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Colonel_Panic

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Posts posted by Colonel_Panic

  1. The utility vehicle with the long RCS'd arms is genius, I am so stealing that idea.

    Glad you like it! I used subassembly loader to load up the different payloads I planned to use with it, and then attached them for balancing before moving on to the next. Check out my RCS tutorial (in signature) if you need help with the balancing side of things, though if you download the .craft for it and look at how I have it set up with the center of mass, it should be pretty easy to figure out.

  2. Yes, they will inherit the flags. Flags are assigned per craft part of the vessel in the persistance/quicksave files as they get replenished every time a kerbal boards the specific part (just like EVA jetpack RCS fuel), that way if you dock a lander with a cruiser having a seperate flag neither gets overwritten. By default everything made and launched as one ship in the VAB/SPH has the same flag.

    So basically should you forget to change a flag in the VAB/SPH or want to set separate flags if it's a multilander mission (I know that's not what you asked about) you can just find the craft in the persistance file, find the crewed module where the dolts you want to have new flags are (or will be, you can do this even if it is uncrewed at the moment) and edit the flag filepath in it to the flag you want to use. However AFAIK flags are not stored in .craft (because it would create issues trying to share them when others don't have yours) and are assigned per launch, so it's best/fastest to either quicksave it while on the launchpad or in initial orbit, edit the save and reload if you want to do that.

    I think being able to change mission flags from the tracking station or vessel info screen in the knowledge base could also be a good idea for a new feature, but it's a very minor thing.

    Cool, good info, thanks!

    • You try to rotate your view of a webpage by right-clicking and dragging it.
    • Your screenshot folder is bigger than your KSP folder.
    • You haven't had breakfast yet today.
    • You go to a restaurant for dinner and spend your time waiting calculating delta v on a napkin.
    • You still don't trust mechjeb for a landing, but you let him ascend for you unattended while you make lunch despite the fact he always does backflips for no reason.

  3. You tried using the rockomax hubmax multi-point connector for your docking ring? That's pretty much what it's designed for...

    Too large, the nuclear battery impacts the connector and causes the ship to explode.

    I've experienced this bug in the past, and on at least one occation, I assembled the exact same ship with the part clipping option turned off (where possible) and eliminated the problem. even if the parts appear to be connected in the exact same way, assembling them with part clipping turned on can sometimes cause phantom forces and failures to disconnect. I'd especially avoid it with docking rings and decouplers.

    Yeah I did have clipping turned off for this part, as I've noticed glitchiness with that too. I eventually gave up after rebuilding it a couple times and having the same issue, and just redesigned it to mount the docking ports flush at the end of the truss with open space on the end. works for now.

  4. So I came up with a new mobile base for my central operations on Minmus and Mun. It always faces east/west at rest, giving the control tower and antennas a view of Kerbin and the overhead OASIS. It took a tumble en-route to it's destination and did a double-endo, but Jeb managed to stick the landing and keep on going. It does have some demons though... there's about a 30% chance every time I warp, that the surface of Minmus will just swallow it whole, destroying it and killing all the kerbals on board. Quickloading after one of these incidents will result in all 4 tires exploding on load. Hopefully they fix that in the future.

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    program to take screenshots

  5. Minmus OASIS just got its new shipment of spacebikes, at special request from Jeb.

    2013_06_14_00008.jpg

    Proudly displaying its new refueling mast with Kerbin in the background.

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    Minmus Landing has reached its destination.

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    Kerbinrise over Minmus Landing.

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    Bob takes a break from his repairs to enjoy the scenery.

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    Repairs done!

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    Bob posing in front of the flag with Kerbin and Mun in the background.

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    Minmus Landing is a mammoth mobile base. It took a tumble en-route to it's destination and did a double-endo, but Jeb managed to stick the landing and keep on going. It does have some demons though... there's about a 30% chance every time I warp, that the surface of Minmus will just swallow it whole, destroying it and killing all the kerbals on board. Quickloading after one of these incidents will result in all 4 tires exploding on load.

  6. Get rid of those little cubic struts under the docking ports. Docking ports are radially attachable by default so using the struts for that is wasteful and extremely gritchy.

    You need the extra space provided by the strut? I can see that as a problem but that strut is the wrong answer. It's been the cause of 25% of the "how to" threads in the last few weeks.

    Unfortunately there aren't any other stock parts I can think of to do the job you want done in that configuration :( not without adding a fair amount of mass. You could try the 1x1 steel plate mounted on its edge with the jr port mounted on the opposite edge.

    Alternatively if you launched this with the satellites already attached you can couple the ion engine onto the flush mounted docking port in the VAB. It can still decouple like it would if there were 2 ports but can't reconnect again

    Yeah I need the extra space. Without the strut there, the vessel will spontaneously explode on docking. I already lost one kerbal to that. And I do launch with it appended to the end with the ion engine, but it kinda defeats the purpose of the dock module if I can't dock with it. This is meant to be a module for my space station, and it has to fit in this sort of space. I'm not worried so much about weight, but definitely the size of the larger struts etc is too big, and I need to keep part count minimal.

