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Posts posted by MisterBennock
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1. Try doing stuff without MechJeb first, when you still fail after hours, let it do it. Then try it again. I still remember my first try at rendezvous and docking after watching a tutorial. I burned countless times, meandering orbits, several rounds of merry-go-round and all that crap, but never got near the other vessel. Some time later, I made a craft with a dockable tug to practice docking... I was a total mess.
2. When you're lazy, there is no shame in using MechJeb. I like constructing and building more than the actual flight, so I let the autopilot do the ascencion. Only for the demanding tasks I take control, like docking without using 10 times the amount of Monopropellant actually needed.
3. There are exactly TWO things that will make your docking a breeze.
First, and this is the most important thing, USE THE CHASE CAM. With the view right behind your vessel, you will not have to twist your mind how to go where and why.
Second, forget docking control mode. You can both translate and rotate in staging UI, so you won't need to switch all the time. Trust me. Try it. You will facepalm so hard that you ever considered docking difficult that
your metacarpals, carpals and probably some of your phalanges will break.
4. Learn to use TWR values. It lets you make economical rockets. Which doesn't mean you won't have to make a seven stage asparagus "first" stage for you payload.
5. Always double, triple and multiple-check your staging, energy storing and generation and crew. How many times did I go into space just to notice all the juice was gone and my unmanned vessel was merely a piece of space rubbish? How many times did I load up and instantly launched a vehicle just to find out the second stage got decoupled before the first stage and with the parachute? And how many times did I send a rescue capsule into space and had crew in it?
6. Install the Crash Dummies mod NOW. It makes the Command Seat simulating a kerbal in the hangar, thus eliminating lots of trial and error had before when balancing the craft.
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I just tested it a bit and have a strange issue: Every time I load the craft (in use), one amount of dummy gets subtracted, i.e. starting I have 0 dummy, when I switch to another vessel and then back I have -1, then -2 etc.
Also, when "empyting" the command seat before start, one amount of dummy is still subtracted, so I start with -1. It is probably a bug or some lapse in the code. At this point I would like to ask what you people use for making .dlls. I have some ideas myself, too.
Edit: Sorry, missed the "Source" link. I think you have a loop in your subtraction.
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This is a really great idea. I actually DO have a problem with one vehicle where I tried to "simulate" a Kerbal via the cube attachers, but it didn't really work out. Now I can finally build a functioning Lobo space bike! Thanks.
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Just tested it a bit... Apart from the jump formulas, is there any possibility to calculate or display the running costs of the beacons? Because I launched my first beacon into space just to find out it hadn't even enough initial electricity to run. I think a display of the required maximum charge would be the best solution, if that's not on the to-do list anyways.
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Just wanted to bump and say that I really like this idea. And it has so much thoughtt put in. Downloaded, testing, awaiting more. Hope you'll find the time to work on it mang.
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Thanks, Spartwo, didn't realize this. I am always under the impression that it doesn't matter with which input device I turn some function on.
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Hey guys, I was wondering how you keep your vehicles from just rolling around. Either I haven't found the handbrake yet or it's just not possible. For some crafts I just use the mini lander legs as kind of anchors, but that can't be a solution.
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So, just to understand it correctly, there are known issues with the Sr. docking ports? Because I have no problems with the normal ones, but the Sr. ports seem to dock at will... and usually they don't want to...
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Hello, does anybody else have a problem with the mod and Engineer Redux? I use the newest version and somehow when I have ATM active, the engineer and flight chip is not in the parts and all vehicles having that one are marked as "invalid".
How do you handle mining and resource transport? And does a mod exist for that?
in KSP1 Mods Discussions
Posted
Hello people,
I just recently took up Karbonite and started toying with it and I was wondering how you manage your mining affairs?
What I want to say is, do you mine the stuff and keep it on site to distill or deliver to orbital shuttles to transport them further or do you only use it on site anyways? And if you transport, do you store in orbital fuel stations or do you use other means?
Because I just was thinking whether it was possible to make untweakable stuff (I know, Karbonite is tweakable, but what are cfg files for?) "storable" at the KSC or other bases (if you have them). My idea was going like this: You have no resources of let's say Karbonite (or Kethane or whatever you use) at your space center, so when building vessels you can't fill tanks with it. But you can then mine it, fill tanks with it, bring them back to the space center and from then on have this amount to use during building.
I haven't put much thought in this as of right now, it was just a spontaneous idea. Maybe you even instantly tell me why it's stupid. Well, then, that's all from me now.
P.S.: I don't even know whether this is the right place to post this thread, if it's not the case please tell me where it would be more fitting.
"Up and at dem!"