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Tassyr

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Everything posted by Tassyr

  1. I have a question. Mechjeb has decided that it will no longer execute any maneuver node after launch to circularize at the top of an orbit. I don't understand why- the ascent module gets it perfectly off the ground, lined up, and then gracefully dips past to slam into Kerbin again. I've tried every option in the Ascent module AND have tried using the maneuver planner directly to circularize- in both cases it gliiiides right past. Any idea what's causing this and how to STOP it?
  2. Finished the superstructure of my hex-station. (Those domes are fuel tanks. Capacity as of current: 32 kerbals, not counting science module.)
  3. So long story short, I'm making a space station and for stability's sake, I'd planned to make it hexagonal- spokes on a wheel style. But that'd require me to make, among other things, a -ring- on the outside edge. Is that even possible? If so, HOW?
  4. Actually the way the tanks are designed they have tiny parachutes for themselves- so in theory EVERY part can be retrieved...
  5. Well, reducing mass for orbital maneuvers, and for reentry so I don't have to lug the tanks around, perhaps. Well damn. So it's just a spaceplane, then.
  6. So I've made what I THINK is a pretty good SSTO spaceplane. But it involves two small drop tanks under either wing full of LF. Does that technically invalidate the SSTO name? (Trying to settle an argument.)
  7. ... That was it. I don't understand it, but that was it. Whatever, my shuttle flies again. Thanks for the help!
  8. This is a Defiance shuttle; probably the only spaceplane I've made that hasn't turned into a lawn dart. I use it mainly for ferrying crew to my station and back. However, after a reinstall, I've run into a big, BIG problem. The fuel tanks used to drain in a pattern; the outer two (Just inside the wings) drained first, then the inner tank. Now it drains "Right Outermost Tank" first, and I can't tell past that because of all the spinning while I frantically try to shunt fuel. Anyone know what the hell is going on and how I stop it?
  9. Docking, fine-tuning orbits, superlight (Sub. .5 ton) probes... you name it!
  10. So I'm trying to make use of the 'stage' action group- but is there a way I can set it to NOT trigger for the first few stages or so?
  11. Defiance Mk3, my most reliable version of my Spaceplane design, on reentry. 6 kerbal capacity, meant for deliveries to my stations.
  12. Finished the Kerbin Orbital Space Station (KOSS). Last part was the science module there. I can give a breakdown of the modules if anyone's curious.
  13. Hey, question. I've only ever seen modulemanager search for... well, modules. How would I search for this string minimumCrew = 1 So I could use it to add something to manned pods only? To explain: I'm trying to add 20 KAS space per pod.
  14. So I'm trying to do two things. One, I'm trying to eliminate one-shot science. I'm sorry, it annoys me. And two, I'm trying to remove the incredibly painful science penalties on things like THERMOMETERS. Reading a number and transmitting it wouldn't be made somehow more useful by dragging the thermometer back to home. Here's what I have, but NOTHING HAPPENS. This is the 'rerunnable" bit. I've also tried with "rerunnable = True" and removing rerunnable and replacing. Nothing works. @PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:Final { @MODULE[ModuleScienceExperiment],* { @rerunnable = True } } And here is the xmitscalar one that ignores everything I do. Help? @PART[sensorThermometer] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } }
  15. Occasionally. I mostly add a little bit of Universal Storage space to each command pod and make the sciences re-runnable.
  16. http://en.wikipedia.org/wiki/List_of_lunar_probes Seriously, read the descriptions of what happened. It took a combined 42 missions (US and Soviet) until something landed. Just about everything else crashed, blew up, a few missed and went into solar orbit... ... Suddenly I don't feel so bad about my misses.
  17. Well, I guess that's it. It was worth a shot though, right?
  18. So I'm trying to increase the grip of a structure on an asteroid: This thing. I got a class E asteroid into orbit and plan to make it into a massive station. That'd be a hab module. Catch is I can't ever get more than one of the claws to engage; is it possible to get all four? is there a secret?
  19. I GOT AN E CLASS ASTEROID INTO F*CKING ORBIT AROUND KERBIN. It took the better part of a day in 'realtime,' and involved sending up a rapid succession of way overpowered engine modules to dock, blast, undock, deactivate- lather rinse repeat- BUT I GOT THE DAMN THING INTO ORBIT AROUND KERBIN. Now to build a base on it. Screenshots will be forthcoming once I've got the base up and running. And I need a NAME for it.
  20. Fun fact. I can't land or launch a rocket without mechjeb; but I've managed to fly these with just a freaking flightstick and my navball. And land them. And haven't lost a kerbal yet. (though I DID lose a wing.)
  21. I finally got decent at using Spaceplanes- (The only thing I can fly without mechjeb), finished a station, and docked two to it. Total of eight kerbal capacity on transport.
  22. Honestly I just manually cut it to rocket engines just before flameout time. I've run into asymmetric flameout about half the time otherwise.
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