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  1. I just got a contract asking me to put a station on a solar orbit with like 8k monopropellant and 10k electrical charge, all of the other standard station requirements (cupola, docking station, power generation, etc), but it asked me to put it in a stable solar orbit less than 1 million km. All of the parts are on the verge of exploding due to heat. I can get the periapsis that low, but it's like another 11k delta v to circularize. Lol not sure this is correct or not? Is there a trick to getting a stable orbit that close to the sun? Rylant I have been using it. I think Ckan may not list it as current but it still works. For me anyway.
  2. Hey all, I remember previously having tourism missions to take 3 tourist out, for instance. After completing the contract, the tourists would become a pilot, scientist or engineer as a permanent part of the roster. I might be misremebering as well. Does anybody remember this? Was this an old game feature that doesn't exist anymore? Or maybe a mod? Or maybe I am crazy lol. I have looked around and can't seem to find it. Rylant
  3. I also would like to say that Mike Aben videos don't get the love that they deserve. I find that he has a way of explaining things really well. He does have a video which explains rocket tipping during launch. I thought it was great. Rylant
  4. One of the options is split the ship in pieces and launch it in multiple launches building it in orbit. One question. Are you playing in career or science mode? And if so, do you have the entire tech tree unlocked? I know that I generally try to keep my launches ideally at 1.3 TWR at launch. If it's higher than that, I intentionally lower the thrust of the engines. I find a 1.3 TWR to be a bit of a sweet spot for control at launch. Rylant
  5. Hey all. So I have established a surface base on Laythe on one of the flatter islands which I can land a small SSTO on. I also have a simple orbital base in Laythe orbit. My intent was to dock my interplanetary ship with the orbital base, transfer crew to the SSTO, fly them to the planet to get the flag plant, and return them to the orbital base to continue the journey. The surface base has mining and ISRU ability, but I am not sure how to transfer fuel to the nearby SSTO for refueling. Is it possible to do without docking the SSTO to the surface base? Rylant
  6. It’s cheesy, but one thing you can do is add a bunch of EAS-1 external command seats to your build. Then don’t use them. Each one of the seats is light and an easy way to increase your station’s maximum Kerbal capacity, without really adding a lot of weight to the build. Rylant
  7. So the new alarm clock feature. I can add a maneuver mode. However, when I move away from the vessel, the alarm clock doesn’t move the time. It sticks on 2 days, 4 hours, for example. If I go back to the vessel say a day later, the alarm clock updates the time, but when I move away from the ship, it halts the timer in the alarm clock again. Anybody else experiencing this? Rylant
  8. Stupid question about the VAB Craft Folders. So I can create a folder, but I can't figure out how to organize the folders in game, or to save a new craft to a new folder. I can't figure out how to drag and drop or anything. Or is the only control that you have here in the actual file directory? Rylant
  9. It's out and I am starting a new game. Now, how long until Kerbal Engineer Redux and Better Time Warp are compatible... Rylant
  10. This is something I do quite regularly. I try to set up a rendezvous with a station, or satellite or something with the intent of docking, or repairing it, or rescuing somebody. Something. I always line up our orbits and try to make my orbit 20 or 30 km lower or higher than the target, to set up an easy rendezvous. At this point, I often realize that our orbits are 180 degrees off essentially reversed; he is going around the celestial body one way, and I am going around the other way. If I had realized 20 Kerbal days ago, I could have set up a slight correction burn to move my orbit to the other side, but no... I know, the orbit is dimmer in the direction you are heading... I have done this countless times, you would think I would learn. It's embarrassing... Rylant
  11. So I have tried versions of this contract now several times, but it never seems to work. The first time I did it, I never noticed it didn’t complete until after I landed. I just assumed I had done something wrong. Tried it a few times now, and I can’t get it to complete no matter what I do. Anybody else have this issue or am I doing something wrong? Rylant
  12. So had a contract for a satellite with a ridiculously low Solar Orbit and decided to put a Xenon Electric Propulsion engine on it to get it to the final destination. It has lots of room for the maneuver and lots of delta v, but the burn is like 4 hours... Do you guys just start the burn and go to bed? LOL. It will be resolved in the morning. Or is there a fast way to execute the maneuver? I am assuming I can't start the maneuver and then leave the craft and time warp? Thanks, Rylant
  13. Hey all, so I have finally got a nice design for a lander ship with about 5k vacuum delta v with ISRU and mining capabilities. It also has enough thrust to weight to get off any body including Laythe, except Eve. It’s big; like 700 tons. I can get it into LKO and from there it can go pretty much anywhere. Moho is tight though. I find that I don’t have a lot of wiggle room for wasted delta v if I am doing a Moho return. And I tend to waste delta v; lol I am sure there are players out there who will say “You can’t land in Moho from LKO with 5k delta v? I can get there and back with that much!!!”. Sadly, that’s not me. So, I was wondering if I could launch my 700 ton lander into LKO and then also launch a transfer stage into LKO as well. They could dock up? Then I could use the transfer stage at least for that initial 1600 k burn and ditch the transfer stage. Then I should have ample delta v for the Moho land and return. Is that feasible? Can I dock the main lander to a transfer stage head first, initial burn to Moho, and undock and ditch the transfer stage? It’s probably easier to get that size of ship into LKO with 2 trips, rather than just adding the transfer stage to the 700 ton ship for the initial launch? Rylant
  14. Hey All, So in my career mode, some of my subassemblies don't save when I drag them and save them in the VAB. It looks like it saved. It asks me what to name it, I name it and hit save, but nothing shows up. I am using steam and when do this, the subassembly craft shows up in the folder directory, but nothing is there in game. The funny thing is, that some files save normally, but some behave like this. Thoughts? Rylant
  15. Doing orbital rendezvous is one of those things which seems really daunting at first, but after you practice it a bit, it becomes remarkably simple. I remember at first it took me hours of setup and painstaking planning with lots of saves and reloads. First getting into orbit, then matching planes, then setting up the encounter ensuring it would be for less than 100 meters, then the spacewalk and transfer. Now when I do a rendezvous, I don’t even bother matching planes if it’s close and I try to get within a few kilometres. To rescue somebody in orbit now in Kerbin space will literally take me a couple minutes to do. Practice it. It is fun and will get easier quickly. Remember my method is great once you get more comfortable but you probably want to be more careful if stranded in low orbit as my adjustments could take you into the atmosphere. Rylant
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