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  1. Threads with the same issue have been merged.
  2. Pilots need to be in command capsules to control a vessel. Pilots located in crew containers are not able to control the ship.
  3. Good luck!! Also, I loved the music in your introductory video! What music is that?
  4. Love it! I noticed in the video that while accelerating your rover pitches forward a bit. Not sure if you have tried this or not, but you might consider re-mapping the rover controls. The default rover controls are the same keys as the rotation (WSAD). By default, when you want to 'drive forward' it also pitches your rover forward. By re-mapping your rover controls to different keys, you retain the pitch controls of WSAD, but can use different keys to control the wheels. I think one setup I use is to re-map the rover controls to the translation keys (HNIJKL). Something to consider.. EVA construction is allowed. However, any parts you add also need to be flown from KSC to your rover, teleporting parts to your rover is not allowed. I could make a clearer ruling if you gave more information on what you would like to do. Here's a few examples- Your science parts or solar panels are not ideally located (taking damage..). You could use EVA construction to relocate those parts to another location on your rover. You could even add additional solar panels to your rover. However, any additional parts would need to be flown from KSC to your rover. You can't just teleport parts to your rover.. If possible, give a specific example of what you would like to do, and I can hopefully give you a better answer.
  5. 10/10 for @adsii1970. In addition to being a fellow mod, he also is the current caretaker of the TOTM threads (Threads of the Month). @adsii1970 would rank really high for many forum members I believe.
  6. I prefer to refuel in orbit of Minmus, it seems to be simpler. However, I agree that it is slightly more convenient to refuel in LKO. While I no longer do that, here is what I used to do: You will need a tanker which can go from Minmus to LKO and back to Minmus. One consideration is part count. Even with a good computer it's still a good idea to keep part counts low, if you can. With that in mind, you want to use the biggest fuel tanks available. For engine efficiency, the Nuke engines are an obvious choice. However, the Wolfhound engines also have a really good ISP, so those are a good choice as well. If you go with Nuke engines, use enough of them that burns are not excessively long. I do not recommend Ion engines. The burn times are way too long, and they can not be refueled (in stock KSP). In order to transfer the fuel to ships in LKO, you will need to dock. So one of the ships will need good docking maneuverability. I suggest you make the refueling vessel docking-capable- long -range ships are difficult to make maneuverable sometimes. So put a lot of RCS ports on the refueling ship, and don't make it excessively long. There are Vernier thrusters which use standard LFO, but work as RCS thrusters. The advantage to those is you don't need a second fuel source, just standard LFO will work. Or just use standard RCS thrusters, but don't be stingy with them. I also like to put a lot of reaction wheels on big refueling tankers. You will likely be docking with your refueling tanker while it's heavy, so you'll need a lot of control. Finally, you need to decide on a strategy to get fuel from the surface of Minmus to LKO. I suggest not worrying about efficiency from the surface. Minmus' gravity is so low that it doesn't really cost much to haul extra equipment to orbit. So here are a few strategies: Tanker has a complete ISRU setup on board: Drill(s) and Converter. Yes, that's a lot of weight to drag all the way to LKO and back, but it's easy, and only requires one docking maneuver. You could have a dedicated ship to deliver ore or refined fuel to your Tanker in Minmus orbit. That requires at least one extra docking maneuver each time you do a fuel run. It's more efficient, but takes a lot more patience doing extra docking maneuvers. There are more ways to set the operation up, which would add efficiency, but probably add extra docking maneuvers. Yes, docking is fun, the first hundred times you do it. But eventually it gets a little grindy. Good luck!
  7. Moved to KSP1 Spacecraft Exchange. Welcome to the KSP forums @RadProTurtle!
  8. @Ianwubby, I have another suggestion for you, if you are attempting a 'Sea' circumnavigation of Kerbin. The land bridge you are approaching contains two (or maybe 3?) inland lakes. When I make amphibious boats they are always much more stable on the water than on land, so I usually cross those inland lakes on the water, because it's safer. My amphibious boats usually have a tendency to flip over on land. However, while doing a Sea circumnavigation of Kerbin, using those inland lakes is not really specified in the rules. If you'd prefer to drive on the land for the entire land bridge crossing, that is OK too. It's up to you. If you do decide to drive underwater across the inland lakes, watch out for trees! I have indeed seen trees generate under the surface of the inland lakes up there. I suspect you aren't reaching crazy high speeds while driving under water, but thought I'd mention that anyway. Good luck!
  9. That is a good assumption, yes you can launch refuel missions from alternate launch sites. Also, I don't think I ever addressed your question as to wether your current run will qualify for a 'Sea' badge. If you complete the entire run on (or under) the water, it qualifies. NOTE- You will need to do a short surface trek at one of two crossing points. Looking at your recent progress, it appears you are headed for one of those 'land crossing' locations. If that's the only place you do on-land covering, then I am going to call your Kerbin circumnavigation a valid sea journey as well. @Spyro 152, I'm not sure I'm understanding what you are talking about. Could you perhaps post a few screenshots?
  10. GTAV is like that too. I get it, but it's still frustrating. Where I live we have good internet, until it goes out..
  11. Yes. However, on Kerbin it will require amphibious capability, as there is a required land crossing. On Laythe a submarine would work without amphibious capability. Eve would also require some amphibious capability. @Ianwubby is currently doing a Kerbin circumnavigation on the ocean floor. Anyway, yes, submarines are valid entries, so long as the rules are followed. Actually, the Elcano rules do not require you to return the crew to Kerbin- So your Elcano entry is already valid, I'll get ya added tonight! (The crew I used for my Eve Elcano run is still sitting on Eve...) I also do not like sending crews out and never having a plan to return them safely home though. But for Elcano purposes, they don't need to come home.
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