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Colonel_Panic

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Everything posted by Colonel_Panic

  1. Did you remember to turn off the outer engine gimballing by pressing 1 twice before launch? also double check your action groups are correct and 1 does toggle outer engine gimballing, since I seem to remember one of the modules having the action groups get messed up when I tried it recently. also don't use RCS during the ascent, it's more stable without it.
  2. That's pretty bad, are you remembering to deorbit your assemblers when you're done with them? they have a lot of parts.
  3. It's already about as low as you can go for its function. The only struts and structural pieces are in necessary locations. You could remove power from the station core making it impossible to re-orient or stop spinning until the power mast is attached, but I wouldn't recommend that, and it would only save a dozen or so parts. You could save another dozen parts by removing the escape mechanism from the crew modules, again not recommended if you value your kerbals. If you want to save part count, don't use the docks, or don't assemble half of it.
  4. There's no point in using less than all 4 engines, since the delta V will be the same, just your TWR will be lower, which means you will bleed efficiency with less precise burn timing. Make sure you're keeping the main lifter stage with you until after you finish circularizing around kerbin (it has a probe core to deorbit it) and timing your transfer to the mun right, as well as doing your inclination change burn early at Munar capture to save fuel. IIRC when I tested it, I had around 1700 delta v left after circularizing around mun, which is more than enough to land and take off again (it's not meant to return to Kerbin, but to be refueled in orbit) When landing do 3 burns: a deorbit burn that puts you just past the landing site, a final braking burn to put you directly over the landing site at surface velocity, and a suicide burn for landing to slow your descent. The igaluk's rover gives you wiggle room for the precision of your landing spot since your kerbals and the rover can get around quickly on the surface.
  5. I'm pretty sure all modules except for the docking mast were made in .20. The docking mast was made in .20.2
  6. Dart, Arrow and Javelin (see signature for .crafts)
  7. oops. I get around this by putting the RCS on a probe controlled tug, which can then assemble all the pieces unmanned. That's what the little clamp jr ports on the crew modules are for.
  8. lol, alwys retract your solar panels before docking. PS, those generators probably weigh more than the fuel you pulled off. Ion engines don't have the TWR to make landings on anything except maybe gilly. You might be able to RCS land on minmus though.
  9. I'm having a lot of issues with more craft now as well, my latest attempt to dock a lander with one of my refueling stations sent the whole thing spinning far harder than such a big station should even be capable of.
  10. per realtime day or in game? If you can peg the launch timing right it will save a lot of time in orbital maneuvering. Naturally it's modular so nothing is mandatory to add apart from what you want to add. I designed it to have a lot of fuel because I like my stations to require infrequent service. let me know how far you get before the lag takes you. (; the full station will bring just about any system to its knees, although I deliberately designed the fuel modules to consist of only 3 parts per tank, to minimize part count in basic refueling station configurations, so if anything I'd recommend leaving out one of the crew stacks or the docks.
  11. check out the O.A.S.I.S. link in my sig and open up the craft files to find out. (;
  12. MJ is in the picture, not in the .craft. Same for Kerbal Engineer.
  13. The Igaluk service lander is a fully reusable exoatmospheric lander and rover. It features Kerbin TWR of 1 and ample delta v, allowing it to land and return from all but the most massive barren rocks. It can reach, land and return from mun and minmus without refueling, and doesn't need a transfer stage to reach Eve, Duna or Jool and their moons (provided it can refuel before landing). It comes with a standard crew of 2 kerbals but has seating for 6 more, plenty of lighting, balanced RCS for docking, a wide landing base to provide stability on slopes, and a detachable rover capable of stability at high speeds, night operation, and reattaching to the lander for a return to orbit. The rover is carried inverted atop the lander during ascent. once in orbit the rover is released and picked up on the bottom of the lander, freeing the upper docking port for rendezvous and refueling. The rover uses RCS to hover and return to the lander It's always a party with Igaluk! Video courtesy of Malkuth: action groups: 1) disabled gimballing on outer engines press twice before every launch or the rocket will wobble 3) extend solar panels 4) open antennas 0) disable rover RCS thrusters (for docking with stations while the rover is attached) MJ/Engineer pictured but not included. .craft file is as always 100% stock. http://herpnderp.info/KSP/Munar%20Service%20Lander%20Lifter-S.craft
  14. No, you should be good. Clipping is disabled by default.
  15. Yeah be careful what you dock it with, the generator -is- very close to the docking port, so it might not be outside of possibility for it to strike the corner of a beam if you put it on at an angle. I ended up having to abandon my early dock designs because of it, so my new dock has the ports right at the very edge of a beam, and I dock facing the edge so the generator has lots of room. That said in my experience when the generator does hit something, it's usually the spacebike that explodes, not the station... might need to check that you didn't have clipping enabled when you assembled the station dock.
  16. The seat is fine. Your kerbal is glitched and leaning to the side in the seat. I'm not sure why that happens but I've seen it happen too, and on other ships than just the spacebike. reloading or exiting and re-entering the seat seems to fix it. Make sure your station isn't clipping near the docking port, and that you have sufficient clearance that your generator isn't touching it while docked. I haven't had issues with spontaneous explosions unless the generator hit something. And yes the generator is supposed to be there, otherwise you have no power and may lose control of the ship if it passes to the dark side of a planet while burning. The RCS is balanced just about perfectly in the VAB but because of the size of the ship and the fuel tanks not being at dead center, the balance will go off a bit when fuel level is low or depleted. Use precision controls while docking and you shouldn't have any issue.
  17. 860 is the cost to reach mun from kerbin orbit, and 210 is to circularize from capture. from there, 640 to land (I usually budget 700) and another 640 to return to a circular orbit about the mun (you're not circularizing from capture) Your return cost is not 860 though, it's probably the same as the 210 you used to circularize, since if you burn to munar retrograde low to the surface, the oberth effect can slingshot you back down into kerbin's atmosphere for aerobraking, at which point circularizing or landing is practically free.
  18. It shouldn't, though it might not load the ships in the VAB until it's been closed and re-opened. Make sure you're putting them in your *\Kerbal Space Program\saves\[Name]\Ships\VAB\ folder as a *.craft file.
  19. Your command module is upside-down so you need to select the probe core or remote control module and 'control from here' before takeoff, or mechjeb will try and flip your rocket over thinking it's pointing the wrong way.
  20. where are you opening/saving the files, and are you running the latest version of KSP? These craft files are made in .20 or .20.2
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