djr5899

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About djr5899

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    8-bit Kerbalnaut

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  1. I just finished a mission in my new Science Career that will forever be affectionately known as "The Skip Mission." Jeb, Bill, and Bob had issues getting to orbit, as their chief engineer forgot to add control fins to their G5 rocket, causing an uncontrolled spin on the way to orbit. The mission continued on to the Mun with a very successful gathering of a large amount of science data, however, the excess fuel used reaching LKO would could back to haunt the crew on their return. After leaving the Mun and setting a course for home, it was apparent fuel would be tight to make a successful re-entry. In the end, with a 2.5M meter apoapsis, and a 54K m periapsis, the crew "skipped" off the Kerbin atmosphere and back into space. This happened not once, or twice...but 5 times before they burned off enough speed and apoapsis height to stay in the Kerbin atmosphere on the 6th attempt. After a successful splashdown landing, and with the G5 capsule returned to the KSC, the true potential horror was realized. The heat shield abalator had less than 20% effectiveness remaining. One more skip off the atmosphere, and the crew likely would have burned up on re-entry. The legend of Jeb lives on.
  2. Day 15 of lockdown/shelter in place....I've resorted to firing up KSP Enhanced Edition for XBOX again. I figure, now is the perfect time to try and knock out all of the achievements for the XBOX version....most of which require a flyby of every planet and moon, as well as landing on every planet and moon, and returning to Kerbin. The other reason is my laptop is not built for gaming at all, so when playing on my laptop, I either need to crank the graphics down to almost the lowest level, or I need to tilt the camera to just seeing my ship and space to prevent massive lag. To accomplish the task, I've built one ship that is design just to get to orbit, land, and get back off said planet/moon, and the one big ship that is an unmanned refueling ship. The refueling ship flys like a hippopotamus, and when I try to squeeze every ounce of fuel by flying the lander craft attached to refueler, using the remain fuel in the refueler engines, it flys like a hippo and an elephant stuck together. Oh yeah, forgot to mention, these achievements are much easier to accomplish on XBOX edition since the last update for XBOX added a Mun launch site. Makes up for the lack of KER and total guesswork on dV when ship building. I just finished my launch from the Mun to Duna surface and back to Kerbin to knock out that achievement. Next up, back to the same SOI to hit up Ike.
  3. Doing something I probably should have done a long, long time ago...building a series of ships designed for to visit each of the stock planets/moons. Too often I get caught up in playing the game (career/science) and end up doing the same thing over and over. This time, I'm just building and testing, and not worrying about anything else, starting with Duna series craft: Duna LS Lander - Duna launch system that includes a science based lander. Aim of this craft is to be able to reach Duna SOI, undock lander, land on the planet, return to Duna orbit, dock to transfer Kerbals, jettison lander, and have enough fuel to get back home to Kerbin. Duna LS Auto-Fueler - If anything goes wrong with the Lander system, the unmanned Auto-Fueler can be sent to Duna SOI to refuel any stranded craft. Duna LS TR - Transport and Rescue, for those times when refueling just won't cut it, and you need to send a recovery ship. Duna LS Miner - Ore mining ship. Most likely unmanned, and most likely several variety (miner, rover to transport surface fuel, craft to transport to orbit to awaiting fuel ship). 1st two in the series have been built and tested. Still undergoing some refinement. Dres and Moho series will be up next.
  4. In my newer 1.8.x sandbox game, I created a new rover/lander system. Pretty happy with it, especially since it all worked out on the first build. Rover mounted center under the lander Mount created to attach rover to lander, then decouple the mount from the rover (you can see my mounting bracket laying in the background of picture 2) Ion engine worked quite well, and the stability was quite good. Very rare for me to have a design in mind, build it once, and have EVERYTHING work great on first launch. Sherrie Kerman is off to go find some Mun rocks to scan, while a new mission is being planned to Minmus, as well as retro-fitting for Duna and some other planets.
  5. I think my biggest thing is, I am a total noob at planes. It's been a few months, but I think when I read through your document, all the information was fabulous....but at the end I still had to build a plane and get it to work and....it didn't. In terms of tutorials Take your document one step further (ok, maybe 2 steps), showing the building/setting tweaking/flying of a simple single prop plane, and the same thing with a dual prop engine plane. Talk about how you are controlling the plane, any adjustments you need to make etc. to fly the plane with stability. I'd love to see a document/video on using the KAL. Assume I am a brand new player who just bought KSP and has like 10 hours of gameplay. Show somebody how to do something simple like move a hinge up and down, use a servo for a tilt engine, and maybe end with something a little more complex like a small walker or other more complex craft. Thanks for the document and your offer to help. No obligation.
  6. Thanks. I know I looked at the @XLjedi doc, as I have a comment on that post. At first glance I thought it looked great, but if I recall, I still had issues once I got into the document. Going to look at it again and take another crack at it.
  7. Me personally, I'd love to use the robotic parts and the prop parts. But, even though I've been playing for several years, I don't build many "complex" craft. For me personally, I haven't found a good tutorial on creating prop planes and flying them, or on using robotic parts and the KAL-1000. As much as I want to use them (and have tried a few times), I don't have the patience to do trial and error for several hours (which I have tried a few times) trying to get them to work how I think they should work, or how they seem to actually work. When the hinges came out, first thing I tried to make was a Star Wars X-Wing. Out on the runway, the wings just flopped around and didn't work anything like I expected. I still maintain that not adding a tutorial showing how to build/fly a basic prop plane, and how to use/control the robotic parts was a HUGE oversight by SQUAD.
