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Taki117

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Everything posted by Taki117

  1. While I understand the Mod is in the public domain, you can easily get the mod from Curse. http://www.curse.com/ksp-mods/kerbal/232196-asteroid-day
  2. I don't believe solar panels can be fixed in orbit, sorry. As far as I know it's just landing gear and rover wheels.
  3. What's your mission profile? If you're just going to the Mun and back I'd rethink your lander design, and you don't need that hitchhiker, unless you are using some self-imposed limitation.
  4. If you are asking how to install a mod then you need to extract the mod into your calendars folder. Keep in mind some modes include a gamedata folder for you and should just be extracted into your main ksp install. If instead you are asking how to build a base on another planetary body, its basically a rocket that doesn't have a return stage, just a landing engine. If you are trying to land a horizontal module you need to have a probe core placed on "top" of the module, as well as a control module facing the proper direction for rocket travel.
  5. The main reason for this is physics inaccuracies. As your orbit vets closer and closer to circular floating point errors add up and cause your AP and PE to jump around, often times by up to as much as several hundred meters. This is normal and you don't need to worry about your satellite getting out of synch. AP and PE values for a synchronous orbit matter much less than orbital period. As long as your orbital period is 6hrs your satellite shouldnt drift out of position.
  6. If you are asking what they are, I have no idea, I know some of them, but not all, like there's one for 250m/s, 5000m from the space center, 11km altitude. Quite honestly though it's irrelevant. Accept the first couple of contracts (Usually launch a vessel and collect science data) and you will get the altitude and speed records automatically as you progress.
  7. He said it's going into Q&A is starting for Unity, so 1-2 months is probably a pretty accurate guesstimate, 3-4 weeks for Q&A and another 2-3 for Experimentals before release.
  8. Keep in mind a Tourist can't actually do anything so you will need another Trained Kerbal, or a probe core, to control your rocket.
  9. Check out this post for an in-depth explanation. Basically you calculate the total burn time of your engine for the amount of dV you need then using the time to periapsis as your zero point divide your total burn time in half, at that gives you the amount time prior to your node in which you should start your burn, in this case your Periapsis. When your time to periapsis is that number execute your burn and you should be good to go. Another option is to perform a "test burn" where, when you get close to your maneuver node (But still far enough away for it not to matter) you go full throttle (Or whatever throttle you will be using) for a moment then cut your engines to reset the burn time.
  10. Some things to Consider: Make sure it's a new vessel, you may need to build from scratch Make sure you have exactly one kerbal You may need to actually complete an orbit, not just have your AP and PE above 70km. Plan accordingly. You may need a Pilot in your pod, not just any old kerbal
  11. you're going to have to use one of the directions for your initial pitch over. From there you can use hold Prograde to execute your turn.
  12. You don't need as much dV as you think to get to Moho, check out this thread for more information
  13. I agree with Sal, if you are upgrading you want version 1.0.4, it's the latest release. The last release (Which is available at kerbalspaceprogram.com) is .90, if you are downloading anything before that it is probably not an officially licensed copy.
  14. Fixed it for you. Also, There's your problem! Your craft is massive, with very little lift in the wing department. Like, it's a wonder you got it off the ground and into space at all. This is a case of "Bigger isn't always Better." Might I suggest a redesign? Your landing gear are far too close together, you hae far too little wing area for such a large craft, SSTOs are notorious for how little payload they can carry, if you're looking for the ability to carry a large payload to orbit you're better off with a rocket. I would start by designing something that actually looks like an aircraft and work on your flight profile (SSTOs are not like normal rockets) If you need some design Ideas check out This Thread. It's a tad dated, but it will give you a nice starting point. Also, this thread has more design ideas.
  15. Whenever I start CKAN I am getting the following error, any help would be appreciated. It works as normal. Ubuntu 14.04 KSP 1.0.4 Error in autoupdate: Error getting response stream (Write: The authentication or decryption has failed.): SendFailure Any help would be appreciated
  16. Quite honestly, you should never place something below an engine you intend to use. For example, if you have a radially mounted engine on an upper stage, that does not get used until the lower stage is jettisoned you can place things beneath it. However, if you intend on using that engine before the lower stage is jettisoned you shouldn't place anything in the path of thrust. There is a cylinder of thrust, but I couldn't tell you exactly how large it is.
  17. If you are trying to add a maneuver node from the tracking station (Which is what it sounds like) you can't actually do that. What you can do is fly the craft, and then plot your maneuver node, which will then show up in the tracking station.
  18. I think you mean the MK-I ball, but yes, buring so your AP is very high (Depending on how much dV you have between Mun and Minmus should be fine) then burn retrograde (but don't use the autopilot tools, just point and hold steady) then put your PE where you want it then circularize at PE.
  19. Still have the same issue I'm describing. Whether you have a periapsis or not is irrelevant since it is an easy adjustment to make once you are just inside the Muns SoI and a radial burn will fix it. (The radial burn is generally no more than 5m/s) Ideally you want something that looks like this: Disclaimer: Not my pic.
  20. Much, though not ideal. You are passing over, and then coming back to, the Mun's SoI. Ideally you want the Mun to capture you as you head out, not when you start to fall back. Lower your apoapsis (by pulling the retrograde handle) and move your node around until you get an encounter, if your Mun periapsis is too high you can burn radially just inside the SoI to fix it for only a few m/s of dV, which would still leave you plenty for the capture burn.
  21. Basically don't be a _pain_ Share your knowledge where appropriate, be respectful, and don't forget to give rep.
  22. If you open up the settings file you can manually change the resolution. It should be near the bottom of the first section.
  23. You can try opening the settings window at the KSC screen and looking for a difficulty option.
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