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starkllr

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    Rocketeer
  1. Is there anywhere with a written/screenshot step by step guide to building things with this mod? I watched the videos and couldn't really follow/didn't see the same things going on in my game. I managed to build a couple of things in orbit, but I think it was by accident more than anything else that I got it to work a little bit, and I feel like an utter moron, so I hope someone can help me. Even after watching the videos, I don't know what parts to attach to what, whether I need DIY kits already preloaded before launch, and if so, where they should be attached so that I can actually, you know, build the stuff in them in orbit. I'm sure I'm missing some really obvious basic things here... This is what I assembled, and I can't figure out what I did wrong. There''s another DIY container attached on the other side of the Orbital Workshop, by the way.
  2. Can someone give me some tips on rover design? The only ones I can build and manage to get wheels on, are monsters that have either a lander can or other crewed module as a base. I'm trying to build an Apollo-style rover with a couple of open seats, and I just can't figure it out. And how do the seats work anyway? How do I get a kerbonaut into one of them? And while I'm asking, is there any easy way to stick wheels on? Even when I've been able to build something, it's been ridiculously difficult just to get the wheels attached, and it seems like there must be some trick or technique I'm missing that would make it simpler and faster. Thanks!
  3. Thanks - I never noticed that before (the ISP readout when you right-click the engine). I learn something new about KSP every day...
  4. For purposes of engine ISP in atmosphere vs. vacuum, how exactly does the game handle this? Is it a gradual transition (at ground level, you're getting the atmosphere ISP, and as you ascent it shifts so that your ISP increases as the atmosphere thins)? Or is it a binary thing (below 70km, you're getting the atmosphere ISP out of your engine, and as soon as you cross that altitude, you get the vacuum ISP from your engine)?
  5. Thanks - but I read it and even that didn't help. I get that whatever command pod I use will have the Attitude Control System and some amount of reaction wheels. But what I don't get is, is there some ratio of amount of torque to weight of vehicle that's desirable? How (other than watching rocket after rocket spin out of control and crash) do I know if I need to add more reaction wheels, and, if I do, where to put them? Etc.
  6. ...can someone provide one? I mean, really basic, using small words and lots of bullet points and kindergarten-level direction on which and how many reaction wheel/ACS/whatever parts I need on my rocket, and where, and what the heck I do (or don't do) with them. Because right now, I can't reliably get a rocket above 5,000 meters on 0.21 no matter what I do...it's kind of maddening, and I've read many threads and am no wiser on how to understand, cope with, and take advantage of the new system. Thanks!
  7. I've got a dumb question that I'm certain is answered somewhere in this thread, but I looked for half an hour and couldn't find, so I'll just ask... Why isn't the grid overlay showing up? I just reinstalled 0.20 (0.21 was giving me fits, even with the patch yesterday - I'll wait for another patch or two before I try it again). Then I reinstalled Kethane, and the first time I ran the game, I saw the hex overlay on the opening screen. But it doesn't show up in the game when I'm in flight (although I do have the window with the toggle, but the toggle isn't doing anything). I know there's a simple answer to this, but I have no idea what it is or where to find it. Can someone point me to the solution? Thanks!
  8. With the advent of rocketry, electronics, and an unshakeable disregard for safety and sanity, the people of Kerbin have pooled their resources into an organization that, it is hoped, will spearhead Kerbal efforts to explore the solar system and colonize outer space. This organization is the Kerbal Aeronautical Initiative for Journeys into the Universe (KAIJU). KAIJU has, thus far, met with some measure of success. KAIJU's first goal was to establish a permanent presence in LKO. The result is Space Station Gojira: Two Kerbin Return Capsules can be seen docked to small ports amid the East Docking Arm, while Orbital Tug Gojira-1 is docked to a large port at the end of the arm. Currently, seven Kerbals call Gojira home. With the two fully loaded Fuel Arms, Space Station Gojira will also serve as a refuelling station for interplanetary voyages. KAIJU's attention then turned to the Mun. A successful landing resulted in the establishment of Gamera Base: Mundo Kerman poses proudly by the KAIJU flag. The two Kethane Extraction and Conversion modules of Gamera Base can clearly be seen in the photo. To facilitate trips to and from the Munar surface, Space Station Rodan was constructed: Three vessels are docked to the station. Planetary Vessel Destroyah, designed to transport Kerbals from Kerbin orbit to Munar orbit; and Planetary Lander Biollante, designed to take up to five Kerbals from the Munar surface to Munar orbit, are both docked to the Habitation Tower. Autotanker Gorosaurus, capable of mining Kethane and converting it to fuel, is docked to the East Fuel Arm. KAIJU scientists then turned their gaze to other planets, and a dangerous but ultimately successful voyage was dispatched to Jool. Here, Interplanetary Vessel Mothra orbits the giant gas planet: Finally, KAIJU has planned a trip to Eve, as soon as the correct launch window opens. Interplanetary Vessel King Gidorah, with its cargo of four Minya-type MapSats, orbits Kerbin in preparation for its journey to Kerbin's nearest planetary neighbor:
  9. OK, I need more help. I have practiced and practiced, and I crash Every.Single.Time. I cannot keep control of my lander. Everything happens too fast and whatever I do to try and help ends up an overreaction, and then crash. I also haven't mastered the hover maneuver yet - any advice on how to manage that?
  10. Another question that probably has a straightforward answer, but I'll ask. I'm trying to build a base on the Mun. I have two landers down already, right next to each other. I landed a third, but I was off target, and it's 1.9 KM away. I've tried several times to fly it that short distance, resulting in disaster/F9 to try again, every time. I have plenty of fuel (650 m/s worth of delta-V), and a full tank of monopropellant. The lander is small, only 10 tons or so (really, all it's got is a monoprop tank, a 360 capacity fuel tank, a poodle engine, and KAS winches and connectors on all four sides). Any advice on getting this thing 1,900 meters away from where it is, to where I want it to go, in one piece? Thanks!
  11. I'm guessing this is another one of those questions where the answer is simply "practice!" but I'll ask anyway. Can anyone give me some practical tips on controlling my kerbonauts when I send them EVA in space (once I've landed them, I've mostly got the hang of running them around on the ground)? Every single time I've done it, I've blasted them away from their ship and lost them in space with no hope of maneuvering them back. Is there a trick to keeping them under control and getting them to move slowly and carefully where I want them to go? I even tried it with KAS. I stuck ladders all over the ship so I could walk my kerbonaut down to the winch and attach the connector to him. So far so good. But when I tried to use the jetpack to fly him slowly over to the target ship 5 meters away, I lost control completely and had to use the winch to reel him in. I just can't keep them oriented correctly or anything. Like so many other things with this game, it seems impossible until I figure it out, and then I wonder why I thought it was so difficult in the first place. But can anybody help me get to that point with my poor guys on EVA? Thanks!
  12. I think I'm putting the connector onto the winch backwards. I got it to work once, and I was able to grab the magnet, carryit around, attack it to the ship, etc. But every other time it didn't work. Just to make sure I get it correctly. when I'm in the VAB: Winch first, attached to the ship. Then connector, right? Which end should be pointing out? Then hook or magnet, or I can just have the connector which I could plug into a receptacle if I've placed one on another ship. And if I do all that correctly, when I EVA and get to the winch, I'll be able to grab the hook/magnet/connector, release the winch, grab the cable wherever I want it (within range, of course), connect to another ship, etc. Is that right? Sorry to be so dense about thos!
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