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Everything posted by sardia
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KAS/KIS attaching via screwdriver is considered docking under the system logs F3. I don't think docking is a requirement. You could also just nudge it into a cargo bay and safely return it to Kerbin. Then you can hit Recover vessel button in the tracking station, to recover the pieces individually. I'll try to get you a save file if you really need it. Are you developing your own version of KIS/KAS or are you one of the guys maintaining the mod?
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You arrest movement with a container. If you remove the parachute from the nose cone. Example. This leaves an open node. Attached rescued part(usually the command module of the kerbal you rescue). Replace nose cone. Fly to next rescue mission. Attached rescued part by repeating previous steps as needed. If you're good with RCS, you don't need the container, but you may need to juggle the attachment points around to make sure your ship is still stable enough for reentry.
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The AGU Klaw can only grab 1 unit. A single Kerbal + screwdriver can rescue as many parts/cockpits as needed so long as I have enough parachutes/engines. nEED TO eat, so I'll check back later.
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This is what I mean by rescue the cockpit, it occurs in standalone missions or combined with rescue a kerbal. You just need to return it to Kerbin and recover the spacecraft. As for why I would put something into inventory for nonstorage purposes, it arrests any movement the part has. Sometimes when you "drop" an item near the rocket, it collides very violently and flies off into space. So I try to frog hop the part via attachment points or storage containers. Much safer and less likely for my engine or something precious to fly off into the darkness. I can show you a picture of this happening if needed.
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Fair point, I was just surprised that it registered as failing the contract. Some times when you are handling a part with kis and KAS, it'll fly away at high speed due to collisions. The quickest way to resolve it is to shove it into your inventory. It's a fun way to do rescue contacts that include bringing back the wreck. You just fly up to it, remove the nose cone, and attach the rescued part. Way less buggy than the klaw. PS there no way to get a kerbals out of a mk1crew pod without KIS. It has no doors!
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Ie. Rescue Herman and his cockpit. If you grab his cockpit and put it into your inventory, you fail the contract. I'll try to get on github later. It also happens to kerbals too. Like if you put the kerbals who's in the cockpit into the inventory. It registered as failing the contract.
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KAS KIS Manual Assembly Duna Challenge
sardia replied to sardia's topic in KSP1 Challenges & Mission ideas
http://imgur.com/a/Ux7WT first attempt started off well, the rocket was building straight up and I was feeling I wouldn't even need the extra gear to make sure it stayed up. The rocket is too tall, and I can't hold items in my inventory and jump, cuz I'd be too heavy. I ended up jumping aboard and tilting the vehicle onto it's belly. Or so I tried, until it flips tits up. Reaction wheels are pretty OP, as I managed to right the upside vehicle by attaching the Reaction wheels, a mk2 probe, and the cockpit. I skipped the tedious scene of me assembling a ragtag miner + refueling scene, but there we go. Damn the fat butt on the nerva, I had a tail strike, which means I need to shove another nuke on there. No other damage though, so salvagable. I'm starting to regret attaching those (broken!) landing legs. Damn, I flipped in flight. Much easier to take off when you find a nice mountain to use as a ramp Made it to Low Duna Orbit Yay! Now to wait a year for the transfer window... PS How do you post albums? -
Putting a part into your inventory when it is part of a rescue contract causes you to fail the contract because it was destroyed and recreated. Is there a way to fix that? I failed a contract or two because I was trying to shuffle parts around.
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While I was arriving my base on duna, some of my rockets had accidents and broke apart, so I had to reattached them. This is where I got my idea for the challenge. You must assemble a rocket that will get you to kerbin using nothing more than KAS and the spare parts letting the countryside ( courtesy of hyper edit). The only requirements are you must assemble it piece by piece. If needed you are allowed to edit the cfg to reduce the number of kerbals needed. Ie screwdriver doesn't require engineers or to increase the weight limit that kerbals can move. I know it can be prohibitive how many engineers you'd need just to assemble a medium sized rocket. I'll post pics when I attempt it myself.
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Don't be a hater, it's pretty cool.
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RCS thrusters not working sigghhh
sardia replied to Haguruma's topic in KSP1 Gameplay Questions and Tutorials
You have the wrong cheat on. The correct cheat is infinite fuel, which gives you infinite RCS + Engine power. The cheat "Infinite RCS" strangely does not enable RCS fuel. -
What's the best way to get fuel for ion engines?
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What should i replace my cockpit with? The command module i have is heavy and I know there are better options.
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Haven't played in a couple years : is hard-docking possible yet?
sardia replied to SomeGuy123's topic in KSP1 Discussion
KIS AND KAS mod is what you seek. I've built and rebuilt mother ships and landers over and over again. The mods let you attach pieces just like in the vab building. -
Reusable Dune landing craft
sardia replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
If a shield necessary for duna? -
Mine -> Convert -> Lift?
sardia replied to MrOsterman's topic in KSP1 Gameplay Questions and Tutorials
Curse it. I just asked about this a couple weeks ago. Does that mean if I have 5 or more mini-drills, I should replace them with the standard/big variant? Now I have to go redesign my mobile refinery rover. -
Isn't it generated via a simple formula?
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Mine -> Convert -> Lift?
sardia replied to MrOsterman's topic in KSP1 Gameplay Questions and Tutorials
Why don't you use a mini drill, and a full size converter? The mini drills give the same ore per second, but need less supporting power or radiators. There downside is a joke, you have to look for higher c concentrations. Oh the horror. Sarcasm. Time does matter, contracts expire and transfer widows come and go. -
The hanger thing would be perfect...except the part about it not being ready for use. lol I was hoping for advice as to how to best arrange my docking ports in order to arrange a good mothership. Like I saw the guy making "Sights of Kidonia" mission, and his mothership was really well planned out. I guessing I need to use the I-beams in order to make the docking ports align with my main stack.
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This would be a KIS Container. Center of image, The black stripe and grid of cubes in it. I have a few of them building in my orbital dock right now. I know ideally I should just build a long cylinder for my ship, but what's the best way to arrange modules docked at to my main stack? Keep in mind that there are 3 orbital construction docks that create ships. One at the front, and 2 on the sides. Not quite sure where to place them.
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Quick question on the recycle bin, it only converts the spacecraft into metal, and not any scrap right? I was wondering before I shoved the smelter into the recycle bin, in case I needed it to boost recycling rates. Also, is the large recycler any better than the small one? Higher extraction percentage of metal maybe? Or does it simply convert to metal faster? The small recycle bin seems better in every way since it's fairly fast, even for huge modules.
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This is my mothership, Alpha station, on it's maiden voyage to Duna. After being constructed literally in orbit, courtesy of extraplanetary launchpads, it's ready for the grand tour. Unfortunately, on the way to mars, I found out it that it's unbalanced, and laggy. So now I want advice as to improve how it looks, reduce part count and reduce rcs usage. Since I have all these mods, anything is possible for me. I can reassemble part by part, or (once I get my mono refueled) move whole modules around. My only limitation is all my crew is tied up, especially engineers. My first step is to refuel, and I have a seed ship ready to land on Ike to build a refueling tanker + refinery. I think I want to convert everything I can into either rocket parts, or shoved inside KIS storage containers. That allows me to have the cleanest ship but with maximal potential since I can just build anything I need out of rocket parts and spare modules inside KIS containers. Is it easier on my computer if it's inside KIS storage? Or will the game still take it into consideration?
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Looks neat. What order did you attach them?
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Try attaching a docking port to each craft. Then dock them. Add rcs , probe and mono if the crafts need them.
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Try attaching a docking port to each craft. Then dock them. Add rcs , probe and mono if the crafts need them.