Elfmaze
Members-
Posts
79 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Elfmaze
-
KSP you are a complex mistress.... Been working on my second module. The solar generation and tug unit went up great. next component is my HAB unit. Two hitchhikers and a Cupola. I designed a similar expendable tourist ship previous to the station days that works beautifully. But my three orange tank design just cant get that CP much north of the CT. Glitch, or am I missing something? I started with four kickbacks and escalated to the three orange... admittedly cost is getting out of control too. Haven't tried the straddle method yet. Hmm... It really wants me to put two winglets on the nose cone(edit, that did bring the CP up but didn't help stability).
-
Wow! incredible. Looks like it still had plenty of delta V to send it anywhere in Kerbins SOI. I'll have to give it a shot. I don't know too much about reaction wheels yet.. But I think I only have a tiny one unlocked. the big one is another two unlocks up. I know I've had bad luck with RCS on stations before... super hard to get the CG right and they don't like to move right. How many reaction wheels does something this size need to keep its orientation right for docking maneuvers ETC? Looks like you just have the little one near the top docking port?
-
"Final" version is parked at 100K I might send a booster to take it to 130k, Figure i probably need to get it there before adding modules. But for some reason I can't relight the booster on there right now... And current booster only has enough fuel to de-orbit it self anyway. I would say thats a wrap for the night!
-
four hours later, SUCCESS! stable 100k orbit! Now I just need to put a few more details on the station and get it to work as a orbital hotel for my tourist kerbals as they are waiting for different shuttles! Thanks Guys! I'll check out that Konstruction mod... I love building stations and apparently they have gotten much harder to launch.
-
Hey guys, I had quite a while back when an update crashed all my mods and I didn't feel like getting it all working again... Unfortunately I have forgotten some basics. I know there are different aero models now. But i can't get a fairing on this thing, its silly wide. I've tried flipping the payload and it works a bit better but wide up front. Any suggestions on how to get it into orbit? Mech jeb friendly. A new station core for my old career mode
-
Hey guys... I seem to be abnormally bad at designing airplanes... And i'm a pilot in real life But This one I copied a design from online but used the non retractable gear. I have KISSED the terrain and still boom! I have never managed to land anywhere but on the runway. Are gear really that fragile?
-
1.0.2 Still Works! at least in preliminary testing. Added with this ILS target idea (http://forum.kerbalspaceprogram.com/threads/118039-All-stock-ILS-NDB-DME-systems-%21?highlight=stock+ils)) I can land finally!
-
[1.1] NavUtilities, ft. HSI & Instrument Landing System
Elfmaze replied to kujuman's topic in KSP1 Mod Releases
Just here to subscribe, But I fly as well and A nice PAPI lighting system and ILS would be the ticket! -
KSP fuel glitch? And guess I have a new Mun base.
Elfmaze replied to Elfmaze's topic in KSP1 Gameplay Questions and Tutorials
craft file, first time I've loaded one so apologies if i did it wrong https://www.dropbox.com/s/ucrbtesktooz8hd/MUN%20LANDER%20%202_3.craft?dl=0 I had to build it off-center to accommodate the Launch escape system for a contract. (weight balance and all) I think building it off center is what screwes with the game. When I test fire the four outer lander engines at the pad it still burns oddly. -
KSP fuel glitch? And guess I have a new Mun base.
Elfmaze replied to Elfmaze's topic in KSP1 Gameplay Questions and Tutorials
Is crossfeed fueling an upgrade? I though I might be able to transfer but didn't figure a way to do it.... I'll check out some you tubes on it. -
KSP fuel glitch? And guess I have a new Mun base.
Elfmaze replied to Elfmaze's topic in KSP1 Gameplay Questions and Tutorials
there was something wrong for sure. I even checked the thrust limiters and all were 100% but as I tried to blast off it spun more even with the three engines. (weight difference between sides?) and the engine with 100% fuel read ~10% on the stage fuel gauge..... RIP Bill and Matt -
Five identical tanks, Five identical engines. no thrust limiters, Full tanks on liftoff, and no means of transferring fuel. And yet when going to land I kept having a nasty spin start up near the Mun surface. Upon research I found that All the tanks were burning at different rates and one nacelle runs out of fuel about 2000m up. SO after some re-balancing and shuffling engines on and off during the de-orbit burn I was able to get it on the ground at least. I went to review my fuel situation as far as returning to Kerbin..... Yeah, probably not going to happen. One tank is not even reporting, and another tank is 100% full still? I have a ton of science on this one. As I understand if I transmit the data i get a portion and then I get the rest if I ever recover the craft? - - - Updated - - - I will try blasting off with just the two outer engines and a little push from the center. I'm thinking eva and gather the data(might be tough as they are tucked into service bays). and hopefully bring the pods and two pilots home
-
Lol 35K was too low... dropped to 34k started a slight climbout of shock heating and dipped right back in from 36K to the ....... Then KSP crashed On the reload not only is this rocket gone. But the past three missions I sent up are gone now too. It reverted my save game to three days prior Guess we will never know what would have happened... At least my rocket designs are still there...
