Jump to content

DeepSpaceDutch

Members
  • Posts

    163
  • Joined

  • Last visited

Everything posted by DeepSpaceDutch

  1. According to Mr. Musk the math checks out, I tend to believe Mr. Musk's statements
  2. Well things are starting to come together Elon just posted this picture of the landing legs added to the Falcon 9 for next months flight to the ISS; Looks very Kerbal to me
  3. Haha I actually manage that myself for a few years now
  4. I actually named a kerbal after my girlfriend, just to get her to watch a Mun mission. I made a rocket with a command seat on top, got Sophie Kerman sitting on top. She watched it, liked it, but completely missed the significance of hand flying a rocket to the Mun, landing and flying back. She just looked at me like you would look at a 4 year old tying his shoes for the first time, patting my head and telling me I did a good job......
  5. You make it sound as if SQUAD should really pay attention to your personal needs and desires. Well, luckily, they don't. Ooohh the irony....
  6. Maybe they are too busy making KSP even more great than it already is too listen to an anonymous person on a forum who thinks he/she knows better than the people actually making the game? Ever thought of going into politics? Any time spend tinkering with rockets can never be ruined time for me... Our? We? Please don't speak for me, i really don't feel the way you do. Wow, you really know what everyone wants, huh? Ow goody...... I don't think you do. WHY??! Nope, I have no idea what you're on about. There's a base game, there are mods for people who want more. So? You think the devs should incorporate every popular mod? Any idea how much time, money and complexity that adds? Don't you think it's more important they concentrate on finishing the base game before incorporating a bunnyload of mods? I think you can spend your time a bit more constructive.
  7. Someday, far into the future, children will be told stories of the mythical Whackjob... Whackjob, the king of KSP Physics and the Kraken, undeterred and unbreakable by low FPS, the prince of part count, the master of mass....Whackjob, we salute you...
  8. Haha Jeb got lucky there than! It will do it but it will take quite a few orbits! And yes, KSP is great, addictive as hell! Just wait until you master docking, interplanetary travel and landing on bodies without atmosphere!
  9. To expand on this; losing orbital speed below 70km will only happen when you are "focused" on that vessel during the aerobreaking. If for examply your Pe is 60km and you are flying another craft at that moment the game will not calculate the speed loss. ^this Rendezvous (and Docking) are one of the hardest parts parts of KSP to learn well, the awesome Youtube tutorials of Scott Manley did the trick for me. Rendezvous and Docking (he's using version 0.18 of the game here but that doesn't matter);
  10. First of all; OP, thank you very much for this tutorial, finally a solid way to build my bases, yay!! I'm just starting, only have a two prototype bases on Kerbin right now (but I'm expanding to Duna shortly) KB Launchview (testing if modules fit and basic construction) KB "Manley" (testing launch, orbital manoeuvres, reentry, landing and construction) I saw a few methods in this thread on how to deliver the modules to the surface and I thought I'd share my approach using a back-pack type landing package; Advantages in my view are; - Landing horizontal (using the command pod that's on top of the back-pack the nav-bal is also orientated correctly) - No residual landing parts on the module - Lightweight (?, actually, this is a guess on my part) - Re-usable through sub-assembly - Controlled crash of the back-pack Any feedback is appreciated!
  11. Thanks for the reply kalizec! Just to be clear; the docker is the original station and the dockee is the combination that originally docked with that, correct? EDIT: Nevermind, it was the other way around!! Thank you very very much!!!!!
  12. Well damn, I am having a similar problem as the ones described in this thread. Unfortunately it is a bit different and that's why I am not having any luck fixing it. Hopefully somebody here can help me because it's seriously spoiling the fun in setting up my first Kethane infrastructure. So here's the dealio; I'm constructing a large Kethane storage station in orbit around the Mun. I thought it would be cool to have a docking module with 4 translating arms (using Infernal Robotics) with docking ports at the ends. However, the instability this module created when a ship docked was a lot less fun, so I decided to use a derelict Kethane Shuttle to disconnect this docking module and replace it with a more conservative non-moving-parts docking module. Here's where the "fun" started, I docked the Kethane Shuttle (below the green arrow in the screenshot) to the docking port on the bottom of the docking module. Then I proceeded to click