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Some Kerbal

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Everything posted by Some Kerbal

  1. Yes, I am running a career save. I tried one of the scenarios and could see all the mechjeb options there. Tried starting a new game and the mechjeb options are again limited. I had looked up the instructions to enable mechjeb to be available from the start and edited the two config files. I know that worked in earlier versions. Is it the same for KSP 1.3 and mechjeb 2.6.1?
  2. Hello all. KSP version 1.3 mechjeb version 2.6.1 I cannot seem to find the landing guidance function anymore. Is it not available or am I overlooking something? I do have the two cfg files edited to unlockTechs = start in all the proper locations. My tracking station is level 3.
  3. Bewing was right on the money for dv. Once I got her in space I plotted out the moves to be 71xx dv. Unfortunately I did not design properly and came up 1k dv short. Tried catching other bodies to shave off the dv use and, being rookieish at it, was not able to make something work out. Not disappointed in the attempt and have re-purposed as Jool Sat I (have not been there yet so bonus) and will boost up another, slightly more powerful launch shortly.
  4. Got a contract for a polar solar orbit. AP seems to be just outside of Dres, PE is roughly in between Kerbin and Duna. What would you estimate to be the DV need to make this happen?
  5. I had this issue w little while ago. The drills are mounted too low and the nose of the drill is hitting the ground. Try moving the drills up slightly.
  6. After reading the responses I went back and looked at my intercept path. Sure enough I was cutting across the face of Mojo and not approaching on a parallel path. I guess I was not careful enough with my transfer and plotting my intercept. I will take the advice provided when I make my next attempt. Thanks for the help. So many things to learn
  7. I seem to be having a problem getting an orbit around Mojo. I launched a satellite a bit ago game time and got an intercept on the burn from Kerbin. Set up a mid course correction to fine tune the right pe approach. Waited the 80ish game days for the maneuver node to happen while doing other things. Correction time comes and I adjust the PE at Mojo to a bit under 30k. Then I set up for the next maneuver to bring the AP into view. I look at the dv required to make the circularization burn and I see its going to cost over 6000dv. I don't understand why it is costing me so much. The dv charts show 2400 to go from a flyby to an orbit. I used Transfer Window Planner mod to set up the transfer time and the mod detailed that it would be just under 2k for insertion. TWP has another window coming up and again shows ~3kdv ejection, ~2k insertion. I can write off the satellite (will still get the flyby science and stuff) and launch another but would really like to know what I did wrong. Any advice would be appreciated.
  8. <frazzle, grumble, frazzle> I had looked and looked, knowing the information had to be there somewhere. Could not find it. Mulled over it for a few days. Looked again. Still could not find it. Gave up and posted for help on the boards. Went back into the game and happened to run the mouse over the nested maneuver nodes and there was the information, staring me right in the face and laughing. Short answer - found it
  9. When setting up a maneuver node, the Navball shows me what the DV cost for the maneuver. If I set up two maneuver nodes, one behind the other, is there a way to see the DV cost of the second maneuver or the total cost of both maneuvers?
  10. As per brewing above, I would do rescues until you are sick of them. One - the practice. Two - free kerbals
  11. You could also wait until you have a rescue mission in mun orbit.
  12. James, I copied your 'wide load' idea above to get an idea but I was having problems getting drive power to the wheels. I put a probe core on top to give me command of the vessel and put it on the launch pad. While I could steer, I did not seem to have power to go forward or backward. The only movement I got was slowly rolling off the pad toward the VAB as the pad appears to be slightly unlevel. The breaks did work. I could stop the movement but I could not get the vessel to move in the opposite direction. It seems like I should. Any idea what I might be doing wrong? I pretty much copied your model above
  13. Am I reading this correctly? You can connect two ships using the claw and then transfer fuel? I thought you had to be connected by a docking port
  14. Having the mining capability at the moment is more of a want to than a requirement. I had it in my head that trying to figure out how to transport a mining operation would be easier than taking enough fuel for extraneous operations like a couple landings with a science ship. Thanks all. I will ponder on the answers
  15. Getting to the point where I am ready to start moving out to some of the other planetary bodies. I have been able to launch some satellites toward most of the planets and not using proper launch windows for most of them will require extra dV and travel time. Satellites aside, I picked Duna for my first manned missions. I have a sweet little ship that has the science lab and science modules sitting atop some atomic engines with enough dV to get me there during the upcoming launch window. I also want to send out a little lander to drop to the surface a gather up science and a mining unit of some sort. I have questions about the mining set up. I have been able to make a self contained extractor/converter for use on Mun and Minmus - I know it is not as economical for Mun as it is for Minmus but there were mining contracts to be had and the ship completed the process without too much hassle. I used the cheat function to float this ship out to Duna to do test landing and return to orbit and found that I am getting slightly worse rate of return than the Mun setup so I was considering a multi unit mining operation. I toyed a bit with creating it in the VAB when i got to wondering how I was going to get the multiple parts to Duna and land them. So I figured I would ask others what their mode of operation would be for something like this. Say you have a 3 piece mining base - Extractor/converter, fuel holder (something on wheels to shuttle between the converter and the transport ship), and a transport ship to run the goods to orbit - How would you get the pieces to the destination planet? One big conglomeration or multiple ships?
  16. Well then....not so perfect. And the ship has already been launched, and docked to refuel. Going to have to rethink this.
  17. I have a mission to do a flyby of Mun, Minmus, Eve and Duna. If I dock this vessel during the run for refuel is it going to reset the vessel's created date and mess with the mission completion? If so, then I need to rethink my mission plan. Thanks
  18. Half the battle of a search is knowing the criteria, which I did not. The other half is knowing the tools.
  19. Thank you much. Apparently I do not know how to search too well or my search was too broad.
  20. Is there an in game note pad mod?
  21. Is this what will keep the stations from becoming wobbly contraptions? Do I need to do this only once or after adding additional parts to the station?
  22. When I started my career for the first time I unlocked the solar panels first. That opened up satellite contracts for Kerbin then Mun and Minmus. Those contracts brought in a good amount of funds and gave me practice on launching and more efficient craft design. Putting a thermometer on each satellite gives instant ability to complete those 'science from space around' contracts when they pop up - free money. Once you can get a satellite around one of the moons you will get the 'land a probe' contracts where you can start getting the science from the moons. A big help to me was watching some of the 'let's play lap' tutorial videos, watching what they did in the early career stages. There are some valuable tips in them.
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