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Motokid600

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Posts posted by Motokid600

  1. What determines how much you slow down in a planets atmosphere other then altitude? If two craft enter the atmosphere at the exact same time, speed and angle which one will slow down faster? A larger craft with a large profile or a small one? What made me think of this is B9's airbrakes. If I were to deploy these during an aerobrake would they not result in a lower periapsis?

  2. well..two stones I should rather say. Im currently developing a land and return home trip out to Jool. In this mission I actually want to do three things. I want to dive a small probe into Jool and I want to land another small probe on Vall. Then the heart of the mission is the manned landing on Laythe where a two man crew will explore with a rover then return back to orbit to dock with the return stage. But so far all I have built is the lander.

    What I want to know is what is the most efficient way possible to hit the two moons? My priority is Laythe. But for when it comes to my Vall probe exactly when is the best time to unlatch the probe from the ship and have it course correct for a Vall intercept? Before I enter Jools SoI? after the areobrake? Moon to moon transfer? The Jool suicide probe is a no brainer, but this one may be tricky. Also.. roughly how large of a probe will this have to be in order to do the job? The Dv map seems to be hit or miss id like some personal experiences if at all possible.

  3. The reason for the mid-air separation is because the lander is a return module aswell. Im doing this Apollo style and the lander is far to complex as it is. I figured it out.. I just gotta be quick with the parachutes. I gotta quickly switch to the rover and deploy before it gets too far. But now im having a different problem all together. ...rampant crashing. Every time I exit back to the KSC or try to Launch the game is crashing all of a sudden about 80 percent of the time. I guess this could be a support issue now.. All stock.

  4. Big problem here. Im trying to get both a lander and a rover to the surface of Laythe. Ive been building and testing for a few days now with a rover that dethatched after the parachutes deploy, spins around then deploys its own parachutes. Now at this point it now says I cant change vessels in atmosphere which is BS. Im guessing it means with the parachutes open? But that's not the problem. Its the fact that the vessel im not focused on disappears and the crew shows up as lost. Bummer...so wtf? The previous attempt allowed me to switch vessels in atmosphere, but it was a water landing so I had to retry. And to top it all off the game crashes to desktop when I tried to go back to the KSC screen. Which brings me here. Im having a blast building this thing, but this is an annoying road block.

  5. Such a feature would need an astronomy update. Meaning telescopes. Youd have to watch the night sky for moving stars so they'd have to make a realistc apparent magnitude. As for the planets there fine as they are. Only reason to tweak the orbits is if they add more bodies.

    Lmao at your name! Well hi there

  6. None of the above for me. I want to see a new, high res sky box. The current one is ugly as hell and when your zoomed into a planet in IVA it looks terrible against the background. And to go along with this...a more realistic apparent magnitude for celestial bodies AND spacecraft. You can see all the planets in real life ( five of them anyway ) as bright stars. Id love for this to be emulated in KSP. If you find Minmus in the sky that is a perfect example of how Jool should look.

    And as for spacecraft I want them to do away with the 2.5km draw limit. Although not how you would think. After that 2.5 limit instead of just having the craft disappear have it turn into a small point of light that you can see hundreds of kilometers. This way we can see our satellites drift across the sky from the ground.

  7. 3 so far. Jen ( Jeb* but..there should be female kerbals ) Bill and Bob. It was stupid though. After seperating the boosters I switched views to watch them fall back down ( wanted to make sure they fully destruct I'm playing with unlimited debris this time around ) but apparently the main ship despawns and kills all the kerbals if your not focused on it...dumb. is there a way to up the draw distance?

  8. After I heard about the crew recycling I attempted to do some science and see if there was a certain number of recruits to cycle through before Jeb, Bob and Bill were 'found' since it does not say dead on the crew manifest, it says "missing in action".

    So I built the "Free Candy" special death machine to speed up the process. It can kill all 10 of the original recruit pool in one launch, very efficient.

    y6DxS1u.jpg

    But in the end I learned only 2 things.

    1. After you kill the first 10 you only get 9 more lined up to try the next launch, evidently there is one kerbal with a stupidity rating of zero.

    2. After launch 2 was 'completed' into the ground next to the pad I returned to the space center but could not access any of the buildings, evidently I had been locked out for some reason...can't imagine why, I mean science right?

    Truth is it locked up hard, maybe random but its the first game crash I have ever had that required the task manager to get out of.

    I will try again later, cause you know...science.

    That happened to me too. I was locked out of the KSC. Couldn't click on any buildings. Just move the camera around. Exited to the menu to find the same thing. Couldn't click on anything

  9. From sidfu's thread in addon affairs

    Kethane -updated and working

    Mechjeb-most parts of it dont work

    Ironcross support- working as far as can tell

    Remotech- working(adding a remote control/command control part disables new sas function)

    Deadly Reentry- working far as can tell so far

    Kerbal Alarm Clock-not working

    Kerbal Crew Manifest (but you don't need it in 0.21 anyway) -not working

    RCS Build Aid- not working

    B9 Aerospace- working

    KW Rocketry- working

    Kerbal Attachment System-working

    TT's Modular Multiwheels

    Firespitter EXCEPT for the "spawn in water" part, which puts you upside down on the bottom of the ocean.- partly working

    Kerbal Engineer Redux-working

    Unofficial 0.20 update for ISA MapSat (although Mun's new craters don't show up)-partly working

    Quantum Struts-working

    Procedural farings-working

    Part Catalog-updated working

    Modulemanager.dll-seems to be working(not 100% sure)

    lazor mods-partly working

    KerbTown-seems to work

    Infernal Robotics-works

    Editor Extensions- updated working

    Mission Controller-not working

    TAC fuel balancer-not working

    FASA mercury and Gemini-working

    Kerbal LiveFeed: Passive Multiplayer Plugin/Client/Server v0.6.7- updated working

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