-
I have a mission that I sent to the Mun for a low pass to gather science and take some tourists through.... BUT With my current tech tree I didn't have a really good way to get them back onto Kerbin( no large heat shield for the Hitchhiker cabin. I think my original thoughts were that I would park it back in Kerbin orbit and rescue the five crew members and science data with a follow up mission. BUT I've been running some Mech jeb numbers and I only have 390 delta V left in the rocket And I think I need about 900 to circularize. Current Apoapsis is 15.5 million meters periapsis is 65K Three ideas... one I go for gold and try bring the whole mess in and hope it survives re-entry Two, I let it Aerobrake and after a few passes (and many months it will be a more manageable orbit. three, Raise the Pe to 250K and attempt to park higher but risk loosing the aerobraking backup. Any ideas?
-
Soil samples missing? 1.2
Elfmaze replied to Elfmaze's topic in KSP1 Gameplay Questions and Tutorials
Damn. That's right. Thanks -
I have upgraded my astronaut complex to max. I can plant flags, but no soil sample option. Sorry if its been answered I've been trying to search and soo many articles come up from the old versions.
-
how do i instal mechjeb plug in
Elfmaze replied to chem's topic in KSP1 Technical Support (PC, modded installs)
Yeah sry, used the search and this was the closest topic to my problem. Forgot that there was a hardware component. Thanks guys -
how do i instal mechjeb plug in
Elfmaze replied to chem's topic in KSP1 Technical Support (PC, modded installs)
OK how about if I copied the Mecjeb2 folder over into "Game Date" folder, It is sitting next to Squad and NASA mission. I open KSP and no sign of MechJeb. I tried moving the MecJeb folder to Squad, and breaking it into the parts and plugins folders and i get the message "Incorrect MechJeb install" leave it in the "game data" folder. Do I need to activate it somehow? i don't see any pull down menus or icons to click while sitting on the launch pad. KSP .90 beta version -
Need help, on 25th try. launching a BACC booster
Elfmaze replied to Elfmaze's topic in KSP1 Gameplay Questions and Tutorials
Mission successful! Got to test the BACC; LV-909; radial parachute; And finished a "return science data from orbit" mission. Very successful! thank-you for the help on this one. Was starting to think it was not possible to get it all done. Speaking of the wiki, has the site been down lately? - - - Updated - - - besides the VSI how do I see my current speed? nav ball speed? -
Need help, on 25th try. launching a BACC booster
Elfmaze replied to Elfmaze's topic in KSP1 Gameplay Questions and Tutorials
Ran it in my "sandbox sim" the six pack BACC was a PITA to get everything aligned right... The four way snap tool for the decouplers wanted me to have matching boosters on all four sides. So i had to manually place each booster. I also needed two separation boosters on the top of the SRB's or they kept hitting my fuel tanks... BUT it orbits with ease! I'm finding it hard to tune my orbit without the maneuver nodes... seems holding prograde at apoapsis will distort my orbit and leave me with a high Apoapsis before my periapsis comes up to something reasonable. Guess I need to aim a bit off the prograde marker. -
Need help, on 25th try. launching a BACC booster
Elfmaze replied to Elfmaze's topic in KSP1 Gameplay Questions and Tutorials
Nice! Your rocket kung-fu is better than my kung-fu! I started playing with some BACC boosters last night to reduce parts. I need to learn a more efficient way to get to orbit as well. Best I know so far is to burn straight up to 7500-10000k Turn to 45* on the 90* axis and burn until my peak hits desired orbit. wait until apoapsis and finish prograde burn to raise periapsis. Probably not the most efficient approach. I don't know much about holding G's in the gravity turn or throttling down in the thick atmosphere. so still got some more to learn! I'll give the six pack method a try when I get home, Thanks!