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stildawn

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Everything posted by stildawn

  1. I don't know if that is it, when I posted the day before it was trying to dock the largest fuel tank (with some other stuff of course to make it flyable, onto another large tank) so that's a large ship, and last night I was trying to dock my mini landers to the mother ship (the mothership was brought to orbit, and then another launch brought up three of the attachable landers), so they are small ships. One lander was a pain to dock, but managed it, the second frustrated me to know end so I just left autopilot on and went and watched TV, came back later and it was docked, used a lot of prop fuel though. And the third lander worked perfectly first time. Quite odd. Sorry the latest one, only installed a few days ago really. To confirm the downloaded zip says Mechjeb2 - 2.2.1.0
  2. Hi Thanks for the great mod, just wondering if you could explain the config part of your readme a bit more for someone who has no idea what they are doing like me lol. Basically I want to increase the stiffness of all joints and reduce(remove) the random wiggle you get in parts. By reading your read me, I think I need to edit these two: float angularDriveSpring 5000000000 --Factor used to scale stiffness of angular connections float angularDriveDamper 0 --Factor used to scale damping of motion in angular connections Could you explain them a bit more? And like how much should I change them to test a few things? I don't know what a small or large increase would do etc. Thanks
  3. Ok, so what would be the optimal number for a interplanetary engine system (something that the actual craft docks into and out of at different planets orbits)
  4. Ah I see, so it will have longer burn times but give more dV than the others. Would I just use lots of them to decrease burn time and keep efficiency? So mass doesn't matter in orbit?
  5. Hi All By looking at the stats I cant see why this engine is preferred, so obviously I'm missing something, so why is it in detail good for orbital engines? Compared to the others which seem to me have better twr and t/fuel etc.
  6. Yes I don't think it can be engaged any other way I tried that, numerous times actually. I spent roughly an hour last night trying to dock a large fuel tank to my waiting space craft. Turning autopilot on and off repeatedly, eventually it go so close and then started going silly so I quickly turned it off and nudged in myself randomly. But to get to that point it would literally circle around the target craft randomly. Should I take a video next time and post? Um, the target craft I had on a 90,90,0 surface smart sas alignment if that's what you mean? Is that what I am suppose to do? There is no tutorial on docking autopilot in the manual so I might just be doing it wrong. For example I might be engaging too far out, I usually engage autopilot as soon as I can target the target docking port (so can be like 150m etc). What I think might be happening just from looking at it, is that docking autopilot is using too much RCS thrust, like it hauls ass haha and then when it decides it needs to stop its going too fast in one direction and the RCS cant stop it in time so its flawed and starts again or something. Like it look visually like its maneuvering at full throttle and cant correct fast enough. I have tried the speed limiter but doesn't seem to make much difference. Don't get me wrong, great mod lol and I'm totally thankful, this part just frustrates me a little lol. Sometimes it works flawlessly.
  7. Can someone tell me why my craft just keeps going around and around the other craft in docking autopilot?
  8. Ah I see, thought as much. Hopefully they flesh out the feature more in the future.
  9. Hi All Aside from a orbital fuel depot. Is there any point to satellites and space stations in career mode at present? Gathering science or anything? What do you use them for? Or is it just for show, which is perfectly fine lol.
  10. Hi All Firstly thanks for the mod, its awesome and allows me to do the mundane stuff while watching tv lol. I'm just wondering if its possible or what ever, of a few extra features: - Mechjeb to continue working on a craft even when you switch to another craft? This would help me greatly, as recently been lifting up fuel to attach to my orbital depot, to do this (since I have done it a hundred times lol) I use the following mechjeb functions, 1. Accent to orbit 2. Revendous to Station 3. Docking Autopilot. Unfortunately currently I can only do this sequence one craft at a time, ideally I would like to have lots of craft doing mechjeb functions at the same time, so while one is going to orbit, another could be intercepting the target, while another is starting to dock with a target. - Mechjeb Space Program Director (haha) The ability using Mechjeb, to schedule launches, craft operations etc. So in another interface I could schedule 4 rockets to launch and orbit, then dock. And the game would do these all for me (while I was busy designing a new rocket, or landing on Eve or something) These ideas might be a tall order, but would be great for me and I'm sure others to get away from the stuff we have to do over and over again.
  11. Thanks for the replies. 1. Is the LV-N engine stock? Or is it a mod? What fuel does it use? 2. I guess this isnot relevant if I'm going to use nuclear 3. Awesome thanks I'll check it out, though it sounds hard if I need to do it via EVA haha. 4. I plan on doing the converting on the mother ship to limit the mass required for a lander, hopefully I can make the lander efficient enough to bring lots of raw fuel back.
  12. Pretty weird not to, hopefully they will implement that eventually. What mod is that?
  13. Hi All If I have a space station, which is made up of a pod, a few hitchhiker pods in a long tube, maybe a docking port in the middle? Can Kerbals move throughout the station inside? Or do you have to EVA to go next door?
  14. Hi All I'm very new to KSP, only had it for about a week or 2 but loving it so far. Anyway so I have a space station in HKO which I plan to load up with fuel, and then I plan on trying to design and build a massive Limitless Solar Cruiser, I have read about the Kethane Mining Mod, so my basic idea was to design this cruiser and build it in orbit. It would have a massive fuel capacity, as well as multiple modular craft attached to it for planetary missions. These are the separate modular craft I'm thinking of: - Multipurpose Lander (Able to take Kerbals and a Rover down and up again) - A few satellite probes - Perhaps a Space Plane for atmospheres that landers are not suited for Also with the Kethane Mining Mod, I would need a set of modular craft that can perform the mining/orbit transport task. Now I have never tried the mod (will install tonight) but is something like this feasible? Can a mining lander be made that will land, mine and come back with more kethane that it uses? The idea would be that the mother ship can essentially cruise around the solar system indefinitely refueling as it goes. I have a few other questions relating to this plan: - Taking into account that the Cruiser will never be required to come into orbit as it will be built in space, what is the most efficient type of engine for space maneuvering (orbit changes, transfers etc)? Would it be worthwhile using the Xeon/Elec engine route instead of the liquid fuel engine route? - Can Kethane be converted to the xeon gas fuel? - Is there any sort of mod that helps with orbital construction? I understand the docking mechanics, but I find that docking joints (and joints in general) are rather weak and wobbly? Is there a mod to allow struts to be placed in space or something? I usually strut up my module parts well on the ground, but where they dock together I cant do in the VAB obviously? - How long does Kethane Mining take? Can it be done of the fly at all? Or does it really require permanent bases? That's it for now, thanks heaps in advance.
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