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Zambaku

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Everything posted by Zambaku

  1. We did it! Seelas Kerman is the first kerbal on Mun! The way I did it was I de-selected auto-warp for the landing. Seems that is fatal to have on. However we have one small issue...My ladder isn't long enough for him/her to reach! - - - Updated - - - I just remebered I had a jetpack, haha, I was so excited I forgot about that. Well, I'm in Mun Orbit once again, with very little fuel, can I make it back home? What is the best way to get back home, Hohmann sling?
  2. I added a reaction wheel and changed the thuds for 1 terrier. And I'll upload the ship for you to examine. In the meantime I'm going to do a test run myself. Here is the ship: http://www.filedropper.com/munlanderexpress
  3. I've gotten a lot better now thanks to MechJeb and some lessons on rocket building. I can make it to mun with no problems and I can now do an orbit which is a big step for me. I did the orbit and decided this time I would not crash. Once in a stable orbit I told MechJeb to pick a landingspot and initiate. He did just that and things went well, untill we got close to Mun, Mechjeb's brilliant plan was to suicide dive down then do a retroburn at the surface with all his might, but we still crashed like so many times before. Where my engines not powerful enough? On my lander I'm using 4 Mk-55 "thud's". This is my landing module on it's way to space: And this is my whole Mun rocket:
  4. Cheers, now it works! On a mechjeb related problem. Mechjeb has a bit of a mind of its own. It decides to steer my rockets straight down, even actively aims downwards, any ideas on what's up with that, to low liftforce?
  5. Hm, I have all buildings upgraded to max, still nothing, might there be some other tech I require to use mechjeb?
  6. I've edited the part.cfg in both MechJeb2_AR202 and MechJeb2_Pod to have everything unlocked at flightControl but I still get a message ingame stating that I need to unlock some things in the correct research nodes. What am I doing wrong? PART { // --- general parameters --- name = mumech_MJ2_AR202 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- node definitions --- node_attach = 0.0, 0.0, 0.0, 1, 0, 0 // --- editor parameters --- TechRequired = flightControl entryCost = 15000 cost = 750 category = Control subcategory = 0 title = MechJeb 2 (AR202 case) manufacturer = Anatid Robotics description = A ruggedized version of MechJeb's neural circuits in a radial-mount case. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.0001 thermalMassModifier = 100 skinThermalMassModifier = 100 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.005 } } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = flightControl } MechJebModuleNodeEditor { unlockTechs = flightControl } MechJebModuleTranslatron { unlockTechs = flightControl } MechJebModuleWarpHelper { unlockTechs = flightControl } MechJebModuleAttitudeAdjustment { unlockTechs = flightControl } MechJebModuleThrustWindow { unlockTechs = flightControl } MechJebModuleRCSBalancerWindow { unlockTechs = flightControl } MechJebModuleRoverWindow { unlockTechs = flightControl } MechJebModuleAscentGuidance { unlockTechs = flightControl } MechJebModuleLandingGuidance { unlockTechs = flightControl } MechJebModuleSpaceplaneGuidance { unlockTechs = flightControl } MechJebModuleDockingGuidance { unlockTechs = flightControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = flightControl } MechJebModuleRendezvousGuidance { unlockTechs = flightControl } } } MODULE { name = MechJebAR202 } RESOURCE { name = ElectricCharge amount = 5 maxAmount = 5 } } PART { // --- general parameters --- name = mumech_MJ2_AR202_features1 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = flightControl entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Maneuver & Translatron manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Maneuver Planner, Translatron, Warp Helper, Attitude Adjustment, Thrust Window, RCS Balancer. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe } PART { // --- general parameters --- name = mumech_MJ2_AR202_features2 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = flightControl entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Rover Autopilot manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Rover Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe } PART { // --- general parameters --- name = mumech_MJ2_AR202_features3 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = flightControl entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Ascent, Landing, Spaceplane manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Ascent Autopilot, Landing Autopilot, Spaceplane Guidance. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe } PART { // --- general parameters --- name = mumech_MJ2_AR202_features4 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = flightControl entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Rendezvous & Docking manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Rendezvous Guidance, Rendezvous Autopilot, Docking Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe } RESOURCE_DEFINITION { name = MJPropellant density = 0.004 flowMode = NO_FLOW transfer = NONE } PART { // --- general parameters --- name = mumech_MJ2_Pod module = Part author = r4m0n/The_Duck (code) || CardBoardBoxProcessor (model) // --- asset parameters --- mesh = model.mu // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.6010774, 0.0, 0.0, -1.0, 0.0, 1 fx_exhaustFlame_white_tiny = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, running // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage // --- editor parameters --- TechRequired = flightControl entryCost = 250000 cost = 35000 category = Pods subcategory = 0 title = Mechanical Jeb - Pod version 2.0 manufacturer = Anatid Robotics / Multiversal Mechatronics description = After many years spent on research, our scientists still couldn't explain why Jebediah Kerman was such a good pilot, so we decided to make a mechanical copy of his brain to help pilot our ships. This is an unmanned pod version of MechJeb, designed to save the life of the brave Kerbals who volunteer to test new crafts. