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Everything posted by Cerberus738
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So i built a ferris wheel... part of my new project "AMAZING 0G RIDES ON THE MOON!" I was testing it at KSC and managed to break a wheel that i'm using as a bearing. does anyone have a suggestion on how to fix the wheel? i don't want to relaunch it plus if it breaks down again i should like to be able to fix it once it's on the moon. i know i can fix it with a kerbal on eva but.... as you can see its a ways up off the ground.
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If you alt-f4 it exits without saving and when you go back in it will go to your latest autosave. Depending what the circumstances are this could work for you
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Spaceplane SSTO tips?
Cerberus738 replied to m4rt14n's topic in KSP1 Gameplay Questions and Tutorials
If you build a stack and set the action groups for just that stack and save it as an assembly.. then every time you place the assembly they automatically go into the action groups. If you end up placing a stack in symmetry then the action group list is still populated you just have to reset them. Kinda tedious still but you don't have to try and click them all on the model -
I didn't get a capture of my original maneuver. that's a capture after already passing through the mun's SOI once. it worked but after switching SOI the orbit changed and shot me way out past minmus. i may have had warp going... the maneuver set up there is me getting me PE back up. it just so happens that i pass by the mun again. so this should work then?
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Spacecraft inspiration?
Cerberus738 replied to Taki117's topic in KSP1 Gameplay Questions and Tutorials
that seems monstrous. i don't think my computer could handle the number of parts required for that... -
Yes i did have my space station targeted. its in an equatorial orbit and i can use it as a reference point for most things. i do always (except this case??) launch to the 90 you were so correct! it launched me out past minmus. however i did get a significant inclination change. i probably could have timed it better to be more efficient and get more change out of it but i was getting upset at my navball so i just went for it. ha ha however with only needing 38m/s to correct it and getting within 3 degrees of inclination, i think i did pretty good! new question... how is that SOI change going to affect me? i want to try an aerobrake as i haven't done one before! should i set that up now? or wait till i pass through the Mun's SOI? and how deep into the atmosphere do i want to go? DING! DING! it was actually a mapping satellite. i figured it was the only way to map the poles? just for fun here's the ship that's doing the performance thanks everyone for your input!!
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Assuming 0 means equator. I have a ship in a polar orbit and I would like to get it back to the equator to pick up something. Is there an inexpensive way to do that? I'm trying a flyby of the Mun at the moment. I have a maneuver set up so the gravity of the Mun will pull my orbit up. is this a good or bad idea?
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How do I correctly land on the mun?
Cerberus738 replied to Clockwork13's topic in KSP1 Gameplay Questions and Tutorials
what do you mean by increasing your orbit? if you are increasing your orbit you shouldn't crash.. you should be going farther away from the moon... You should start by burning retrograde to bring your orbit down into the surface. then you just wait. once you get close to the ground switch your speed indicator to SURFACE and burn retrograde to slow yourself down. if you have the fuel you can keep burning the whole way down to maintain your speed. otherwise you have to time it right and burn hard at the very end to slow yourself enough for landing. always retrograde when landing. depending on your craft design you want to be under 10m/s. i'm sure others might say different but i always lose bits if i come in hotter than that -
ok see, i suck at math. i see formulas and math all over this forum. its cool that you guys can calculate what your rocket needs and just build it. my rockets generally end up way overpowered for their intended purpose and die a lot from the error part of trial and error i tried using some of the mods that calculate dV and angles and all that but it just makes no sense to me. moar engines......
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Land on the moon in career mode
Cerberus738 replied to Belgiumruler's topic in KSP1 Gameplay Questions and Tutorials
I find Kerbin really annoying to collect science from. except for the biomes that are fairly close to KSC. Minmus is the best place to go. it doesn't take much more fuel to get there and landing is way easier. especially for a beginner. the science is worth more and its easier to get back to Kerbin. It does take a lot longer to get to and from though. I currently have flags at all the Kerbin biomes but i haven't gone back to them with the newest science parts. I opted to go to Minmus and maxed my science tree -
Spacecraft inspiration?
Cerberus738 replied to Taki117's topic in KSP1 Gameplay Questions and Tutorials
150 tons is my limit so far. i designed a 300 ton ship but it was split into 5 pieces and assembled in space. -
Anyway to move engine covers away?
Cerberus738 replied to Clr4ils's topic in KSP1 Gameplay Questions and Tutorials
that seems kinda clever -
Land on the moon in career mode
Cerberus738 replied to Belgiumruler's topic in KSP1 Gameplay Questions and Tutorials
i built this with all the science pieces. it can make it down to the moon from 10km, land and back up to 10km. i haven't tried returning it to kerbin as its part of a orbiting science lab. it just goes down and then docks with the lab to transmit... or whatever the lab does i've tested the lander but not the lab. Here it is after landing on the moon and doing SCIENCE! -
Question on the science lab clean out process.
Cerberus738 replied to Liowen's topic in KSP1 Gameplay Questions and Tutorials
just the goo canister and the materials bay need to be scrubbed. i think the science lab also boosts the science points gained for all the experiments but i'm not sure i haven't used it yet. i always bring everything home. just try building it on the launch pad and see what it does you should be able to transmit the old experiments even if they don't give any points anymore. -
Lag! And lots of it!
Cerberus738 replied to sneezedr424's topic in KSP1 Gameplay Questions and Tutorials
you could turn down the physics calculations in the settings menu. your graphics card may be too weak? turn down some graphics settings and see if that helps. also any ships within 2.2km of your space station will also be rendered so keep that in mind. -
What am I doing wrong?
Cerberus738 replied to FlamingPotatoes's topic in KSP1 Gameplay Questions and Tutorials
solved it for you. its the 2 fuel lines going into your center stack. one line is connected to the small tank and one line is connected to the larger tank stacked above it. the large tank feeds the small tank as well as the radial tanks feeding into it and that's whats messing up the flow. you just need both lines connected to the same central tank. i like the design. i did a test flight after connecting both lines to the larger tank and it worked fine. -
Kerbal missing in action
Cerberus738 replied to Hello moto's topic in KSP1 Gameplay Questions and Tutorials
i believe you can edit your persistent file to change the names and stats of your Kerbals. i'm pretty sure they respawn right now though. if you go back to your astronaut complex you might be able to recruit him again. -
Can you land on the sun?
Cerberus738 replied to ckimstafu's topic in KSP1 Gameplay Questions and Tutorials
ha ha ha ah aha ha ha way to go north Korea!! and only took 18 hours! -
Spacecraft inspiration?
Cerberus738 replied to Taki117's topic in KSP1 Gameplay Questions and Tutorials
you have to upload it to a image host somewhere. mines at imgur... there's lots of free hosts out there. anyways. upload it to that. then they should give you a link and you post that link using the insert image button in this forums text editor!! easy peasy! -
Spacecraft inspiration?
Cerberus738 replied to Taki117's topic in KSP1 Gameplay Questions and Tutorials
K here's my boat! its just a concept test so its not very pretty. but the capture clearly shows 35.5m/s it had 7 engines at first but the 2 hanging on the outside edges broke off in the water when i got above 35. it seems anything over 30m/s gets unstable. probably need more reaction wheels. does anyone know a good method for control in the water? do control surfaces work? if i made a rudder? i might try that.... also... yes... it is headed for land... with the wheels down. lol. R.I.P Billas... EDIT: It's 14t at this point. -
Docking Fuel transfer question
Cerberus738 replied to Zeniden's topic in KSP1 Gameplay Questions and Tutorials
I use TAC fuel balancer. It's a mod you have to install. I find it much easier to transfer fuel with it.