psyper

Members
  • Content Count

    467
  • Joined

  • Last visited

Community Reputation

60 Excellent

About psyper

  • Rank
    Sr. Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I tend to see the stations and bases as investments - you might make a loss on the initial contract but take some science equipment and an antenna with you and if you ever need science from around kerbal you already have the infrastructure there to for-fill that contract. I tend to get those contracts turn up every now and then - accept them - switch to the station - perform them - get the contract and go back to see what else I have. Same with a base on mun or duna - you'll always get those contracts to plant a flag on mun or perform a crew report on duna - you already have the base there so its just a matter of popping out a kerbal to do whats needed.
  2. the persist file is just a text file so theres nothing stopping you from using windows normal backup system and just get it to back up that every ten minutes. Its not impossible to set up a batch file to do it too if you prefer. Also there are a few free 3rd party programs that can do it too.
  3. for fuel transfer issues I would recommend either the http://www.curse.com/ksp-mods/kerbal/221160-tac-fuel-balancer-v2-4-1-10oct or http://forum.kerbalspaceprogram.com/threads/67163-0-23-5-Goodspeed-Automatic-Fuel-Pump-v2-14-1 Goodspeeds mod is far simpler and uses priories to move the fuel around (ie if you set a tank to 6 and another to 1 the fuel will always drain from 6 to 1) for the engine issues would action groups help at all - you could set key 1 to toggle one engine and key 2 to toggle another then just hitting them will change that. I'm not sure if you could bind an action group to reduce or increase thrust limits - of if not if theres a mod for that anywhere.
  4. can imagine how this played out jeb: "I'm on the ladder ksc, over" capcom: "be careful Jeb we don't want you falling off" jeb: "ksc we have a problem I've slipped and now floating away from the capsule. I cant reach it. I'm drifting away. help. ksc" capcom: "noooooooooooooo!!" cut 2 weeks later at jebs funeral capcom: "such a shame about poor jeb" flight controller: "yeah certainly is" .... flight controller: "hey didn't he have an eva jetpack on...?" capcom: *facepalm* "frak"
  5. in 0.25 there was a category value listed in the parts cfg file but you couldn't just create a new one and it would appear as an extra icon in the VAB - you could move them from one to the other though. I'm not sure if its still there in 0.90 though.
  6. Hi guys, many thanks for the feedback - you're all pretty much saying the same thing - drop a maneuver node down pull it out past minmus orbit until the part that intersects is the right time (using a 2nd maneuver node it should say how long before it takes to get to that point and then remove it) and then pull the node around kerbin until I get an encounter. I think this should work well for mun but for minmus I might have to launch my rescue vehicle in to an orbit which matches minmus' inclination first. As for putting in an emergency hab system in orbit around minmus - that doesn't sound very kerbal but might implement that with excursions to duna or the jool system - having a spare habitation module ready and close by would be a good idea. In scifi films and books when going to another star they burn the engines constantly until they are halfway to the star system then turn around and then burn to start reducing their velocity - high dv, low duration flight. Would be interesting to see if I can get a minmus encounter which would take twice as long to get there (give or take a minute to turn around) as the burn takes. Then burn out would be pretty simple but then turning around and burning retrograde might change the orbit a great deal - perhaps I could use that burn to also pull my trajectory in close to the moon so I could hug the orbit in close to the ground and land - now that would be an epic mission! - a suicide burn starting halfway between minmus and kerbin!
  7. I want to be able to do high dv transfers for instance from lko to minmus. This is so I can get to a base or station in an emergency (I have tac life support installed). Fuel saving requirements aren't important so I want a heavy burn to leave Kebal and then a heavy burn to get in to orbit when I get to the moon. However as soon as my exit trajectory leaves kerbins soi I lose my close approach markers so I can't work out if I'm getting close to an intercept. Has anyone else pulled off this manoeuvre successfully and how best do I do it?
  8. If the magnetics are kicking in then it could be... ^^ This. Otherwise is there anything blocking the ports? My work blocks imgur so if you posted a screenshot I don't see it - if you haven't can you post it so we can take a look?
  9. A year and one month in the game and I just learn this. Next you're gonna tell me that kerbals can run or look around while climbing up ladders...
  10. 255 if i remember correctly. oh and i'm gonna be that guy: The vote numbers overlap which isn't required for absolute values - which option do I choose for 25 pictures? And you're missing the option for 501 to 999... (sorry)
  11. I played 0.25 with fineprint and at first I just left them in orbit - I had about 15 in orbit around kerbin before I thought something had to be done - it was hard to drop maneuver nodes on ships when the trajectories of countless sats kept getting in the way. So I started decommissioning them - they had enough dv to deorbit so I started doing that on the older ones - then came up with the idea of leaving them there for 30 kerbin days using Kerbal Alarm Clock before deorbiting them - the idea is that the contract is for a spy sat that needed to be in that orbit for a month then to get rid of it. I've just restarted with 0.90 so started putting parachutes on them with the mind to recover them once they've been up for a month. - not sure what I'd do with Mun and Minmus sats - perhaps return them to a transporter which will bring several back home once completed maybe. Beyond Kerbin's SOI I'll probably just deorbit them in to the nearest body - not worth recovering.
  12. just look at his signature guys. look. at. it. O.o Anyone that can fly an asteroid in the atmosphere knows a thing or two about moving one!! That being said - pulling an asteroid makes more sense than pushing it even when you have the CoM nailed down. Most of my heavy transporters have the engines radially at the front of the CoM as it makes it less likely to wobble about and you could certainly place a lot of fuel tanks between your craft and asteroid without too much trouble too.
  13. As you're new to the forum have you tried any of the challenges - a fair few of those can be pretty wacky like getting to orbit and back in the quickest time produces some crazy craft. the eve ones are pretty spectacular too http://forum.kerbalspaceprogram.com/forums/26-Challenges
  14. My usual docking port trick might work - this happens sometimes when ports are trying to acquire when you save and reload and they get stuck that way. F5 to quicksave open quicksave.sfs in your saves folder after backing it up. search for "Status = Acquire" - replace it with "Status = Ready" and save in ksp hold down F9 to reload - with luck your ports are close enough that they should activate the magnetics and dock straightaway.
  15. Eeloo isn't a planet its a dwarf planet ... *signs Neil DeGrasse Kyson's petition*