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 10 maxTemp = 3400 vesselType = Probe stagingIcon = COMMAND_POD // --- internal setup --- CrewCapacity = 0 MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.005 } } MODULE { name = ModuleReactionWheel PitchTorque = 6 YawTorque = 6 RollTorque = 6 RESOURCE { name = ElectricCharge rate = 0.15 } } MODULE { name = ModuleSAS } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = flightlightControl } MechJebModuleNodeEditor { unlockTechs = flightControl } MechJebModuleTranslatron { unlockTechs = flightControl } MechJebModuleWarpHelper { unlockTechs = flightControl } MechJebModuleAttitudeAdjustment { unlockTechs = flightControl } MechJebModuleThrustWindow { unlockTechs = flightControl } MechJebModuleRCSBalancerWindow { unlockTechs = flightControl } MechJebModuleRoverWindow { unlockTechs = flightControl } MechJebModuleAscentGuidance { unlockTechs = flightControl } MechJebModuleLandingGuidance { unlockTechs = flightControl } MechJebModuleSpaceplaneGuidance { unlockTechs = flightControl } MechJebModuleDockingGuidance { unlockTechs = flightControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = flightControl } MechJebModuleRendezvousGuidance { unlockTechs = flightControl } } } MODULE { name = MechJebPod } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.25 } } MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 4 resourceName = MJPropellant fxOffset = 0, 0, 0 atmosphereCurve { key = 0 260 key = 1 100 } } RESOURCE { name = MJPropellant amount = 1000 maxAmount = 1000 } MODULE { name = ModuleEngines thrustVectorTransformName = engine exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 100 heatProduction = 300 fxOffset = 0, 0, 7 PROPELLANT { name = MJPropellant ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 260 key = 1 100 } } MODULE { name = ModuleGimbal gimbalTransformName = engine gimbalRange = 1 useGimbalResponseSpeed = true GimbalResponseSpeed = 0.1 } MODULE { name = ModuleJettison jettisonName = adapter bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleLandingLeg animationName = Legs_Extend wheelColliderName = wheel1 suspensionTransformName = Leg001 suspensionUpperLimit = 14.3 impactTolerance = 300 suspensionSpring = 10 suspensionDamper = 1 } MODULE { name = ModuleLandingLeg animationName = Legs_Extend wheelColliderName = wheel2 suspensionTransformName = Leg002 suspensionUpperLimit = 14.3 impactTolerance = 300 suspensionSpring = 10 suspensionDamper = 1 } MODULE { name = ModuleLandingLeg animationName = Legs_Extend wheelColliderName = wheel3 suspensionTransformName = Leg003 suspensionUpperLimit = 14.3 impactTolerance = 300 suspensionSpring = 10 suspensionDamper = 1 } MODULE { name = ModuleLandingLeg animationName = Legs_Extend wheelColliderName = wheel4 suspensionTransformName = Leg004 suspensionUpperLimit = 14.3 impactTolerance = 300 suspensionSpring = 10 suspensionDamper = 1 } }
  7. I hope this is the right plce to ask about this. I'm in the mood to add some new ores to my game, just something simple to start with, diamonds which I imagine could be found in rare deposits on asteroids. Any tutorials or documentations that I could read up on about adding ore? Also, do I have to start a new game for the effects to take place? I have a career mode I'm rather invested in. Many thanks in advance for both your help and patience.
  8. Many, many thanks for all your suggestions. I managed to get a second crew to the moon, it's going better and better. But I still could not manage landing without a horrible crash so they are now stuck to. My problem is that my landing module is way to long. I did it like that so I could have enough fuel for the landing and then leaving. I'm going for a different approach this time, I'm going to leave modules and do a base. I came up with this design for the command center as the first part of the base. However I am uncertain about the engines. What do you recommend about dealing with height, weight and engines for these things?
  9. Thank you for all your help, thanks to you I finaly landed on Mun. Boy was it a hard landing! I came in to fast and my astronauts barely survived...All that remains of my glorious rocket is the pod. Not even the engine nor the landing gear survived. Now the question is, how do I get them off? Or should I do a base, hm....Decisions, decisions
  10. Hello everyone, I'm new to this wonderful game, and I've made about 20 trips to space and brought the astronaut back alive about 8 times, and I've just managed to get my ship in orbit for the first time, that was majorly difficult, but I managed. I have a mun lander mounted on my rocket and I'm now trying to figure out how to get to Mun. I have problems figuring it out. I can make the orbit of my chip change so I go out to the mun's orbital range, but how do I figure out if the mun will be at the place I'm going? Here's my current orbit, I'm so proud. "Salutes the astronaut"
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