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AengorKerbow

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Everything posted by AengorKerbow

  1. I didn't know there was a quicksave for the first couple weeks I played. It was frustrating on my first Mun landing, as I didn't really know how to pilot the lander and kept crashing and having to revert to launch.
  2. Well...I somehow ended up with a contract to send science data from space around Minmus. I don't remember accepting the mission, but whatever. I grabbed a couple other missions to test LV-1 in orbit around Minmus (below 6600m!) and LV-1R in flight over Kerbin. So I had an orange tank with a mainsail underneath it, and then two little LV-1Rs attached to them that I staged to go off when I reached the right altitude. I ended up way overdoing it, and put a LV-T45 with a FL-T800 tank for the stage to take me from Kerbin orbit to Minmus, then the LV-1 with a tiny little tank, RCS tank, and thrusters attached to the probe. I ended up having 3/4 of a tank left of the FL-T800 by the time I got in orbit around Minmus. Luckily I had slapped a couple docking ports on the sides of the tank, and on top of the probe. So after I'd jettisoned it, took the probe down to ultra low orbit to transmit science, I went back to the FL-T800 and docked to it. Now I have extra fuel orbiting Minmus if I need it for some mission. Or I can use it to get to the Mun if I need to get science from there.
  3. Me too. I was docking to my space station to fill up the tanks for my, perhaps ill conceived, orbital gas station. I managed, through my most efficient accent yet, to get a full KD S3 14400 tank into orbit, ready to dock with my space station. Unfortunately I kept getting the docking error. I had run into it before and read about doing a quicksave, going into the persistent file, modifying "state = Acquire" to "state = Ready" and reloading, and that has always worked before. But this morning it failed over and over. Every time I reloaded it would go straight back to "state = Acquire". I was about to give up, when I poked around in the quicksave file itself, and found the "state = Acquire". I changed it in both places, reloaded, and was then able to dock and transfer the fuel. So now I've got 16k/20k LF/Oxidizer in orbit around Kerbin for any mission I might need it for. Probably overkill, but oh well.
  4. I'm a bit of a novice, so pardon the question. I see some talk of part efficiency in this thread. What is the advantage that people are trying to attain by going for part efficiency? More parts can mean more weight/drag/cost, but not necessarily. So that's why that being stressed confuses me. Is it a matter of pride, or a challenge type thing? Or is there something I'm missing?
  5. Here is my refueller ship. I think I'd have issues if I used that aerodynamics mod I've heard about.
  6. How I envisioned it's use, is for missions to Duna or Eve, where I will need to carry enough fuel for taking off from the surface, so I'll need a larger rocket, with more fuel, than I've used for my Mun and Minmus missions. Though I have no experience with any missions past Minmus, so I don't really know what to expect in that regard.
  7. I will upload a picture of my refuel rocket when I get home this evening. It isn't very pretty, as it grew less by planning and more by "well, that wasn't enough, lets add some more boosters." I am playing in career mode. But I am using a recovery mod that allows me to recover of staging components, as long as I have enough parachutes to prevent damage. That reduces some of my costs. I've heard of the Kethane mod, but I haven't used it. That is an interesting possibility.
  8. I've been playing KSP for a few weeks now. So i have a space station of sorts that is intended to be a gas station. It has three Kerbodyne S3-14400 tanks. I'm trying to figure out the best way to refuel these tanks, but it is turning out to be fairly difficult. My latest effort involved using a KS-25x4 Engine Cluster, with three of the Kerbodyne 14400 tanks, two of the LFB KR-1x2s, and about 8 of the S1 SRB-KD25ks. On the LFBs I've reduced the thrust to about 40%, then put half the SRBs at 50% thrust so I could jettison them in stages as they run out of fuel. First the outer ring of SRBs, then the inner, then the two LFBs. I start out with the KS-25x4 cluster at full thrust, then cut back to 50% once I get above 50m/s, then increase to 85% after all the boosters are jettisoned. This strategy left me with about a quarter of a KD14400 tank (maybe a little more if I had a more efficient accent). That would take me about 8-12 trips to fill it up from empty. I then added 4 KD S3-7200 tanks using asparagus staging so I could drop them off in pairs as they ran out of fuel. This got me up to 70% of a tank remaining. I guess that is ok. But I was wondering if there were any strategies that can improve this poor efficiency.
  9. Heh, I ran into this on one of my very early flights. I was trying to use the last of my fuel to slow down enough to keep my engine from exploding on landing (I didn't have landing gear yet). So I'm coming down, chutes come out, I'm tapping the throttle, I can see my shadow. I throttle a bit to try to get just below zero. Oops...too much throttle, now I'm going up a bit. Wait...what happened to my chute? Then my fuel cut out and I slammed into the turf and the only thing to survive was my capsule.
  10. So I've kind of been ignoring them, but now with .25 there is the ability to redirect them to science or cash. But I have no idea what effect they have on anything in the game, so I'm not sure how to allocate that. I tried searching the forums for an answer, but I was unsuccessful in finding anything on it.
  11. I used the 0.24 64-bit version to start out with. I had no issues at all, until I tried to use the Crew Manifest mod. It wouldn't work, so I switched to 0.25 32-bit.
  12. Somewhat of a beginner here. I did an Apollo style mission to the Mun. Complete with a separate lander. Unfortunately I realized on my way down that I was using too much fuel. After doing the sciency stuff, I got back in, took off, jettisoned all the science equipment and landing gear, so all I was left with was the lander with a rocket attached, and made it up about 5k before my engine died. Great. The I remembered. RCS! So I switched to translation mode, and started the thrust. I eventually made it into orbit with some mono-propellent left over. But I wasn't out of the woods yet. While I had solar panels on my lander, I had forgot to put them on the command capsule. So I was running out of electric charge in my command capsule. Oh, and the intercept was going to happen on the dark side of my orbit. I had lights on my lander, on the landing gear, which I jettisoned when I took off. I had lights on my command capsule, but I was running out of charge. So I turned on the lights to the command capsule when I got close, and managed to perform the quickest docking maneuver I'd ever done, and then I had plenty of charge again, and was able to make the burn for my return trip home to celebrate and collect my 415 science. I think I'm going to build a space station next.
  13. Just an update that I abandoned the 64-bit version of KSP, upgraded to v0.25, and that fixed the issue.
  14. I'm having a bit of a problem with this mod. I am running KSP v0.24.2.559(x64) on Windows 7, Toolbar 1.7.7, and CrewManifest-0.5.9.0. I attempted to use the crew manifest while on the launchpad. When I clicked on the button it just turned green, it did not bring up any other window. When I look at the output_log.txt file I see the following errors repeated multiple times after clicking the button:
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