  7. I'm just starting a new colonization program and am looking for some inspiration for bases I can build. Show off what you've made! bonus points for modular, mobile, lander or rover dockable, multiple landings and elegant with few parts.

    Here's one of my early single-launch permanent bases on Eve, which I call the Hydra Lander. It has variations capable of landing on just about every body in the kerbol system except for tylo and vall (needs moar boosters).

    2013_06_13_00001.jpg

  8. Great rig, but you should replace your desk asap :D. Its one of the worst IKEA products if you use it constantly.

    haha yeah, I know... it came with the room when I moved in, and I didn't bring anything with me to replace it. It was falling apart already when I moved in, and it's held together with extra screws, drywall anchors, glue and zip-ties right now. I've been planning on building my own to fit onto the wooden frame of the loft, but I just haven't had the free time or money to do it yet.

  9. I found out that while you can't delete the Mechjeb 1.0 part.... you can -thanks to 0.20- move/delete it by grabbing a part next to it with the grab-all button ( Shift+left mouse click "Select the entire ship" ).

    Agreed it's not perfect when the Mechjeb part is only fixed to something huge, like a command pod of Hitchhikers can. But at least you can change the root node.

    And most of the time it's fixed to something you can ditch and replace.

    Edit : And don't talk badly of Mechjeb v2.0.8 ! It's over 9000 better than the precedent.

    yeah I have a habit of always putting MJ directly on the command pod. :| oops.

  10. This is undoubtably amazing. Must have taken forever to build

    a couple hours to build, a couple hours to assemble... using mechjeb to time the launches to rendezvous saves a ton of time, so you can basically just launch, then dock, with minimal orbital tinkering.

    Building the one around minmus took a lot longer, since I had to launch into minmus' plane, burn to minmus intercept, adjust my inclination on capture, then burn to station intercept while doing my circularizing burn, before finally matching velocities and docking. It took a few hours to get as far as I did with that one, and I have 8 fuel tanks still not attached.

  11. Hi,

    Just to say I am v impressed with the station and the youtube vid you linked to was very informative.

    One question I have is how you got the smaller fuel tanks around the Rockomax core to "nest" into the main tank a bit.

    (Or was I seeing things?)

    while radially attaching the tanks around the center, hit the q or e keys to rotate them around the attached edge, clipping them into the tank. You may need to enable clipping in the editor in order to attach additional tanks or engines to the clipped tanks after that (alt+F12)

  12. But here's a hypothetical. Suppose you're in a polar orbit with an orbital velocity of 1000 m/s around a moon that is not rotating at all:

    - In order to change your inclination to 1000 m/s eastward, you need to burn 1,414m/s directly south-eastward while ascending past the equator.

    - In order to land you need to burn 1000 m/s south to kill your orbital velocity. Then to return to a 1000 m/s eastward orbit, you need to burn 1,000 east, for a total of 2,000 m/s.

    I don't see how you can save delta-V for an inclination change by landing.

    Simple, because if you need to land anyway, you're going to be burning that 2000 m/s either way, so any inclination change you do beforehand is just wasted fuel that you need to add on to it.

    Success!!! Took a couple of tries to get the intercept; that was really the tough part. Quicksave rules...

    Wow. When they say Gilly's gravity is low, they mean it's low. Like practically non-existant, that low. Tug's in a 10k orbit only going 20 m/s. Once I had established an orbit, I was able to handle the rest of the maneuvers and the entire landing on RCS and torque thrusters only. Hell, I used RCS to increase my rate of descent once it was vertical. Gave the aerospike a quick tap at the end to slow down to a safe landing velocity. Easiest landing I've done so far.

    Moving around has proved interesting. You move like half a kilometer on each step. Jetpacking is essentially the same as it is in space. I might be able to get the "land navigation arrow" simply by walking around a bit. I've got time; it'll be a while before the next Kerbin return window comes up.

    Next challenge: fix the damn ladder on the lander...

    I suppose getting back to Kerbin might be the next challenge. Fortunately, I still have most of my fuel reserve for that. Here's my last status screenshot:

    Math says I've got 4,967.8 m/s of delta-V remaining not accounting for available RCS.

    I forgot just how slow the gilly orbit was, seems an inclination change there is free anyway.

    You'll get home no problem.

    easiest method: just burn to Eve escape from gilly's prograde, then wait for a hohmann transfer window to get home.

    free method: wait for the right moment to do that eve slingshot maneuver I talked about, and use less than 1/10 your remaining fuel.

    Okay...so overall it sounds like a pretty standard planet-moon transfer aside from the difficulties associated with Gilly's inclination to Eve, the fact I'm in a polar orbit, and its tiny SOI. Clarifying: I need to make sure the AN/DN is at the intercept point?

    you probably already found this out, but for anyone else's benefit reading this thread, if you're in a near-perpendicular plane to your target and want to intercept, the AN and DN are the only places your planes intersect, and therefore your only option for a successful transfer without burning a ton of fuel is to burn at one intersect and then intercept at the other.

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