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Draalo

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Posts posted by Draalo

  1. Are you able to go on EVA? (Buildings upgrade needed)

    Then you can go outside, rightklick all experiments and "take data". After boarding all that data is stored inside the capsule, no need to carry the experiments back to Kerbin.

     

    You can also rightclick the antenna and select "allow partial" - the transmission will continue as EC refills.

    Edit: The penalty is only temporary - If you send a new Vessel and make that experiment again you ll get the missing science.

  2. 38 minutes ago, Snark said:

    Moving this over to tech support, since it's a case of "why is the game not working as designed" rather than "how do I play the game."  As far as I can see, you're doing everything right; it's the game that's not holding up its end of the bargain.

    Thanks Snark for doing this, because i encountered similar problems recently. But both times i was able to find a workaround to finish my mission, thats why i havent posted the issues before.

    Setup: I ve played 1000h+ in Ver. 1.0.X, recently i ve reinstalled my windows, so both cases happened with a fresh installed 1.2.X and a fresh started Career. Only Mods: KER and Chatterer. Dont think there are causing the problem but nothing is impossible (not even Kerbol SOI is the limit hihi)

     

    Case 1:

    Manned Kerbaled Vessel, Pod and Lab etc. with an attched landingprobe /w science in Duna orbit. A CommSat was also in Dunas orbit but behind the planet that time. Kerbaled Vessel had a relay antenna and connection to Kerbin, the CommSat not.

    After detaching the probe which had only normal/nonrelay antennas with "short" range i had no controll over it. Kerbaled Vessel was only 100m away and wasnt relaying but was shown a connection to Kerbin. I just waited for my CommSat having connection again. That One made the connection, i landed the probe and got my SP.

     

    Case2:

    Kerbaled Minmuslander, a service bay at bottom, inside a sciencerover to fetch data from surounding biomes. Landing stage had a relay antenna attached, the returncapsule a normal dish, the rover just a communutron 16. Some Commsats in range, didnt pay intension.

    Detached the rover, visit nearby biomes, collect data, returned, scientist took the data and boarded.

    Returned to Kerbin with the upper Capsule and left the landingstage behind. That had a probecore, battery and solar, also a relay antenna (extended :wink: ). Mission accomplished, no probs till now.

    But a rover like that may be usefull in the future for contracts like "survey near (landingsite)...".

    I quit playing that day. I started the game again.

    Switched to the rover and had no controll. Landingvessel was 20m away. It had full EC, solar, core, relay antenna and connection to Kerbin (direct)

    3+ CommSat in Range (sightline) but no con. Nessesary to point that all CommSat hat con. to Kerbin?

     

    I now know that i cant steer the rover and will not accept any surveymissions. So no realproblem here.

    Regards

  3. A small amount of science is easily collectable from the runway - thats a biome too.

    Just take a capsule, attach 2x Science Jr., 2x Goo and 1x any other experiment you have unlocked. Place the Science Jr. above your capsule if you dont have ladders.

    Now go to the SPH and load your vessel there (select the VAB-tab when opening) and launch it. Your capsule will stand on the runway. Do the experiments, crew and EVA report, surface sample if possible. Recover the vessel and get free SP.

    As mentioned above i would go to Minmus first. Not only the lower gravity of Minmus is much easier to land your vessel - Minmus is farther away and gives a bit more SP per experiment.

    Try to post a picture of your sciencetree here and you ll get more info from us.

     

    Good luck :)

  4. On 16.3.2015 at 3:10 AM, cantab said:

    I captured a 500-ton class D using this tug with nuclear engines and half an orange tank of fuel. Extrapolating from that, three orange tanks should be good for a class E. Double that if you're using chemical engines.

    As for how to handle the asteroid, I used detachable control sections dotted round the asteroid. They turn the rock and the rock turns the tug. Another way is to not try and turn the rock round at all, but instead fly the tug and claw facing the desired way to push/pull it.

    Oh, thx for that advice. So all vessels docked/clawed to the asteroid count as one Vessel? And the separate Probes fire their RCS too?

     

    Awesome, never considered that.

  5. That has often annoyed me too.

    Click the dockingport attached to your Cargovessel and choose "controll from here." You ll notice that the whole ship is reorientating. Because the port is rotated by 180°.

     

    When undocking, the transporter uses the dockingport as controllpoint, the cargo uses its port as new controlpoint - which is rotated, and that cause the 180° flip.

     

    To avoid that, allways set the SAS to hold position when undocking. MechJeb SmartASS has nothing to do with it.

  6. "And one tip that I don't think has made it into any docking tutorial yet: go into the context menus of your RCS ports and disable the roll/pitch/yaw. This allows you to turn on SAS and RCS at the same time. SAS will keep your nose pointed in a straight line while you use the RCS system (ijklh and limited thrust) to dock." by bewing

     

    ahh, thx a lot - was allways annoyed when the SAS fires the RCS while docking.

     

    Now i dont have to switch RCS on and off and on again while docking.

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