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jztemple

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    Rocketeer
  1. OK, so this isn't something for the purists, but I'm old and a crappy pilot and I like my Mechjeb Here's the situation. I have the latest Mechjeb version installed and it works fine in Sandbox. If I build a mission where I allow the player to build a rocket and the player adds the Mechjeb module, I get fully Mechjeb functionality. However, if I instead build a mission where I pre-build a vessel for the mission and add a Mechjeb module as part of that pre-build, the Mechjeb has only the basic functionality as if I was playing the Career mode and hadn't unlocked any of the upgraded Mechjebs and instead was at the first science box on the flowchart when Mechjeb is first available. Is there some way to address this in the mission builder to get the full Mechjeb functionality? Or is there a hacked Mechjeb that has full functionality right at the start?
  2. I've been playing around with The Dawn of the Space Age mission and I came across something I'm not sure about. I moved to the launch pad and realized I had missed a detail in staging. I tried to revert back to the VAB but the mission wouldn't allow it. Am I not doing something right, or is that the way the missions work? That once you leave the VAB or hanger you are committed?
  3. Nice mission, I saw your video of this and now I can look at the mission in the builder.
  4. Thanks for the reply. Heavens, I didn't even know about the Contract Configurator. And GAP looks pretty good! I never did have many uses for my planes.
  5. I've been a long time player but haven't been on the game much lately. I like career mode, especially with contracts, but I find many of the contracts too hard to accomplish. For example, the ones that require a part to be tested within narrow velocity and altitude bands. Also the number and variety of contracts seems limiting. So I was hoping that folks could recommend some contract mods that 1) add a lot of variety and 2) aren't as restrictive in their implementation. And other mods that might add some variety to the early part of a space program. I've always felt that I'm not doing enough in near-Kerbin space. I would add that I'm a horrible, horrible kerbonaut when it comes to hands-on flying. I absolutely need Mech-jeb. Seriously. Thanks in advance for any and all suggestions.
  6. Sorry, I did do a search but couldn't find the answer, what is the meaning of "Suicide Burn" in the Warp Helper?
  7. To be clear, I'm not complaining about this, I recognize that the rate of orbit will mean that there will be times that you move past the biome too quickly. I could just raise my orbit to slow down and have more of an opportunity. I just wanted to say how excellent this plug-in works
  8. I've been using this for a few hours and it's great. I have had a couple instances of being notified for an EVA opportunity which didn't find any science, but that could have just been that I wasn't getting outside fast enough. Otherwise it's been working great on 0.24.2 32bit.
  9. I hope this is the proper forum to discuss this, if not, let me know. I'm a bit burned out on the new Contracts experience, so I've decided to challenge myself to build and maintain a large Space Station, either in Kerbin orbit or around the Mun. I'm already running the following Mods that are probably appropriate: Universal Storage TAC Fuel Balancer KAS MechJeb What I'm looking for, or I guess what I think I'm looking for, as I'm still a bit unsure, are mods to do the following: - Provide a simulation of water, oxygen and food usage on the station, based upon number of Kerbonauts aboard. Universal Storage already gives me water and oxygen storage, but no demand system. - Power usage. I think I'm looking for something with modules that simulate the power needed for life support, experiments, and other power expenditures. - Ability to transfer Kerbonauts and supplies between supply ships and the station. Now I know there are lots of mods out there and by surfing through the add-on showcase forum I could find a bunch of the above. I'm posting here to ask because I figure there are already folks out there who have or are running their own space station simulators and can authoritatively comment and suggest based on their own experience. Thanks in advance for any advice or suggestions.
  10. Boy, I'd love to see an answer for this as well, I'm so at sea without MechJeb I feel sometimes I should just keep launching rockets and hope one of them hits something solid
  11. This explanation has been very useful to me when going to the Mun and Minmus. Hell, it's probably the only way I go there now. However, the other planets and especially the moons of other planets have been giving me a hard time. Would Nibb31 or some other guru please post similar foolproof instructions like the above for going to other planets and their moons? Thanks for any help you can give.
  12. I just realized something very useful. You can use the Observe Materials Bay (The Science Junior stage) over and over again. I hadn't even considered that. I'm orbiting Minmus and since thankfully I have solar cells I can keep making observations and sending data over and over again, although each time the value is less and less. Still, I hadn't even thought to check this. Cool.
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