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Geonovast

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Everything posted by Geonovast

  1. Hm. I wouldn't think that would have anything to do with an inclination change, but again I don't know squat about this stuff. I just wing everything, and so far, it's usually worked out. This ship got to Dres and back exactly how I wanted with just guessing on everything. As far as getting to Eve.... hahaha no. KER is estimating about 640 m/s left in the tanks.
  2. ...maybe. I was barely able to break Moho's orbit. I'll have to give a transfer to Eve. I actually haven't visited Gilly yet, so maybe this is a good opportunity. I sent a fuel ship to a similar Kerbol orbit, but the closest encounter I could get was some 1,300 km away with a relative speed of 6km/s. I'd burn up almost all of the rescue ship's fuel just to meet. Perhaps meeting at a planet will a ton easier. Whichever, I gotta get that ship home. I'd be fine with Jeb orbiting in his hibernation chamber indefinitely, but that ship has a good 1500 science on board. What's bothering me is that it took about 700 m/s to change inclination to go to Moho, but about 1,500 to line back up with Kerbin. I noticed a similar effect on my two Dres trips.
  3. Hello Moho Used the exact same ship I used for Dres. Figured it's gotta be close, right? ...nope. Yeah I don't think I have enough fuel in the orbiter to get home. Luckily I planned for rescue missions. If I can get the craft back into Kerbol orbit inclined with Kerbin, sending a small tanker to meet up with Jeb shouldn't be a problem. Put a docking port on the back of the orbiter for just such an occasion. Luckily Jeb will be a Kerbsicle so I'm not too worried with the added time. This is all assuming I can get off the surface.
  4. I actually hadn't made the correlation at all until I saw this thread... Maybe 'cause my kid never watched Bob The Builder?
  5. Tried a number of different things, but what did it was replacing the FL-A5 adapter with a FL-A10. Seems fine now.
  6. Landed 10km away from one of the extra relay stations to go check it out finally. Look, I'm a rocket! This plane's much easier to land than I'd expected. Even managed to technically get it on the runway at KSC - which I've never managed to do before. This guy could fly for about 5 hours straight at 2/3 throttle.
  7. I just hit F1 to take a screenshot, then stared all confused at Pinta for a good 4-5 seconds when it told me the clipboard was empty and had nothing to paste. ...I wasn't playing KSP.
  8. Maybe that's just what the VAB looks like when you tip it over by shoving a giant space rock in it!
  9. If you want to use KIS/KAS, you could also fly up a rescue craft, EVA out, bolt a parachute or two on, then de-orbit the probe as you'd originally planned. I've had to do that before.
  10. Took a break from giant Dres-trekking rockets to sandbox it up with some planes. Started with the want to go check out one of the tracking stations, which turned into a plane/rover setup, which got... a little out of hand. I haven't tried to land it yet. I've gotten decent at landing spitfire-sized planes on bumpy grass, but this one scares me.
  11. Definitely two ships. They drift apart normally, struts won't attach, and I can switch between them.
  12. Update: After remembering I did recently update to KIS 1.7, I reverted back to 1.5 (which is what I had been using before) and got the same results. If I let go of the pod before attaching the struts, I'm able to attach all 4, but the ship shakes on attaching the first one. This has never happened before, and I've been able to attach struts while holding onto the ship and floating about just fine. After attaching all 4, I grab back onto the pod... And it instantly separates again. I took a short video of the separation:
  13. But you're still purchasing them from different companies. You're expecting company B to supply and support a product when you gave your money to company A.
  14. It's no different than buying a game from the Xbox store, then getting a Playstation and wanting it on there. You can't convert an Xbox purchase to a Playstation purchase...