the Undock toggle on the docking port next to the red arrow. The plan was to back away and have the docking module and shuttle crash on the Mun. As you might have expected nothing happenend, -insert explicit here-. Luckily I found this thread and started poking around in the persistence file. To my horror I found that my problem is not exactly the same. I did find the buggy docking ports using the trick in the OP (set Fuel transfer on offending docking port to OFF and look for enablexfeed = True) Here's why; the code snippet below is the same for the docking ports near the red and green arrow (Undocking the docking module/kethane shuttle is impossible, only undocking the kethane shuttle is also impossible). There is no DOCKEDVESSEL section for either ports and the state is set to Docked (same vessel). Also I could not find any reference to the original module names (KethStation 1 - Docking Module Mk1 & KethShuttle - Mun 1) of the docking module nor the kethane shuttle in the persistence file. I'm fearing the problem is that the game now sees my station as one complete craft instead of docked modules. Anyone got any ideas? MODULE { name = ModuleDockingNode isEnabled = True state = Docked (same vessel) dockUId = 1753449553 dockNodeIdx = 0 EVENTS { Undock { active = False guiActive = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } UndockSameVessel { active = True guiActive = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } Decouple { active = False guiActive = True guiIcon = Decouple Node guiName = Decouple Node category = Decouple Node guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } << .... >> EnableXFeed { active = True guiActive = True guiIcon = Enable Crossfeed guiName = Enable Crossfeed category = Enable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } << .... >> } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } } } Screenie:
  13. When sub assembly was announced I was almost giddy, finally I could make that standard launcher family to fit all my launching needs and just slam them under loads and get on with it. Unfortunately it just doesn't really work for this. When loading launchers from sub assembly I always have quite a load of struts and fuel lines not connecting. After launching they stay this way, so every time I use a booster I still have to done some work to get it ready. Is there a solution for this? Maybe easy editing of a cfg file or something? Example: Original booster; After loading same booster from sub assembly;
  14. Thanks guys!! With your help I got it working. Hopefully Squad will make this a bit easier!
  15. So after playing with rockets the last year I am now focusing my R&D efforts on aircraft. Now I have this cute, beautifully flying, little jet that I want to send to Laythe. I remember the 0.23 features video where they showed sub-assembly loader being able to get aircraft from the SPH to the VAB to be attached to a booster. But for the life of me I cannot figure out how to do this. Sub-assembly doesn't accept the complete craft and I have tried other approaches which all failed. Am I missing the obvious? Also, with big boosters sub-assembly still seems to forget a lot of struts and fuel lines, is there any thing I can do to solve this? Thanks!
  16. Awesome, thanks, docking cam is purring like a kitten
  17. Hi Romfarer, thanks for all the quick actions! Unfortunately I'm still having difficulty with the stand alone docking cam. The toggle is visible when right-clicking a docking port, however the docking cam does not appear. I downloaded the latest zip file from Spaceport, see below;
  18. BTW; very positivily surprised KSP is being played by 13 year olds
  19. I'm 32 and my rockets are build on the principle of form follows function. So most of them are quite fugly
  20. I've been playing KSP since May, IIRC my first succesfull (manual) docking was made 2 weeks later. So I have been able to dock around half a year now and I completely agree with you. I also still feel like the King of Space, Newton and Science when the screen flickers and re-orientates to show my docked vessel after a succesfull docking. But I do think the reasons for feeling King have changed a bit. First it was just getting a good rendezvous and dock without stuff crashing and breaking off, now I get my kicks out of docking fast and precise. I love being on an intercept course at 10 m/s, then when I'm about to fly past the target put on the RCS brakes, select the relevant docking port as a target, swinging around and aligning on more than one axes at the same time, coming to a stand still perfectly aligned like 30 - 40 meters away and then just slide in at 0.4m/s. Also landing on bodies without atmosphere; going from orbital speed to 2m/s during touchdown using one continious burn is higly rewarding
  21. Wwwwwaaaaaaaaaaaa!!!!!!!!!! The lonely and damaged remnants of my first manned Duna mission in Career mode
×
×
  • Create New...