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phantom000

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Everything posted by phantom000

  1. Is there a landing radar? I have crashed on Mun so many times because i had no idea how high i was. The altimeter only measures sea-level so when landing on a dry body it gives only a vague idea of where the surface is. If it hasn't been implemented maybe it could work as a part that is attached to the landing module and can be activated in the action groups. What about some more actuators? I know there is a mod for building full on mecha and walkers but you could put some simple stuff in the stock game. Something like a part that can extend outward and retract on command. Could be useful for docking, instead of getting the ship within 0.6 meters you could stay at 4 meters and the extender just reaches out and makes the connection.
  2. I was not sure where to put this and this seemed to most relevant place. If i'm wrong i do apologize. In 40 days an asteroid is going to impact Kerbin. I want to catch it and put it in a stable orbit to use as a mining station for re-fueling. So I need a ship that can grab it, divert it from an impact then maneuver it into a stable orbit around Kerbin. I am probably going to have to assemble it in orbit, one section at a time with docking ports but aside from that i just don't know what to do. Any suggestions?
  3. Wow....You sir are a bon-a-fide steely-eyed missile man!
  4. I am getting ready to build my first station as I am designing the different modules I wonder what to do with the 'junk' that is all the parts that you don't need once it is attached. Things like the RCS thrusters, the reaction wheel, the propellant tanks, once the module is in place why would i need them? I want to attach a power module and all that would need is four solar panels and a docking port. So would it be better to make it its only little ship, with RCS, probe core and everything and leave all that attached? Or would it be better to send it up in a cargo bay and have a tug attach it to the station?
  5. I used the 'Stayputnik' once, on a flight that crashed so i reverted back to the VAB. Later when i redesigned the flight vehicle i used the Probodyne core instead. I decided that i prefer Lander Cans to to cockpits, they are just so useful because you can fit all sorts of stuff on them. So i probably won't use the MK2 cockpit.
  6. I haven't had much luck with space planes, everyone i tried to design did not get far before it crashed. At the same time i am wondering what exactly a space plane can do that a rocket can't?
  7. I actually managed to land at the Twin Craters on Mun and got the ship back safely! This was my fourth attempt, I kept running out of fuel before i could get back. I tried upgrading the fuel tank on my lander but it crashed because of the extra weight. So i modified the lander to carry a docking clamp and launched a resupply ship, it was similar to my lander but it lighter and was automated. My lander had just enough fuel left to lift off into a stable orbit, so i switched to the resupply ship, docked with the lander to refuel it and flew it back to Kerbin, safe and sound! Now what should i do with the supply ship, its still orbiting Mun but only has like 1/4 of its fuel left.
  8. I landed on Mun a couple times but after my 3rd straight failure to land and return I gave up on it and headed for Minmus. Minmus is harder to reach because it is farther away, has an inclined orbit relative to Kerbin and less gravity means your transition burn has to be more precise. Once there, getting down and back up is so much easier because of the lower gravity and smoother terrain. I have been to every biome on Minmus but have only visited Mun about three times. For a new player i might suggest just skipping Mun altogether and go to Minmus first then come back for Mun later.
  9. I have a similar problem with the new patch. I use Kerbnet to place waypoints but i can't land on them because i can get my ship into the proper orbit. When i set up my manuever node its hard to tell if the new orbit will pass over the waypoint or if it just looks that way.
  10. I launch my rocket and when i reach about 100 M/S i pitched to one side so that the rocket is bearing around 90 degrees. That's when the SAS looses control. Not all the time, about every 3rd or 4th launch. It usually doesn't go all at once, it wobbles a little, then a little more, a little more, a little more then suddenly it's pointing in the wrong direction. That is when i just quit and revert back to launch or whatever. So any ideas on what the problem is? I added a picture because i don't know if this is a game bug or if it's just a badly designed rocket.
  11. I got there once but i can't seem to get back. It's navigation. I can get to Minmus orbit just fine but getting into Minmus gravity is something else. When i set up a maneuver node i can never get it to show 'Minmus Encounter' am i doing something wrong or is this some kind of bug?
  12. This is a question I have. What exactly is the difference between the 64 bit version and the other one? My processor and ram are above minimum requirements but i don't know about my graphics and i was wondering which might be easier for my laptop to run. Suggestion: Someone should make a page in the wiki about this. That was the first place i looked but could not find anything.
  13. Okay, first thing first. I am running version 1.0.5 on Steam, no mods. I have no crash report, the game hasn't crashed yet and there are no screen caps because...there is nothing to capture. On two separate missions, it won't let me place a maneuver node. I click on my orbital path but nothing happens. It only seems to happen when i am orbiting Mun, and sometimes it happens and sometimes it doesn't. I'll try to get a crash report next time it happens. Here is the link for my system specs. http://download1490.mediafire.com/bczs6tw6h3rg/n45nbmefeqhoc9c/DxDiag.txt
  14. My Readme.txt says i'm running on version 1.0.5 and i saw a post on the forum for version 1.0.8 so i thought if i could just update my version it could fix the problem.
  15. How does one install updates on Steam? I have some problems with maneuver nodes and wanted to update to see if that would fix them.
  16. So i have 398 Research points and no idea what to spend it on. Any suggestions? Here is an image of my techtree as it currently stands. Everything to the right has not been researched and everything to the left has been.
  17. It could be i am just not good at maneuvering. I ran through the tutorials on orbiting and getting to Mun but when i try to do it their way i just seem to miss or run out of fuel. You say 10 good maneuvers cost less fuel then one bad maneuver, well what about four bad maneuvers? I think that is why i have had a little bit of success by launching at 90 degrees from Mun and keep going straight till you cross the orbit. Here is an image of my Rocket, LRV stands for Lunar Research Vehicle. One problem is that the heavier a rocket is the harder it is to maneuver, especially in the atmosphere. Also, it seemed like in this game 'bigger s better' when i first started i tried using 4 Flea solid boosters but my AP would only go up 1% or 2% but when i used just one Hammer suddenly i was getting two or three times my old altitude. So i kinda got the idea of quality over quantity, one really big engine is better then four smaller engines.
  18. How do you get and upload a picture of your rocket? Anyway, here is a brake down of my rocket. STAGE 1: 8 Kickback solid rocket boosters STAGE 2: 1 Twin-Boar liquid rocket STAGE 3: 1 Mainsail liquid engine attached to a X200-32 fuel tank STAGE 4: This is the landing and return vehicle, it varies because i have redesigned it a couple times and probably will have to redesign it again. Stage 1 cuts out just short of space, about 50,000 meters, then stage 2 fires which takes my AP to about 550,000 meters then decouple and run stage 3. I throttle the mainsail engine so that i have just enough Delta-V to get me to Mun Encounter. Usually it puts me right on coarse for a landing. Doing it the other way, launch, get into orbit, circularize your orbit, launch for Mun, get into orbit around Mun, land on Mun, then orbit Mun and return to Kerbin requires a lot of maneuvering and so requires a lot of fuel.
  19. I have been trying to land a kerbal on Mun so i can get a crew report and a surface sample. I always seem to run out of fuel just as i get there, so the ship either gets flung out into space, crashes into the Mun or doesn't have the fuel to get back to Kerbin. Then i had a thought...what if i could simply time my launch so that the launch pad is at the correct angle to Mun so that when i launch my rocket i could just keep going until i got to 'Mun Encounter' Has anyone done that before? P.S. I am still running the vanilla game so no mods, if there is one that lets you do what i describe let me know.
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