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tjsnh

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Everything posted by tjsnh

  1. I'm considering creating a small mod just for personal use to re-arrange where some of the parts are on the tech tree. Not renaming any techs or anything serious, but for example just swapping a few things to lower or higher tiered techs. Other then changing the TechRequired = [whatever] in the /parts/type/part/part.cfg file is there anything else that needs to be done? If I want my mod to work with the ARM pack (but not modify/move any of the parts it added) any special considerations?
  2. Just a thought - in career mode, it would be nice if there was more that an orbital satellite probe could do. For example, the real-world voyager or cassini probes were festooned with gizmos. It would be nice to have one or two more parts .. say, an infra-red imager and/or a doppler-shift analyzer, or something ... that maybe only functioned in space within SOI distance (or maybe "high orbit") of the 'target'. Just one or two. My thinking is, not only would it provide another fun way to get some science points, but it would make it more motivating to use the ion engine and the tiny sized parts/engines more often. As it stands, having played through career mode a bit (maxed out the tech tree in 2, working on a third where I'm focusing on some specific goals rather then just completing the tech tree) and I've found that I just can't justify doing anything with ion engines, RTGs, or some of the other smaller parts. Sending a probe to orbit/visit eeloo (or wherever), only to net less than 100 science from the trip, just isn't a strong motivator.
  3. Well, it took about an hour (mainly due to the fact that I was basically flying a huge frickin' gas tank with nothing but RCS but I _FINALLY_ managed to dock my first module into my station core! The docking part only took about 5-10 minutes. The intercept/rendezvous is the part that took forever. Once I got within 1KM it took most of the hour to get close enough without any velocity... ugh. In the pic below, the module on the right is the one I was 'flying'. Behind it was the "control module" with some RCS thrusters+tanks, a gas tank, and a poodle motor.
  4. I'm still trying to master docking (see other thread) but have a quick question : Do docking ports (probably 'regular' clampotrons) hold up well enough to land two small craft that are docked together? I play in career mode, so the versatility of docked craft staying together through a landing on kerbin is going to play a big role in planning my interplanetary missions beyond duna (which was a haul, but I managed to land and return a landercan and one of each science experiment without using any docking!)
  5. Thanks for the quick reply. :-) I've watched at least a dozen vids on youtube about this, and none of the methods they showed worked very well for me. I'll give it another shot this evening and post results, it's been a few days since I've tried.
  6. Since the ARM patch, I've found it difficult to click on (to target) Kerbin in "map" view (hit M, mousewheel out). Anyone found a quick hotkey or whatnot to disable/hide view of asteroids?
  7. So, I've got rocket design down and am decent at interplanetary navigation - but I stink at docking. Running stock, no mods; I've only managed to successfully dock once, two small capsules, and it took several real-time hours. Typically what happens is that I end up getting "kindof close" , within a few KM, but can't get under 1km to my target. A couple of times I've gotten under 1km but what always happens is that I end up spending all my fuel trying to make corrections and ending up just circling my target. I'm not sure what I'm doing wrong. Should I be chasing the pink dot? Is it "normal" for docking to take 3+ hours?
  8. Hi there. 35 Y/O adult gamer from NH USA, amateur rocketry enthusiast, and freshly addicted KSP junkie. I currently play stock with no mods (playing for about 2 weeks now), I've landed and returned kerbals from Mun, Minmus, and Duna. I have _tremendous_ problems with docking; I've only successfully docked once (two identical 3-man capsule vehicles, just for testing, nothing practical) and it took me over 2 hours "real time"... I can navigate 'close' , within 2km, without much difficulty - then I end up getting 'even closer' around 300m but just end up wasting huge time orbiting my docking target unable to reduce relative velocities in a stable way. I'll make a post in the other forum category about it asking for help lol. Also, I run KSP exclusively on 64bit Linux. Don't know what the OS breakdown is among KSP players, but for any devs who might read this - having the 64bit linux port made you at least one sale all by itself.
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