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Waxing_Kibbous

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Everything posted by Waxing_Kibbous

  1. You get the weight of the craft in the contract, in this case 2.5t, but that's it. I can probably figure out what it is in the VAB now that I think of it.. I am considering planning this out more, maybe this will be my first complex mission involving an orbiter and multiple craft- I did a space junk recovery and the reentry seems iffy, I think I'll try taking the Kerbal in a separate safer craft. Yes, this is a game that will teach you patience that's for sure!
  2. I've taken up a contract without reading it thoroughly It involves not only picking up a kerbal from Mun, but the pod as well. I was thinking of using a sky crane with a claw and transferring to something better in orbit, but maybe there is a simpler solution? I do have KAS and KIS installed but never used them.
  3. I've been trying to launch a junk recovery vehicle but there are glitches- I've boiled it down to 2 parts to make it happen. Start with a probodobodyne okto in the VBA, then put a claw on top, launch. Go into map view while on the launchpad, and watch the AP symbol fly off into space over and over, also the ship icon is not to be seen. Does this happen for anyone else? Edit- it would seem to go deeper- anything I launch is whacked out (first time using the claw so I suspected it, also there are claw kraken posts). I do have a ship heading for solar orbit with a maneuver node along the path, could this cause issues?
  4. This is an interesting approach that I've used successfully a few times, the tricky part is using a retro burn to achieve orbit. The second part, approaching the vessel, can be done easier. Instead of pushing or pulling the target markers around on the navball, simply only fire when approaching the target, on the round pink one, then firing retrograde to slow down, your yellow one. Simply by using these two you can move towards it, slow down, move towards it again, slow down etc. Do this gradually and you can get really close quite comfortably. Here is my craft- it has a spark engine in the last stage which I find works well, I usually ditch a half tank of fuel but it's nice to have a cushion, and besides kerbals cost a lot to hire so a bit of waste is OK! Also notice the ladder down the side since I'm still bad at EVA- aligning the rescue ship so the ladder is facing the other craft and straight up before EVAing the stranded kerbal gives you a big target to grab on to. Edit: don't pay attention to the Kerbal engineer readout, it's set on Minmus
  5. I think the answer to the problem is that the boys down at the SPH are morons and put the decou- there I go again- the docking port on backwards. D'oh! Thanks for the offer to fix it Claw (also thanks for the bugfix addon, the parachute improvements are great), but I'm going to chalk it up to a learning experience- It's just an early career Minmus base, no biggie, I'll just keep adding to the trash pile! Just to make it official:
  6. Amazingly enough, after closing KSP earlier today and reopening it to take the screenshot fixed the one side with the wiggling craft, as soon as I went to Minmus it dropped off. The new issue is the other one, I have no option to decouple or control (Edit: I shouldn't say control, but the bracket keys won't focus on it) it. (It's pretty cramped in there). Do subassemblies act like individual units when added in symmetry? I can board it and turn on the thrusters, but it ain't budgin' (If the Kerbal Space Command guy is watching, yes I ripped you off )
  7. I've tried a similar design a few times and it never works out well, I'm guessing it's way to top heavy for the thrust you are getting from the LF engine.
  8. I launched the beginning of a Minmus base that had 2 hovercrafts docked to it via clampotron Jrs. However, when I got there and tried to decouple one just wiggles, the other I can't decouple (I made them as a sub-assembly and attached using dual symmetry, probably 2 bad ideas in a row). I did a simple test on the launchpad after the fact and noticed there when decoupled the object sort of waited then slid down the side of the base. Back in the VAB I used the offset to to pull it out as much as possible, noticing then there was some intersection, and in the test it dropped off as expected. Question is, are my Minmus ones permanent fixtures? I tried using a Kerbonaut to stand on a hovercraft but that didn't work. Even worse, I had the weird ejection bug happen and he shot straight up, blowing one of my solar panels apart haha. Just screwing around, violently flying the lander can shake it off, but things get destroyed in the process. I'm even down with hand editing a save file if need be.
  9. I've been playing for 3-4 weeks now and this is a real eye opening thread, thanks a ton. A couple of things: Docking ports: I could use some clarification on their use- it seems there is a sort of hidden attribute, where they can be used once by themselves (as in, not in a pair to attach), eg. I feel as though I watched a video where someone used a docking port to attach directly to a heat shield during gameplay. Was I just imagining things or is this a possibility with them? Would it be possible to assemble this excellent writeup into a doc or pdf in the OP for printing? Thanks again
  10. As Red Iron Crown mentioned, it is from an addon called Kerbal Engineer Redux, which I mistakenly thought was stock. I highly recommend KER because it gives a ton of really useful info, especially if you are just starting out.
  11. I'm pretty new, but when I get into the situation where there is an encounter (like you have above) I put a new maneuver node about halfway along the blue path, then click on the Mun and set the focus to it- you will see where your Munar Pe is then, and using the node on the blue path you can adjust it, the benefit is very little dV is needed. After that node is executed, again with the Mun in focus I put a node on it's Pe and pull the retrograde marker to make the orbit happen. Hitting backspace will center focus back on your ship, fly into the Mun's influence (where the blue path turns brown) and you will see everything come together, execute the retro burn you set up and you are in orbit. At this point it's perfectly OK to raise your hands in triumph Edit: I see you haven't done the initial burn yet, when you do be careful not to over shoot, your trajectory will start accelerating really fast as it gets close, throttle down and have a finger on the "x" key ready to stop. I am usually set up so that a little overshoot gets me a bit closer, but it can really get out of control fast.
  12. I'm curious if science data like temperature, gravity, etc. can be used practically- say if I send a temperature and gravity probe to Eve I can look in the tracking station and will now have that data available (more interesting yet it will only be partially accurate until you get 100%). I feel like it must do this somewhere, it makes sense to send a probe first to gather data before kerballed missions.
  13. Do you know how to run a program from the terminal? Open a terminal, type cd then space. Next drag the entire ksp folder into the terminal, it should automatically fill in the directory path. hit enter, now you should be in the ksp folder. next type ./KSP.x86_64 then hit enter, any startup errors should be listed at the bottom.
  14. This happened to me also, make sure when you are placing the engines over the decouplers the readout displays the decoupler's name. You will be able to tell they are on right by how it looks when assembled, if it is wrong the engine and decoupler will be intersecting a bit. If they are in a bad position when properly attached you can adjust them using the translate widget.
  15. I agree with this, the experience system seems incomplete atm. Gaining some KER data when engineers level up is something I've been thinking of as well. Pilots could gain skills like auto executing maneuver nodes or even do really complex things like docking at higher levels. Scientists could get more points from experiments, or be able to store multiple EVA reports in the field. The Kerbals have a lot of potential still in terms of gameplay.
  16. My issue right now is that I'm new and really cautious with EVA, so my once day side mission is now in the dark, and I can't see the rescue craft any more. My next step is to try an ambient light mod, but it'd still be nice to see my distance to the target. I will check on KER as well. *Edit: Both the Ambient Light and KER worked well, KER kept the distance displayed which was great I like that addon more and more!
  17. Hey all, I'm having some issues rescuing Kerbals, mostly due to the transfer part. Is it possible to keep the rescue craft highlight/distance readout always on? Is it possible to reduce the EVA thrust? At what distance do the EVA lights start working at? thanks!
  18. This happens on both the 32 and 64 bit version, I have For Science and Chatterer installed. I can't seem to get my engines to sit properly on the radial decouplers, they are always inside the engines just enough to not eject (they explode but the engines stay attached). I've tried the offset and it works a little, but not enough. I hope there is an easy answer!
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