Goody1981

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About Goody1981

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  1. Goody1981

    Rover problems (Console)

    Hi there, a pic would help but usually that happens when you’re trying to attach the wheels to something else that’s already been radially attached. You can’t have mirror symmetry on a part you’re attaching to a part that’s been attached in radial symmetry (confusing sentence - hope that makes sense). To fix, you can remove the part you’re attaching the wheels to, and put it back on in mirror symmetry, then the wheels will attach in mirror symmetry. Or, you can place the wheels one at a time, and use the move/rotate widgets with angle snap, in absolute mode, to get the wheels properly aligned.
  2. I do this too, and if you have Distant Object Enhancement it makes it so much better. Yesterday I was testing an SSTO, didn’t make it to orbit (standard) but came down and landed on the other side of the planet, in the middle of the night. I looked up to admire the starry view, and there were dozens of little ‘stars’ zipping all over the place. Looks exactly like when you see a satellite, or the ISS, in real life. You can mouse over them and it tells you what they are too... a lot of mine were debris haha. DOE is awesome
  3. Voted in the poll, and was happily reading along in the thread when someone mentioned version 0.20... Holy mother of necro! Haha!
  4. Goody1981

    Your Unusual Tricks of the Trade

    Now that this has been bumped ... Was reading the previous page about how/where to strut radial boosters, and realised that I have a trick (which maybe everyone does). Basically, I don’t use struts anymore since autostrut was invented. 1 - place booster on radial decoupler, set autostrut to grandparent part 2 - place nosecone on booster, set autostrut to root part 3 - booster won’t budge!
  5. Thanks so much for all your hard work Nhawks17. This mod is my number 1 favourite mod in KSP. You have given me hours of entertainment for nothing....thank you!
  6. Goody1981

    [1.3.1] (Almost) Real Solar System (v1.2.1)

    Awesome thanks and thanks for making the mod
  7. Goody1981

    [1.3.1] (Almost) Real Solar System (v1.2.1)

    Hi - this is a great looking mod. Do you know by any chance if it’s compatible with cloud mods like EVE/SVE and/or Scatterer?
  8. Ha well I guess it depends how much fuel they each have... it’s definitely possible, but will require a lot of orbit-fiddling and fine tuning to get them exactly where you want them... time-wise it would def be quicker to use my earlier method. You could always leave them there and launch separate keostationary ones... call it your LKO network - having more comsats never hurt anyone haha. If you did want to try I think the most accurate way (to get as close to 120 deg without just eyeballing or pressing a protractor to the screen) would be to rendezvous all the the sats somewhere (doesn’t matter where, just as long as they’re all together) then pretty much just repeat my first method. So get each sat in a 4 hour orbit with keostationary Ap (but be as quick as you can doing the burns, even trying to control all 3 at once by switching between if possible, so they all reach the same Ap at the same time), then have the first one circularise at Ap, wait an orbit then do 2nd, etc
  9. Haha yeah that is trickier... I can’t think of a way that doesn’t involve rendezvousing all of them together, which will use loads of your fuel. Are they spaced out evenly now? Like 120 degrees?
  10. A way that works for me is to build a craft capable of delivering all 3 satellites at once (ie payload is 3 individual satellites, separated by decouplers or stack separators). Then, get your Ap out to keostationary height (2868.75 Mm). Coast to Ap, and when you get there bring your Pe up until your orbital period is as close to 4 hours as possible (easy with KER which tells you orbital period, but you can also place a manoeuver node directly in front of you, cross it, and see how long it says until you re-cross it). 4 hours is the key though, as that is 2/3 of the 6 hour orbit you have at keostationary height. Once you have a 4 hour orbit, wait until Ap, then release the first sat. Switch to satellite and circularise so you have a 6 hour keostationary orbit. Switch back to main ship, and wait until Ap again and release second sat, and repeat. Do the same for the third. Then they should all be 120 degrees apart and you get those beautiful green comm-net triangles
  11. Goody1981

    The planet shots

    Not sure about Camera Tools, but if you like a bit of a challenge to get your pic, the mod Tarsier Space Technologies has a couple of different telescopes which you can actually use and find planets and zoom in and take pics of them. It also adds galaxies and nebulae to find with the telescope. And you get science for the pics
  12. Goody1981

    "The Essential" Mods List

    I mean I guess? But I’ve got a very average computer from 2015 which has had zero upgrades in the last 3 years and it runs these 3 mods perfectly ... (plus dozens of others - graphical mods Planetshine and Scatterer among them). Apart from these mods being my favourite, they answer the OP, in that they are compatible with EVERYONE’s play style (unless you hate good graphics or immersiveness). To answer that specific question, you can’t include part mods or mods that alter the gameplay (even mods like KER - essential if you ask me, but not everyone is me)
  13. Goody1981

    "The Essential" Mods List

    Essential mods that add awesome stuff, and actually don’t change the game at all so that any KSP player can enjoy them: DOE, SVE and RealPlume.... my 3 favourite mods of all time
  14. Goody1981

    Collecting Science (What Biomes are left?)

    Love how excited you are about this ...has inspired me to leave work early and load up my save! Just with respect to the EVA science that I mentioned, the biomes don’t make a difference if you are high above the planet, only low orbit. So for Kerbin there is ONE EVA science available for high orbit, and like 10 or whatever for low orbit. Also also, if you are playing Science or Career mode, where the actual science is used to unlock parts, I wouldn’t go super-crazy just at Kerbin-Mun-Minmus. It’s very easy to get to the end of the tech tree just from these 3 places, and I know in career games where I have done this, I haven’t felt as motivated to go interplanetary since I’ve already unlocked everything. But having said that, if this is your first time, play however you want, and you can always start another one
  15. Goody1981

    Collecting Science (What Biomes are left?)

    Good answers here, a couple of other tips - It's (semi)obvious but if your hatch is off the ground, you can only jetpack back to it on low gravity moons/planets. So for some places you will need ladders. I once sent a mission to Tylo, beautifully designed lander with multi-stage ascent, took me ages to build, couldn't wait to try the take off. Landed, hopped out, got science, planted flag, took in the view, pressed 'R' for jetpack, held shift for 'up'... and watched in horror as the jetpack just emptied itself over the ground without my Kerbal moving. - If you do have a scientist (or any Kerbal) on the next trip, a great way to get more science is to do low EVA reports. Each moon/planet has a "high" biome and a "low" biome. E.g. you can get 2 thermometer readings from the Mun - one "high above", and one "in space near". But for EVAs it's a little different. You still get only 1 "high above", but when you are close, each biome on the ground you are directly over counts as a different EVA report. As an example for Kerbin, if you are in a 70km orbit, you can just: 1 - EVA, and do a report (let's say you're over the water) 2 - Right click capsule and store the report/data/experiment (can't remember exactly which word it uses), or you can enter the capsule to store it, then EVA again 3 - Wait until you are above a different biome (grasslands, shores, lowlands, midlands, highlands, mountains, deserts, badlands ...all available on an equatorial orbit, if you are inclined you can get poles too). 4 - Repeat 1 and 2 It does take a bit of trial and error cos you won't know you're above a new biome, you just have to eyeball what's below you. Or get KER, and it tells you. - If you can show us a pic of your craft we can have a go at troubleshooting?