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Red Shirt

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Everything posted by Red Shirt

  1. I probably would leave it if there were any chance of a collision. Actually I only started terminating it because I didn't realize until recently that I can turn off debris visibility in map mode. All the clutter makes selecting a target on the map too big of a pain. Even that would be ok if I could zoom in tighter to select what I intended.
  2. Agreed about the kerbals. Planning rescue missions is big part of my fun as well as a self-imposed duty. The lander can I mentioned was crewless but had a probecore (for Kerbnet) that made navigation possible. It hit on its micro legs, then took out the bottom fuel tanks and the spark engine. This apparently reduced the impact enough the lander rolled a couple times and stopped. Not recommended as a landing option though I've seen worse in a few space movies (like any of the Star Trek movies).
  3. Title says it, but as example I usually won't use lander cans for atmosphere reentry vehicles because it seems unrealistic. Today I broke my rule as I wanted to deorbit a ship. I thought rather than terminate I would burn it up in the atmosphere. Not only did it not burn up, it survived without a chute or heat shield. Seems my personal rule was justified.
  4. The lander SAS held the lander in place. The flag staying vertical was just a bonus. As it turns out, kerbals are hardwired to be red shirts. After landing at both poles, all the arches, and a green monolith, Trauki landed next at the memorial. Actually just over the next crater from it. After successfully planting the flag, the orange-suited adventurer found herself a couple steps from reentering the lander when she started sliding. The terrain didn't look that steep. All attempts to walk to the craft ended with sliding. So a rescue was sent: The idea was to take the rover and park next to the lander waaaaay up at the top of the hill. Sounded like a plan. It failed repeatedly. Finally abandoned the lander and climbed aboard the rescue ship. One monolith remained to be flagged. Bill agreed to turn over control to Trauki to nail it. Bad landing info (from me) caused the landing to be 2.5 km from the target. With the rover abandoned at the last site, the jet pack seemed the quickest option. Monolith flagged. Return to lander was going so well... until the terrain jumped up quicker than expected and smacked Trauki into oblivion. I was devastated. In memorial I am promoting her to an official red shirt. Story doesn't end there. Bill rendezvoused with Jeb and the CSM in orbit.When burning to return home, the CSM collided with the rescue lander. It destroyed the docking port and the parachutes. So Jeb and Bill are sitting in Kerbin orbit waiting for a rescue the rescue mission. So now, someone tell me why I can stick a lander nearly sideways on a wall but a sweet innocent kerbalnaut can't walk on a slope half as steep. Excuse me, its just the sadness in me trying to understand why. WHY?
  5. I am still using this in 1.2.1 with no issues AFAIK: I can land twice and reorbit if I am careful with the destinations before needing to dock with the refuel station The only other non-stock parts I am using are some surface mount lights around the orbiter docking port and the bottom of the end caps. For the next generation station, I would use half an orange tank and add a science lab, maybe a green house and crew quarters. .
  6. Looks like cocktails have already been involved. I was certain this would turn over or slide to the bottom. I kicked on SAS an it stuck. Pretty amazed.
  7. See the flag? It is Vertical. This has to be the most stable lander I have ever built. This was taken within waking distance of the North pole on Mun... well assuming you could walk. This brave little Kerbol took one step off the ladder, planted the flag, and decided close enough.
  8. I've been tinkering with ion landers for several days now. I finally have a 1.3 ton, 2 engine ion engine, lander with a TWR of 1.93 and 4198 dv after the first landing. And... it's all pointless as the cfg I wrote thinking it would allow multiple flags without reentering an actual pod, doesn't work. Oh well, I can scratch this arch off my to do list.
  9. I blame Cupcake. The Owl Ion dropship was just too cute. Worked great on Minmus. Wanted my own design. Also worked great on Minmus. The reason I attempted this is with a small FL-T or even the Oscar tank and a small engine (the ant works well) I can land and take off. I might be able to hit two anomalies before needing to refuel. My thought with the ion was I might hit 4 or 5 before needing to refuel. I liked the challenge. The math suggested it works but I couldn't get the job done..
  10. OK, I stripped my lander down to no frills. With a surface TWR of 1.84 I landed with MJ Landing Guidance . That extra 0.1 made the difference between a 0.5 m/s safe landing and a 50 m/s crash and burn. With the much lower initial dv, the use of an ion multiple anomaly hopper craft isn't so appealing. I remain confident that I could land the 4 engine lander but not with MJ Landing Guidance. Without it I won't land anywhere near my target but I may try just for giggles. I have never understood this feature.
