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AgincourtDB

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    Musician, Writer, Produce Clerk
  1. Your tool fixed my bugged docking clamps, thank you! Couldn't free my nuclear tug from the space station, and now I can!
  2. MJ's 'Surface Info' tab will also give you your horizontal speed, I have that tab open always while landing manually.
  3. So I'm 700+hrs and I'm only now finally getting to the point where I'm planning on sending Kerbalnauts to other planets. I'd like to design a Nuclear mid-stage based on the 2.5m engine but off course there's no tank option. My heavy tug for dragging things around in Kerbin orbit uses it with fuel lines coming in from tanks mounted radially, but I'd like a more elegant solution (also, it has 16 separate tanks and that's a PITA to refuel manually). I'd also like to design LF dumps that don't use the oddly-shaped Mk3 tanks but still hold a lot of fuel. I've tried IFS but it doesn't seem to work, doesn't give me the option of changing the fuel loadout on tanks, just seems to have added a bunch of cryo tanks (??). Halp! I guess ideally I'd like a recommendation for a parts pack that has several LF options of various sizes.Thanks!
  4. Yeah ascent guidance is screwy now. Dunno if it got better or worse since the 1.0.1 update, haven't loaded the game yet today. It's as if the mod failed to take into account the change of some numbers, somehow, or didn't update the 'default' settings...
  5. The thing that puts the nail on the head for me is ladders. They're probably a neolithic invention, but that's just a guess. Ladders should be available from the beginning. Overall, I like the tech tree. Some of the transitions (the switch to Rockomax parts, for example) are a bit screwy as mentioned above, and I think it would have been better to have big, expensive 'all-at-once' unlocks at certain strategic places on the tree. But it's still very playable. - - - Updated - - - I actually like this. It makes perfect sense. They're not 'production' parts yet, that's exactly why you're testing them. I think the requirements for many of those testing missions are silly: test conditions should more closely resemble actual mission profile conditions, or be ground-tests. But that's just me...
  6. Reminds me of the Komet Basically a 'think outside the box' attempt at an interceptor of high-altitude level bombers. - - - Updated - - -
  7. This will probably sound like no big whoop to most of you guys, but today I got a probe with 3 repeatable experiments into orbit around Eve. I'd never managed an interplanetary mission before today, only even tried a couple times. I hadn't even planned on it... I was aiming for a Kerbol orbit science probe but I got past Kerbin escape with a ton of fuel left, and I thought, might as well throw my hat over the wall. Then I landed a Kerbette on the Mun. Not Val, 'Miltred'. Sooooo much science...
  8. Update: configuration mentioned above worked, though it did seem like it wanted to flip around and go stowed-parachute-end first. I took the extra precaution of putting mechjeb on the capsule itself and using SmartASS to keep it pointed toward retrograde, but even then it was a few degrees off from heat shield being pointed directly along the axis of travel. Probably just using the SAS from the probe core would have worked equally well, though I think my current 'tourist' build is going to get an SAS module added between probe core and heat shield (I wonder if the weight dist. will be better that way or worse?) Another interesting note: the tourist gained 2 XP. I wonder what that's for? Fascinating. - - - Updated - - - Actually I would think space tourists would enjoy being given something to do in-flight, and I'd imagine they usually are. I wouldn't want to go up just riding as 'cargo'. I'm more perplexed as to why the chute deploy isn't automatic (i.e., why it requires pilot or probe AI, rather than just being set off by altimeter/pressure).
  9. Yeah that seems to be the upshot. I'm going to try Capsule ----> Probe core ----> small heat shield ----> (direction of re-entry). I've done that Mod Manager fix to the re-entry orientation bug so hopefully it'll work and the thing won't flip around the wrong way.
  10. So complex as pushing a button? (that's a winky face by the way, lol)
  11. Only thing coming back is the capsule with the tourist in it, has plenty of juice, so the chute should work. Didn't they once upon a time open automatically at their target altitude anyway? Weird. Guess I have to retain the probe core through splashdown. I guess that's the obvious answer, just looking for confirmation.
  12. Where does this .cfg file go? I'm sure the answer is self-evident to people who are used to using Mod Manager but I've only just installed it...
  13. I've put things in there and had them persist in-flight, so not sure what problem you're experiencing....
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