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michealv

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Everything posted by michealv

  1. Cheers, nothing more annoying than that bloody ASAS not scaling lol
  2. I had a good read over the information in that post, tried for about 3 hours and still un-successful using the methods described (using information in the tool only), I think on my part i\'m still not understanding how to use the information in the tool. I can do manual Rendezvous no problem, as soon as I try to do it via information via the mechjeb I stuff it all up, every time, I can get the periods within 1second of each other, but then what? i\'m clueless at that stage. Maybe some screenshots of how to use the tool and a tutorial would be very helpful.
  3. Yeah exactly same thing here, I stay well away from it as it seems its there more-or less for testing, its not even mentioned on the main wiki page (http://wiki.mechjeb.com/index.php?title=Manual), its likely not even supposed to be there. If you want to even attempt rendezvous use the Ascent Autopilot, its near perfect. Edit: Actually I take that Ascent Autopilot back, its probably just as bad to use for rendezvous, mine (even doing the pre-test flight) keeps overshooting the final AP and PE when it does its final burn, you will never intercept this way as you\'ll end up being like 10km off mark. By the time you correct the orbit its too late, your out of sync for the rendezvous
  4. LOL and I went through all the hassles of designing a craft that can have intakes LOL and they do nothing, oh well at least I know I can do it.
  5. I am just happy that I got it working, hurray so much fun to make pointless maps lol, my gf thinks i\'m mad!
  6. I have followed instructions exactly as per the readme installation, though cant seem to get the mod to spit out a .csv file. I spent over an hour going around and around the mun at an orbit of 3.8km, only to get no data. Am I doing somthing wrong? I\'ve checked the Isa_Ram_Mapper folder is in the KSP_Win\ folder
  7. But because its divided evenly between the units ( I think ) it doesn\'t really make a difference anyway does it?
  8. Same for me, and yes, mine were placed with symmetry. In terms of how fast they depelete, i\'d say its divided nicely accross how many reserves you have, but for charging it does charge them all at once, but perhaps again its charging them all evenly?
  9. I like the mod. But it seems that in order to be useable (in terms of going to the mun and back) you need like 4x4 extra life support tanks. Try rotating kerbin with 4 tanks, your going to cut it so close its not even funny! I had sun for pretty much all the trip, then suddenly it went behind Kerbin and bang, had to wait for the sun to re-rotate around, didn\'t make it in time and all 12 tanks emptied, one of the crew members died. So I think either the tanks need more capacity, or it should be tweaked slightly to use a little less oxygen. I had to build one mother of a ship to get all that weight into space btw.
  10. The team should hire you to make their intro lol, this is just pure awesomeness, it makes me want to buy the game again
  11. I find this game more addictive than Minecraft, if that doesn\'t make the devs happy I dont know what will.....maybe cake?!
  12. How did you get that autopilot function to come up, as outlined in your screenshot? edit: nvm - found it lol, thanks for listing your parts
  13. Easy to get to the mun. 1.) Get into orbit around kerbin at heading 090. 2.) Face forwards so you are lined up with your trajectory (i.e wont do a retro burn if you use thrusters) Wait for the mun to start rising on your horizon (time acceleration helps). 3). Burn those thrusters until your Apogee just about reaches the orbit that the mun follows (its the outer hollow like ring), fast forward time and voila your at the mun. Depending on how you time the burn when the moon was ascending, you may or may not need to retro burn to create an obrit, most times I end up needing a retro burn but its not much fuel. Another thing you could do is at step 1, increase your orbit (ap and per) to be slightly less than that of the mun, and forward time until you connect, i\'ve heard this is more reliable way to get into an insta orbit easily. Though i\'m not sure if its as fuel efficient as the above...as you\'ll still need to retro burn a pretty big apogee and peri.
  14. Another great youtube video, awesome he does it pretty much exactly the same way as I did (except i didn\'t leave debris in space)
  15. Thanks for that, that simple explanation helped me to understand the key areas of your tool to help me achieve future interceptions. As you can probably see, I had a very hard time with this, and in the end I had to find the answer off of the forums which I found a tad disappointing. I hope my comments on this thread helps others who are trying these sorts of things for the first time in Kerbal, have a more pleasant experience than what I initial did. Keep up the good work on the calculator! Edit: on a side note, do I need to worry about the delta V that my engines can produce? (nvm at that orbit almost anything would work lol)
  16. I need help on this also - I\'ve put lots of info on this thread http://kerbalspaceprogram.com/forum/index.php?topic=7332.15 but no one is replying, is it just something people keep to themselves? Edit - Solved, see my thread.
  17. I\'ve heard that the syncing orbits can be applied when you want to craft in space to meet up with each other, i\'ll use an example that I\'m struggling with. Ship A wants to intercept Ship B, Ship A is on a lower orbit than Ship B to try to catch up to it. Ship A eventually lines up with Ship B at around 10km orbit, however Ship B it orbiting at 16km. How do I get Ship A to jump up to Ship B altitude, without wrecking the orbit on the other side of the planet (in this case the mun). I have thought about (not yet tested) using RCS boosters to get me to the right altitude, could this work? List of things tried 1.) Upon catching up with the target craft, make the Apogee and Peri the same as the target ship (Failed) 2.) Attempt to use RCS to increase/decrease the crafts altitude to intercept (Failed) 3.) Attempt to \'anticipate\' when the crafts will intercept and match at least their Apogee or Peri at interception to be at the same location (Failed) 4.) Followed the purple marker once both ships were close (Insta fail, its just points to/away from kerbin even within 5km of the craft) 5.) Thrusting upwards/downwards using the engines, keeping the bar on perfect vertical as to not increase/decrease horizontal speed (Failed) 6.) Following the diagram on the Orbit calculator (well dont even understand it so fail) Edit Ok I\'m still trying, I\'ve used the KSP Orbit Mechanic & do not understand how to use it to intercept my other ship. I\'m not asking for someone to hold my hand but please, if anyone can at least guide me in the right direction I should be able to go from there. Solved! - I\'d like to thank Trydyingtolive for his awesome video on how to do this (found here ). Your my hero lol - the trick is to let the craft catch up by whatever means (higher ap or lower per than the target) and then when it caught up slowly fix both per and ap to match both crafts, in my case this was 50,000m. From there I used two tanks of RCS fuel to carefully jettison myself towards my target
  18. I tried and came within 3.8kms of the other ship (did this around the mun as mistakes with orbits around kerbin are more dangerous due to atmosphere). I just couldn\'t manage to get the orbits to sync up properly once I had my ship underneath the target shuttle. Maybe I should have used RCS bursts to go upwards? I don\'t know why I didn\'t think of that first... Anyways I\'ll give that a go tomorrow and post my results.
  19. lol love the little story that goes with it, well done man
  20. I just made your same ship from what I seen in the picture and my engines grey out too, its done it every single time I try. And yes, its the lastest version, I even double checked with the auto-updater Edit: Solved the problem, just ran fuel lines to the decoupler lol
  21. Well at least there is a new trailer to watch. Even if I have seen it 100 times already lol
  22. One of the admins / devs said it was due before end of the month (that was in Feb). But yes, they didn\'t give an exact date, and they did say it would take as long as it needs initially. Edit sorry thats aimed at NIN3
  23. It\'s now the 2nd March 2012 (well here in NZ anyway), do we have an eta for the patch? next week maybe? I\'ve been hanging out, checking the site at least twice a day lol, getting a bit anxious over it all in a good way tho hehe Edit: Wahoo my first post lol
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