  11. I started asking questions in the MechJeb thread. I'm moving things over here rather than clog up Sarbians thread with clutter. Background: I saw Cupcakes tiny Ion dropships and it inspired to to build my own Ion lander as an anomaly hunter. The first one worked perfectly on Minmus. I was able to take off and land with MJ multiple times without needing to dock with the mothership for refueling. Then I tried to use it on Mun and crashed. Rebuilt. Crashed. Rebuilt Crashed. At first I was running out of power, so naturally I kept adding batteries and solar panels. By the time I had sufficient power my TWR was pretty low - around 1.07. So I decided to go crazy and built this nearly 3 ton ship with 8177 dv. It should work. The engines have full power during the entire descent. My TWR is 1.69 starting at 15k orbit. When the ship slams into the ground at abt 50 m/s the TWR is 1.71. I am using MJ's landing guidance. Originally I thought MJ couldn't handle Ion engines. @Foxster slapped together a tiny ship and landed with MJ proving it can be done. So besides my particular beasty being over engineered, why won't it work? I can build a ship with any other engine (including the ant) with a similar TWR and it works. What is different here? (Oh, and Foxster, I am apparently using a different version KSP than you as I cannot open your craft file. I'm still on 1.2.1)
  12. I am using one of Cupcakes Ion Drop Ships with an external command seat and an added probecore to activate Kerbnet for some anomaly hunting. The problem is I can only plant one flag before I have to dock with the mothership in orbit. I play sandbox and don't care about messing up the tech tree or contracts. How can I overcome this obstacle? ++++++++++++++++++++++++ Edit: I think I found a fix on my own. I have not tested extensively but seems to work. This changes the number of flags a Kerbal has upon EVA to 10. I'll run out of fuel before using them all. @PART[kerbalEVA] { @MODULE[KerbalEVA] { @_flags = 10 }
  13. Thank you sir. I used notepad but I did cut and paste from the original Squad cfg - because I thought it would prevent spelling errors. Looks like that just created a problem I would never have found.
  14. I believe so, but maybe not, here is an edited version of what I found... MODULE { name = ModuleKerbNetAccess MinimumFoV = 13 MaximumFoV = 72 AnomalyDetection = 0.18 DISPLAY_MODES { Mode = Biome Mode = Terrain } } � { AnomalyDetection = 1 } The first AnomalyDetection line is the original setting. My revision attempt is listed a couple sections down and after the question mark in a diamond. In game I am seeing 2-3 anomalies on Mun, none of which are the arches that I know their locations from previous landings.
  15. Looking for some help.I'm trying to get the octo2 to detect 100% anomalies. Detection % appears to be a number between 0 and 1. Where am I going wrong? @PART[probeCoreOcto2] { @MODULE[ModuleKerbNetAccess] { @AnomalyDetection = 1 } }
  16. Thank you for following me over here from my original question. Obviously it was slightly more involved than I thought. Now it works!
  17. Is it possible this cool mod would prevent me from adding a simple working cfg to make non-shrouded solar panels retractable? Here is what I've done (it doesn't work): @PART[solarPanels3] { @retractable = true }
  18. Thanks for the quick replies. My first thought after looking at MM was I don't know how, then I realized I already have when I changed the mass of the 2 man lander can. So, yes, yes, I can. Thanks again.
  19. I know I can go into the stock part cfg's and make permanent changes, but what if I just want to override them while leaving the original file alone? Is it possible to write a cfg for this? Let me get specific. I generally agree with why the solar panels aren't retractable unless shrouded, but when using them only in a non-atmospheric environment they sometimes get in the way during docking and moon landings. I also would like to overwrite anomaly detection percentages of probe cores. Warping aimlessly waiting for a '?' to appear is not my idea of fun (ok, I accept I am impatient and grumpy on this one). If I change the stock configs, I'll have to do it again on the next update. How do I write a game data config that I can simply copy from version to version?
  20. Don't have these in my current game although I have in the past. So good idea.
  21. I built the rover around the rovemate so it would operate without a pilot, you know, just in case I kill Jeb. Well, this is getting curiouser, and curiouser, I landed a second craft within walking distance of overturned rover. It is fully possible for the newly EVA'd Bob to interact with the wreck. It is far too heavy for Bob to right it but he could push it around some. Still no clue what causes the original problem.
  22. Hmmmm. Well, it is now set to airplane mode. Looks like a trip to a public hotspot and let it get this out of its system.
  23. I am a bad driver - at least with rovers. I love going fast and getting airborne when cresting a hill. My rover has all-wheel steering making over correction easy. So roll overs are how most rovings end. That's not the problem. I expect it. The problem is I can't shove the rover to right it. Once the driver is ejected, the rover changes to debris (in name only - usually ) and it becomes impossible to interact with. Jeb walks straight through it as if it were stock ground scatter. I understand wheels are or were on a different layer than Kerbals but why is the rest of the rover behaving this way?
  24. So the laptop is set to metered connection and all apps are supposed to be set to not be live in the background. New data period started Thursday. I checked this morning and 3Gb already gone for the period. Microsoft, Windows 10 is the worst virus I have ever experienced. It must be upgrading to the anniversary edition. Joy! Not! But I still have a crate of 5 1/4" floppies. So, they aren't coming back? Kidding (about the coming back - I really do have a bunch of them and 3 1/2 floppies).
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