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MerlinsMaster

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Everything posted by MerlinsMaster

  1. Okay, well I finally succeeded in extracting water from Mimnus, and I electrolyzed it and refueled my ship. Thanks everyone. I don't think I would've figured it out without your help.
  2. Haha. Never mind, I found the generators. I added one to my reactor, but I'm still not able to access the Megajoule Power Manager. Correction: It shows up in gameplay, but not in the VAB.
  3. Well, I'm using the 2.5m Fission Reactor. I was assuming the reactor was the generator. If that is incorrect, what would I need?
  4. I can access the Thermal Helper, but nothing happens when I click the Megajoule Power Manager.
  5. Hey Guys, I'm trying to figure out how to use the ISRU from KSP Interstellar, but I'm having issues. I built a lander with two of these babies on it to go to Mimnus to extract water from the ice there. Only problem, I click the "Extract Water" button in the tweakables, and nothing seems to happen. The only thing I can think of is that it doesn't have enough power. Ive got 8 of those RTGs. I've checked out the wiki and the forum page, but neither seems to provide much insight on the topic. Does anyone out there know what I'm doing wrong, and are there any resource extraction tutorials out there I can look at?
  6. Hey Guys, A while ago, I downloaded a mod from Kerbal Spaceport (RIP) called Cryo Cabin. It's for use with TAC Life Support, and it's basically a crew cabin in which your Kerbals can go into hybernation on excessively long journeys. The problem is, I'm not sure how to use it properly. I did what I think I'm supposed to do, but when I test it, the Kerbals die when the regular life support supplies run out. I can't find a page for this mod, on the forums or elsewhere. The only thing I was able to find was an old thread posted by the creator on Scott Manley's Google Plus page. I sent him a reply, asking if there were any docs for this mod, but I never got a response from him. Does anyone know anything about this mod? If so, could you let me know how to make it work? If not, does anyone know of a mod that does something similar?
  7. Thanks guys, I think I'll go ahead and do the Hyperedit thing. It sounds like the best way to do what I need to do. I'll let you know how it works.
  8. Hey Guys, I'm trying to test out some surface base module designs, in particular, trying to see how well I can land them on the Mun. The problem is, it takes an awful long time to launch the craft, get them to Munar orbit, rendezvous with the other craft they need to dock with, and then land them. If my craft has a fundamental design flaw, I have to start that lengthy process all over again. If there were only a way I could test out these designs on the flat grassy areas just outside the KSC. But I need test these craft in Munar gravity, not Kerbin gravity. I know that in the debug menu, you can select hack gravity, and there is no gravity. Is there any way to change it to Munar gravity? I'm assuming there's no official way, but is there a way the program can be jerry-rigged to produce Munar gravity?
  9. Thanks, everyone. The pointers you provided have been very helpful. I am now able to get much more consistent results.
  10. Yes! It DOES do that. In fact, it haunts my dreams. Don't worry, I know exactly what you're talking about.
  11. I'll try that mouse sensitivity tip. If that doesn't work, I guess I'll have to start learning witchcraft.
  12. Hey guys, I'm pulling my hair out here. Can anyone tell me if there is a trick to connecting structural panels, because I just can't seem to figure it out. They have a green connection marker in the center, but they only ever want to connect to the edge. Which is fine, but why show a connection marker in the center when nothing will ever connect there? But what really drives me crazy is that no matter how hard I try, I can NEVER get one structural panel to connect to another without it being a little bit off. Well, I just can't accept that. I'm always seeing others building all of these marvels and monstrosities with dozens or even hundreds of these panels, and they are connected perfectly. What am I doing wrong?
  13. Good to know. I'll remember that for next time. That worked like a charm! Much appreciated.
  14. Yes, I KNOW it says 0.24. That's why I said that I was running 0.23. I guess I should have asked if there was still a 0.23 version available. The tried downloading all of the previous versions from the link MachXXV includes, but for most of them when I try to open up the .zip file it says it's corrupt. And with the ones that do open, I put the EditorExtensions into Gamedata, and it doesn't do anything. Does anyone have any constructive thoughts on this?
  15. I'm not exactly sure what you are trying to say. If you're saying that I should start using 0.24, then I would respectfully respond to that by saying that I don't want to. I already spent a crap ton of time setting up the game the way I want it, and I'm not interested in the whole "contracts" thing. Thanks!
  16. How do I install this plugin? I tried putting the EditorExtensions folder into Gamedata, but it doesn't seem to work. I'm running 0.23, by the way. Would that have anything to do with it?
  17. You're right. That particular burn was from a higher orbit. I completely didn't think about that. What's an intermediate orbit? I usually never get an escape trajectory until it's out past Mimnus. Also, on a loosely related note, is there a way to fine tune my destination periapsis before I get to my destination's SOI? For example, on my escape burn, I got an encounter with Duna, but the lowest I could get the Pe down to was 30000km. Is there any way I can get it lower before I get there?
  18. Hahahahaaaaaa!!!!!!! Have you ever tried to dock anything WITH MechJeb? Out of the couple of dozen times I turned on the docking autopilot, MechJeb completed the docking maneuver MAYBE two times. The rest of the time the craft just went RCSing out into deep space. The docking autopilot is beyond useless. Just putting that out there.
  19. Yeah, I learned that the hard way last night ("that's what she said"). Seriously though, I used the Alex Moon site to get a departure time, used Precise node to set up my maneuver, and got a ballistic encounter with Duna for just 600m/s (just half of the estimate calculated on Alex Moon). I was psyched. But then the burn took like a half an hour, and it totally threw off the maneuver. Is there any way to avoid this, besides adding more engines? On that note, what's generally considered to be the minimum TWR for interplanetary burns?
  20. Holy schnykies, I never even knew about that mouse-wheel thing! That's gonna totally revolutionize how I space. Quick question about the Oberth effect. Is it less effective at a higher orbit?
  21. Forgive me for repaying your kindness with additional questions, but I'm trying to soak up as much info as possible. So when setting up a ballistic transfer, is there any trick to getting the inclination to match up? I understand you use the normal and anti-normal handles, but it seems to be very difficult to achieve the required level of precision when doing interplanetary maneuvers. Is there any way to make it easier, such as viewing the map from a certain angle, etc?
  22. I have a question about that. What are the differences in the three Transfer Types? What does Ballistic mean? What's the differnce between Mid-Course Plane Change and Optimal? There doesn't seem to be any information on the page regarding this, so I've just been selecting Mid-Course Plane Change every time.
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