  15. I've been using KIS/KAS for a little while now, and basically no problems. I almost exclusively use it for EVA struts and SEP Science stuff. I've been using the Konstruction! ports even longer. Sometimes for assembly, but really mostly for the forced alignment when docking. No major issues with that one either. I've used these two mods in conjunction many, many times. This... is weird though. Just launched this craft straight into Kerbol orbit without orbiting Kerbin first. The idea here is to detach, spin around, re-dock, EVA, connect links, get back on board, then to freeze Jeb for his long trip to Dres. Undocking goes fine, re-docking goes fine, getting out goes fine, but when I connect the first link, the ship separates.... not by undocking, but by dissolving the link between the Konstruction! Docking Port Jr. and the MK1 command pod. Almost as if they're pushed apart. I'll get a video uploaded if need be. I've done this twice now, with identical results. Log (I hope I have the right one this time): https://drive.google.com/open?id=0ByNnawSf7zdIM21vMUhOcFZSYjg GameData folder:
  16. Brought a probe to Dres. Up to this point, even in stock sandbox, I'd only ever been to The Mun, Minmus, Eve, Duna, and Ike. Did two flybys of Moho. After some high and low orbit scans, I'm gonna make a suicidal attempt to land on the surface.
  17. Not really an issue, I guess, but just wanted to report it. Yesterday I built a throwaway science station to orbit Kerbin for about a year with a Scientist and a Pilot on board. Sent it up with a little over a year's worth of food for the two of them. (MK1-2 pod and 3 x 1.25m Supply Containers) When it got down to about 40 days left, the crew went home and left the station as scrap (no probe core). Saved and went to bed. I sent a second crew up to squeeze a little more science out of it, and the three supply containers on the station had refilled by themselves. *shrug*
  18. A decoupler on the top would help with alignment though, right? Also it bothers me that you covered up some of the windows on your nice clean reentry pod
  19. With the increasing number of tourist requests, and the decreasing amount of competent pilots (you know who you are), Gene has decided to fully automate the process. With no need to pay a pilot or worry about upkeep on expensive remote pilot systems, profits can be maximized while giving the tourist a fully orbital experience. Thus begins the (H)ands-(O)ff (P)LC (R)ocket program. This objective is to be completed mostly stock(sandbox): Smart Parts is required for the Programmable Logic Controller system. No restrictions on which controllers or how many you want to use. Something to display apoasis and periapsis, such as KER, is needed. Visual only mods are fine. The goal is to create a rocket that will launch, get itself into a stable orbit (at least 70km x 70km), then de-orbit and land safely. Absolutely no input between the initial press of the spacebar and recovery. Must have a "crew" of three Kerbals. You can set SAS to whatever you want, as long as it stays on the one setting. Throttle must be set at full. Any less-than-max thrust must be set on the engine itself. However, this is the only input exception. Timewarping will put your throttle to zero, so you must put it back up to full after timewarping, but before any controllers activate. The rocket can't know the difference between timewarping and waiting it out. Each engine may only be fired once. Shutting them off before they're out of fuel is allowed, just no re-ignition. No limits to number of stages. Since Gene's really hoping for his new solid-gold snack tray, the cheaper the better: Scoring: Cost of your HOPR at launch - (Cost of recovered parts / 2). Recovering that stuff ain't free! Lower scored are better. Submission are ideally a video, or a SS album. Providing the craft file would be pretty killer too, and get you a shiny star. Here's mine @ a score of 93,321 (100,411 - (14,180 / 2)). You'll see since I timewarped, I had to pop the throttle back up when I was done warping. Other than that and the camera moving, I didn't touch the computer after the initial spacebar.
  20. This is one of the first mods I installed, and almost everything I build uses pieces from it. Thanks! I can't possibly be the first one to find the Trogdor. Is that your doing, or is a re-used Squad texture? (Also it Riblie brought the wrong directions since we're on the way to Duna..)
  21. The roll/yaw/pitch indicators still move even if you don't have any EC.
  22. Working fine for me in Firefox 55 on both Windows and Linux. However, lately I've been running into more and more websites that have to be run in a private window in order to work on FF in Windows. I've resorted to running in permanent private mode. Maybe try the forum in a private tab or window and see if it makes a difference. Never been an issue on Linux though..
  23. On a side note, since I'm not seeing any, I recommend you get a few solar panels on that thing if you're going interplanetary. The poodle (which I'm assuming you're using) has an alternator, but personally I'd hate to fire the engine to charge up the batteries. Second tossing the antenna. Looks like all your science is going to be recovered, so you won't need to transmit anything.
  24. Prograde orbits are just another form of cheating.
  25. Get your node set to get to the Mun, which I'm assuming you're getting just fine. You will have a Mun escape. Then click on the Mun and hit Focus View Which will zoom into the Mun and show you your path past it. Set a second node at the periapsis, and drag the retrograde slider until you get into orbit.
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