  8. The Prograde marker being off is likely your issue. If the pink target marker and the prograde marker are not on top of each other, then it means you are going to hit the docking port at an angle. When Prograde and the Target marker are on top of each other, then you should hit the docking port at the correct angle. Again, I'd keep the speed down to 0.2-0.3 m/s, and sometimes when you get real close I find it better to turn of SAS so it doesn't "fling" you off the docking port. At this close of a distance, what you should do is get the speed down to about 0.1 m/s, and use RCS I/J/K/L keys to move the prograde marker on top of the target. It shouldn't take much RCS thrust at all to get them line up, assuming you have enough RCS thrusters on a large ship, and they are aligned properly to react correctly (ie, if you have thrusters at improper distances from the center of mass, it will make your RCS movements a bit off of true centered RCS thrusters, which can be frustrating).
  9. Nothing exciting. Just redesigned my main satellites to use an Ion engine. With a single Ion Engine, a 5700 unit Xenon tank, a 2-4K in batteries, I can get about 10,000 dV for the satellite. Plenty of dV for adjusting orbit if needed, or reducing orbit to send the satellite into Kerbin atmosphere to burn up on re-entry. Not sure why I never did this in the past. Most times I just attached a small lf/ox tank and a terrier engine, but I find this much more compact and efficient.
  10. Are you able to post a screenshot or short video clip of what you are seeing?
  11. Do you mean that it is so heavy it rotates too slowly, or does it actually break apart if you try and rotate it? What I would probably try is to add new docking ports to the ends of the large station. docking port remote guidance small fuel tank RCS and/or small Lf engines large reaction wheel. I'd build two of these, put them on each end, and see if that helps the large station rotate any faster. Then ships would just dock to these new modules. Just a thought/suggestion.
  12. As the original poster of one of the threads @Gargamel referenced, I can tell you it does take practice, and after you get the hang of it, using the stock NavBall, to me, is the easiest method. I no longer use any docking mods. I don't even the stock docking mode. I just use targeting nodes in the NavBall and the prograde/retrograde nodes in the NavBall. Using both of those, I am able to get my ships slowed down or to a complete stop, and aligned. Things become a lot simpler, IMO, if you can get the craft you are docking to a complete stop. Get it within 50-100m of the target. From that point, switch to the craft/station you are trying to dock to. So let's say you want to dock CraftB with StationA. Get CraftB stopped within 50-100m of StationA. From CraftB, choose the docking port on StationA that you want to dock with, and then set that as the Target. Use NavBall Target node, RCS and SAS to hone in on that docking port. Switch to StationA, and from StationA, select the docking port on CraftB that you want to dock with. Then select the Target node on the NavBall, and wait until StationA is on the Target Node. Switch back to CraftB. Both craft should be lined up with each other and at the correct angle at this point. Turn on RCS, use thrusters to slowly advance. Assuming your RCS thrusters aren't pushing you off target, you should be able to keep moving towards StationA at around .3m/s, and drop down to .1 or .2 m/s as you get really close. Too fast, and you'll bounce off the docking port. Use RCS and SAS together to stay on target. Again, as the poster that posted one of those threads asking for help.....it still takes time. Learn to get the craft in the same orbit, an intersection point as close as possible with as low as speed as possible. It still took me some time to get it, but the above method seems to work best for me. There are even times where I can have a close intercept, but speed is way too fast. I've learned how to use retrograde to quickly slow the craft down to a suitable approach speed. Big help, and helps eliminate that "always chasing the other craft" effect. Hope this helps.
  13. To me, it seems like all science parts are more susceptible to overheating. My heat shield isn't failing....the science junior it is attached to is. Literally the slightest deviation from dead center retrograde and the science junior starts overheating. I mean, it does make some sense that science experiments would overheat and would need to be put in a service module, but, a science junior....that won't work. Oh well, it's playable now so I'll just go with it.
  14. Thanks. I'm going to re-test the same craft file in Sandbox and see if that makes any difference. I also re-verified files and found 6 files that failed to verify. Hoping that is it. I'm not sure if the actual changes are published, like, in 1.8.0 look in X file and X setting was this value, and now it should be Y value in 1.8.1. MOAR TESTING.....
  15. Curious as to anyone else's experience with 1.8.1 with this issue. I just finished some game time, starting a new career save in 1.8.1, and, while I see an improvement over the 1.8.0 drag/heating issues, it's still not back to pre 1.8.0 levels. Simple, early mission I did in the brand new career: MK1 Command Pod MK16 Chute attached to Command pod 4 Mystery Goo, 4 Barometers, and 4 2HOT Thermometers attached to the command pod A science junior 2 MK2 radial parachutes attached to the science junior A 1.25m Heat Shield This was my entire craft re-entering Kerbin atmosphere. I did not achieve full orbit. My max speed under 70km was 2003m/s, yet, the heat shield failed, the science junior exploded, and all the external attached experiments blew up as well. The only thing that didn't overheat and explode was the MK1 Pod and MK16 chute. Pre-1.8, I could come in with a craft 2-3 times as heavy, as fast as 3000-3300 m/s hitting the atmosphere and still have all the parts of the craft survive.