Jump to content

Sleipnir

Members
  • Posts

    67
  • Joined

  • Last visited

Everything posted by Sleipnir

  1. Just be careful of what you edit and make some back ups of the originals if its your first time. Just to be safe
  2. Space stations can have a variety of uses; having it for the sake of having one, as a transport/kerbal exchange hub, fuel station, re enacting space missions or using it as a spaceship construction hub. Its totally up to you. As for fueling and re-fueling, you can use mods, hacks, mod/edit files to add fuel, or if you want to do it realistically then yeah, you have to send ships up there with full fuel tanks and transfer them over like in real life too.
  3. Many mods with plugins tend to not work/work properly with each new update. Uninstall all plugins and wait a bit for the mod developers to bring out an update for the new game version. Parts always work since they are just parts.
  4. Altough it is possible to deorbit light weight spend stages, i have done it before. just add enough separations and use them in increments, ie burn two at time for added effect.
  5. We have the knowledge and technology to do many things that are space related, unfortunately the majority of people who are in power have a very narrow mindset that follows the "if-it-doesn't-bring-profit/benefits-in-the-very-near-future-it-isn't-worth-doing" principle. We could have been to mars already, we could already have a permanently manned moon base, we could have/ be having a large scale interplanetary mission that involves sending a team of people around the solar system like in that one BBC documentary (2001 Space Odyssey or whatever its called), but our leaders decided that worthless money is more important than the future of mankind so thats why we still are so primitive in our society. As a species and as a society at this point in time we are incredibly inefficient, ignorant and very self centered with no true purpose nor plan of what our future will behold. Get rid of money and start investing more time and resources into science, especially Space related sciences. *end of rant
  6. Sound bug is still in place in VAB, and my rockets like to randomly combust due to excessive g forces when my rocket wobbles and a part detaches
  7. Here ya go: http://forum.kerbalspaceprogram.com/showthread.php/25029-A-moon-rocket-and-moon-trip-walkthrough-for-newbies-(-20) it also has a craft file you can download to try out or to get ideas from
  8. Awesome! Thats incredible, good thing you didnt have the deadly re entry mod on or else that G force would have sploded everything
  9. Landing on Mars (doesn't matter if Mars One or any other flight) will be a huge milestone for humanity and society, and might even bring many positive changes and open a few eyes of our actual capabilities. I find it very sad and pathetic actually, that so many people think about costs and complain about funding..........as always said in Star Trek: "Space IS the final frontier" for all of mankind. If we all want to survive as a species we MUST sooner or later put our combined effort into space travel/exploration. And I find it pathetic and dumb that Space travel/exploration even gets a price tag. It IS INVALUABLE to our species. We have already so many technologies, so many plans and so many theories that could be put in place but simply are not due to monetary "cost". We as a species that puts so much value into money and materialism is just sad. I truly hope Mankind will wake up one day and put more effort and funding into space travel. So much waste, so little time.
  10. Instead of having the tanks spread out like that you will probably be better off using just one orange tank, then use asparagus staging. 100T isnt that hard with asparagus. 2x2x2 usually works, just use 2 orange tanks with 1 mainsail
  11. Alright thanks for clearing it up. Yes it is great and only has very few bugs. Thanks again.
  12. I never had this problem with the older mechjeb though. It always knew when to stop yawing, RCS on or off. Also when I turn RCS off it works fine and "plans ahead" its Yawing move inputs
  13. Hey all, I am posting here because I can't find the actual development thread. So I have had the new mechjeb (i think that its the newest one) for a little while now and I noticed it still has a few flaws, mainly my biggest one is that the SMART A.S.S function is absolutely terrible and acts like the stock ASAS system when RCS system is turned on ( what I mean by that is that Mechjeb goes full power yawing/rotating until it hits the target point on the Nav. ball and then has to do it again as it flies past it, just like the stock ASAS does). it happens with all my ships, any size any design. Is this going to be fixed soon? does anybody else have this problem? just wondering. Dan
  14. There is in a way. On the Kethane Map it usually shows the coordinates of the last found deposit (if it hasn't changed it should be located at the bottom left corner). You can take those coordinates and plot them into Mechjeb's "Land at Target" window. This usually works best for me. For those coordinates to pop up in the window you have to actually find a deposit though. The beeping sound changes if you currently fly over one
  15. No, simply no. Imagine the griefing in MP......no MOAR MP ideas!
  16. With FAR???!!!!! Damn FAR's drag model usually slows rockets down much much less meaning you get more heat...at least the 0.19 DR mod did that
  17. just saw that. very good idea! @Immashift: I will try that as well, but the odd thing is this doesnt really happen right after I hit spacebar, the rocket usually flies up normally a few hundred meters (once even a few kilometers) and then the tanks collide at random.
  18. alrighty I shall try it. If it doesn't work I will just go back to using KW fuel tanks since they are bigger
  19. My TWR for those heavy lifters is usually below 2, the first stage even below 1.5
  20. I have used that method as well, but it didn't seem to work. It appears that the problem isn't the tanks wobblying around and then colliding, it looks like they just smash into each other once the engines are activated. Sorry my bad should have elaborated on that: The problem is mostly occurring when STACKED on top of each other, but i have had it occur occasionally as well when radially attached to another tank as well. @Shrike42: They collide into each other usually a few meters after launch, no decoupling at all. sometimes none of the tank stacks even appear to be moving in any direction and it still happens. Also i do not have any craft file/ pictures. Once I encounter this and am unable to fix it I just scrap my design.......over and over. I take a pic nxt time.
  21. Hello everybody, this is kinda embarassing for me to ask since I have played for a while and have learned/know a great deal about this game, but.........How do you build rockets that don't break a apart during launch (Please spare me the "MOAR STRUTS" answer as I have tried that already)? To clarify and expand: I know how to build rockets, I know the staging systems, the VAB buttons, the concept etc, most of my rockets.....in fact prolly 99% of my rockets all work perfectly. The only thing I am stuck on is when I want to build a stock heavyish lifter. My problem is that during launch in the lower atmosphere my fuel tanks that are connected to each other (Yes i made sure that they actually are) randomly decide to "collide" into each other (thats what the aftermath report says). I have tried using different tanks, more struts, specialised strut placements, less thrust, more thrust and a variety of other tips and tricks but nonetheless the problem persists, at random! I have build lifter rockets that fly fine the first try, but on the second one with no alterations made whatsoever one of my tanks likes to magically collide and go BOOM. Since i am building a lifter capable of heaving 50T into LKO I need to use lots of fuel+engines. Also I have never had this problem using modded fuel tanks, they always seem to work fine. How do you folks with Stock heavy lifters deal with this? Is this the work of the kraken? Any help appreciated. Dan
  22. I was wondering about the mod: I have noticed that the CO2 scrubber that needs to be activated via the menu constantly shuts off when flying/switching a different ship. My fear is that my Kerbals will die when I switch to a different ship/mission for too long of CO2 poisoning. I havent confirmed this but I believe this will also happen with the Oxygen recycler since its also activated via menu. Do the Kerbals consume/produce O2/CO2 even when not switched to that flight? (I am assuming yes but not 100% sure) If yes is there a way around this problem??
  23. Docking mode is the way to go while....docking keep ASAS turned on too that way if your RCS and CoM aren't lined up properly it will keep the craft true and straight
×
×
  • Create New...