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MrMoog

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Everything posted by MrMoog

  1. Great news. I can't wait for a Mei Long capsule that can hold kerbals!
  2. The short answer is: the bigger your part folder is, the more RAM the game will use. So yes, if you remove the parts you don\'t use, the game will use less RAM.
  3. Oups, you\'re right. I don\'t use the pods from this pack, that\'s why I forgot those. The Odin remodeled and resized in 2m for 0.16 could be pretty badass. 8)
  4. Guys, you realize that the new 3 man pod is 2m in size and already fit with all the 2m parts of this package? Also, the 2m shroud/decouplers hide the new engines very well. Personally, I don\'t think there\'s a need for resizing since everything already fit nicely. The 1m parts are still needed for smaller crafts. The only thing needed is a little balancing, but even then, it\'s pretty good as it is. I wouldn\'t mind more crewable pods/quarters of different sizes though.
  5. You\'re right about MechJeb, but it is possible to build a lander in only one stage, without decoupler. The landing legs and ladders remain controllable though. You have to design the lander to be able to land and lift off in one piece. It\'s not exactly like Apollo, but I think it\'s the best we can do for now.
  6. Please Please Please let me do this. Strap a MechJeb on your lander and you\'re all set. 8)
  7. Yes it\'s possible. All you need to do is attach a MechJeb to the new command pod to make it controllable. In fact, a MechJeb makes any decoupled part controllable.
  8. In the VAB, the Q & E keys allow rotation, and Shit+Q & Shift+E allow fine rotation. You need 1 or 2 rotations and 6 fine rotations to line up the crewtank with the capsule.
  9. Version 0.15.2 doesn\'t seem to like this plugin.
  10. Here\'s my attempt for the ultimate space station I made a couple weeks ago, Dedalus II. It respects surprisingly a lot of your criterias, so I had to post it. It was made in 0.14.4, using a variety of mods: NovaSilisko, BACE3.0, Kosmos, probodyne. 1. No insta orbit or other trickery were used, just good old (and big) rockets. I used MechJeb, but only for the info panels and the pro/retro grad. The auto-ascent would destroy the vehicle anyway. It was a pain to balance so that it didn\'t tear apart before clearing the tower. In that regard, Kosmos struts are awesome. 2. The whole range of life supports you mention are included. - 7 power generators modules with solar arrays and radiators. - Station command module in the front. - Crew habitation module below it. - Inflatable cargo bays and laboratories compartments. - Advance solar laboratory on top. - Communication arrays on the bottom. 3. 3 nuclear propulsion reactor with verniers and extended RCS booms for top maneuverability, both with plenty of fuel. 4. A 3-bay capsule docking section in the front, with guidance camera and crew transfer/decontamination modules, one frontal VIP docking port and two inflatable cargo docking bays. I even managed a rendez-vous with another ship that was on its way to land on the Mun. I made a simulated docking, but not a real, mechanical one. BACE docking hatches on the station, and dockur docking system on the ship. 5. Enjoy! Image Heavy! On the launch pad. It\'s not exactly the same version as the one we see in orbit later, but it might pretty much be the same. Only more RCS booms were added, for more control once in orbit. Holding pretty well. Orbit achieved (84/362km). It later was circularized, at about 200km if I remember correctly. The station in orbit, still packed. Full top view of the packed station. Close up of the power generators with the undeployed solar arrays and radiators. Chaser ship approaching in the distance. Close up of the BACE command module hatch, with MechJeb below, sitting on top of the habitation module. View of the solar arrays and radiators fully deployed, with communication array on the bottom. Another angle. Front view, left to right: the Mun, one of the inflatable cargo docking bay, communication array under the station, the 3-bay capsule docking section with crew modules on top, the the VIP docking port and the command module. Nice view. Close up of under the station. Clear view of the propulsion reactors, cargo docking bays, inflatable compartments, advanced solar laboratory on top and capsule docking section on the right. Front view of the docking section and command module. Close up of the three docking ports, with the guidance cameras attached to the crew modules. Approaching Dedalus II. Closing in. Meet up. Nice engines you got there. The station began spinning heavily at some point, making further docking attempts impossible. I manage to get closer though, but don\'t have any screenshots. Leaving the station. Link to the higher resolution album. http://imgur.com/a/33KbI#0
  11. What would make an orbit around the moon unstable? Since there no atmosphere, I thought there was no decay. Does the movement of the moon has a perceptible effect on the orbit?
