an FL-T400 tank, and an LV-909 can get you out to Jool easily once you get them into LKO. If you want something to return, you'll need a bit more though.
  14. There is a way to add custom categories. There's a little arrow above the tabs (engines, fuel tanks, utility, etc.) that you can click on that gives more options, and you can click the + button to add custom categories like that.
  15. I recently started as save with the Engineering Tech Tree mod, and all the suggested mods that can go with it. These include Interstellar, FASA, Firespitter, KWRocketry, and a few others I don't remember off the top of my head. I also suggest Kerbal Alarm Clock and Kerbal Engineer Redux. This setup makes for a very interesting game with lots of options for tech tree unlocking and rocket building, and other fun stuff. I added TAC Life Support to this, you might consider that as well.
  16. Have you checked your staging sequence? That's what usually gets me.
  17. Maybe try using the Klaw with the pivot unlocked.
  18. I've never used that feature of KAC, but I think it refers to a scenario where you have an alarm set for, sayh, 1h, 12m from now, and you make a new alarm that would be set for 1h, 12m, 10s from now. The alarms then might merge, because they are so close together in time, you wouldn't want to deal with two alarms going off within x amount of time.
  19. Yeah, if you burn towards Kerbin when it comes up over the horizon, you'll get back pretty efficiently.
  20. When you unlock probe cores, they can help a lot with stability, even just the stayputnik or whatever its called.
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