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MrWolf83

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Everything posted by MrWolf83

  1. Experimenting with Single engine, multi tanked, jet with elevons, little tough on take off, usually won't fly until out of runway. gonna mess around with elevons sizes and maybe add winglets to front.
  2. Made a little surface explorer for doing the survey missions of Kerbin, had to develop a launcher to get it into orbit so as to save fuel when going long distances. On a side note the guy piloting this, is the guy I rescued on my first rescue last week, "Don't Screw this up for me Barlie"
  3. Watch these two videos, they are really helpful.
  4. Thanks, that's what Mr.Manley showed doing so, i basically used that this time.
  5. Thanks Terwin, didn't know they didn't have docking ports at all. - - - Updated - - - I'm just waiting till I actually dock with something, using the in game tutorial kinda sucks.
  6. Thanks for the tip, but I'm referring to when you get a contract that is a rescue mission that requires docking, how do I determine what docking port to add to my craft, when I can't switch to the craft I'm rescuing through the Tracking Station. Also, has anyone noticed the velocity of Target mode changes when you are maneuvering closer to it, it'll go up than down even when firing towards or away from craft. Is this from passing an intersect point and the object drifting by? Thanks for the support guys.
  7. Just completed my first rescue mission which game time took 5 days to catch up to Barlie Kermans capsule (actually a mk1 Inline cockpit) stuck in a 85,800ish AP/83,600ish PE orbit. What a pain that was. Ended up switching to him and using EVA Jetpack for first time on Barlie, not liking the use shift and ctrl keys to maneuver up/down. but used that the last 100m to rescue pod. I've been wondering on these rescues where you actually dock with another craft, how do you know which docking port to use if you can't switch to craft through Tracking Station?
  8. - - - Updated - - - - - - Updated - - - Yes Mjolnir, survived the impact, but is a little on the heavy side in the Handle.
  9. about a month ago, doing the whole point rocket at moon and go, got there in a orbit, began a descent all the saying to myself, "Gee, I wonder what the altitude of the sur...*impact*Explosion...Oh!!"
  10. Thanks will do, one thing though the link don't work you attached.
  11. I'm launching with the pre-built Voyager 2 with the throttle set to basically zero and mainly using boosters.
  12. Having an issue with Voyager 2 launch, no matter the throttle setting, or if RCS or SAS is on, this happens... I was able to get into space with some added struts from boosters to upper egg thing, and Canards attached to boosters, but as you can tell the joint at which the egg thing containing Voyager 2 probe is in always will cause the vehicle to flip over.
  13. Thanks Rhedd, everything worked great, minus my ability to dock, and the fact that anytime or speed I launch the Voyager, right at 2,000m the top half flops Southward and points ship back to Kerbin. Also, when launching with rocket that utilizes a launch tower, 90% of the time the tower will all of a sudden be floating with me space and part of it still showing up in staging.
  14. Got it thanks, will attempt this tonight.
  15. Are you refering to the persistent.sfs file in the FASA5.22.zip>saves>FASA Sandbox folder?
  16. Hi, guys I'm a recent purchaser of KSP and have been playing for a about 2 months I think and have just come across this MOD and am having issues with getting the pre-assembled ships to load with it saying along the lines of "this contains locked items" or something like that. But I've added the Mod to the folder according to instructions, but feel like since this is my first time dealing with a PC game that I can Mod this way that I am doing something wrong or adding something into the wrong folder. Is there anyway I can get a screen shot of one of ya'lls folders showing where I need to put everything in the Mod to get it to work properly? Appreciate it. Nick
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