  12. It\'s like porn for space geeks. It explains in great details everything that happens when they lifted off from the moon all the way back to earth. It could serves as inspiration to the future reentry and mission planing features. Part 1: Part 2:
  13. I present you the largest space station i put in orbit: Dedalus II. Dedalus I was very unstable, so I made it bigger. 8) It was put into orbit without the use of instant orbit plugins or persistence hack. I was a big, big wobbly rocket that put it in orbit. It was built with the help of Silisko\'s BACE parts. Here\'s the rest of the photo shoot: http://imgur.com/a/1pPPl
  14. Thanks for the comments, but there\'s no way I could have done it without the great Nova parts! Dedalus II was put in orbit by the old kerbal way! The ascent plugins never seem to work and each time I tried it in the past, it ended in flames, and the insta-orbit plugin kills half the fun for me. The launcher vehicle was simple but effective. I used big 3m parts from another Nova pack. One center part (2nd stage), and 4 shorter radial 3m boosters (1st stage). The secret ingredient is a lot of struts. I used the Kosmos struts since they are the strongest while being the lightest, and they also look pretty good. I had plenty of fuel to make it in orbit, the harder was keeping it stable on the way up. Once in orbit, is was strangely stable. The first version I made was half the length, but was very unstable and tilted heavily to the front. I\'m at work right now, but I could post a pic of the launcher tonight. The framerate was not so great during launch, but was OK once in orbit. Can\'t wait to try a couple rendez-vous with smaller crafts, the docking section in the front looks a little empty right now!
  15. This pack is fantastic, very nice work. ;D For the next versions, it would be nice if there were specialized modules, like habitation, communication, storage, power plant, etc... Otherwise, really nice parts. Can\'t wait for docking to be implemented. Meanwhile, I tried to build a worthy space station with it: The thing was a pain to put in orbit, but is now in a near circular, 0 deg inclination orbit, awaiting rendez-vous. More pics: http://imgur.com/a/1pPPl
  16. From experience, this happens when the ship is colliding with the tower when loading, or if the ship is not structurally stable (i.e.: it collapses under its own weight).
  17. Obviously, the next step after the simple rendez-vous is the triple rendez-vous. The technique is pretty much the same, the challenge is to keep the two ships already in orbit close together. To do so, I stay focused on those ships and play with RCS, and only switch to the incoming ship to execute important maneuvers and the final approach. It helps a lot to have the two first ships on a quasi-circular, zero inclination orbit. MechJeb is also your friend here for the information panels. Once together, it\'s pretty hard to keep the three ships close, since there\'s always one that is slowly wandering away. Anywho, here\'s 9 kerbals enjoying a beer at 8,085 km/h. Hopefully, when docking is implemented, they\'ll be able to party all night long.
  18. The easiest way to get back to Kerbin from the Mun I found is to get in orbit eastward around the Mun, when you see Kerbin rise on the horizon, you boost prograde until an apoapsis of 5-10 millions meters. 13 millions is the real number, but it work below that if you\'re low on fuel. Your orbit will look weird and counter intuitive, but as the Mun rotate around Kerbin, the orbit will gently turn to cross the SOI of Kerbin, and put you in a nice orbit around it.
  19. The problem is that even if all the tanks are in the good place, sometimes small tanks from upper level (both in the ship and in the staging icons) fire before lower, bigger ones. It seems to happens when you load a big saved craft in the VAB, remove the launcher part (with RCS tanks) while keeping the orbiter (also with RCS tanks), and rebuild the launcher (with new RCS tanks). The unchanged RCS tanks from the orbiter then fire first. Maybe something in the handling of saved parts. Hard to reproduce on purpose with stock parts, but pretty annoying when you discover in orbit that your lander\'s tiny RCS tanks have been drained in a few seconds by the second stage without you knowing because they were way high in the staging icons. You could try replacing only the tanks firing first, it might be enough. Version 0.15 will probably solve this issue though. It\'s not gamebreaking, just annoying. EDIT: Just saw your post: I think we\'re closing in
  20. I\'ve had this exact same bug multiple times. And no, it\'s not RCS tank placed in bad order. A workaround I found is, in the VAB, to remove the tank being used first, and replace them. It seems to correct the order. But yeah, it\'s kinda annoying.
  21. One thing is sure, the orientation is not the same. My last picture is pointing east, slightly slanted towards the south. On Kerbin I would be looking north to have the same view of the KSC.
  22. That was me finding it on my first trip to the Mun in 14.2. It doesn\'t seem like a bug, but more like a Easter egg. It\'s really not hidden, it\'s near the equator, on the edge of a big crater. I don\'t want to say more, because it\'s part of the fun of finding things! Here\'s another view:
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