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Rock-it-man

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Everything posted by Rock-it-man

  1. Toolbar? Haven't heard anything about a toolbar? - - - Updated - - - Sandbox. I've used mechjeb before, it's always worked for me till now.
  2. Hey guys, I've checked and re-checked everything and I can't get it to work. Vanilla install of 0.90 (non-steam) downloaded MechJeb 2.4.2 from curse, put the Mechjeb2 folder and all its contents in the gamedata folder. I can see the Mechjeb parts in VAB and SPH and I can install them on a craft, but the MechJeb UI doesn't show up. The tab in the top right doesn't show up like it used to. Suggestions?
  3. I have plenty I could give you, but they all use Crew Tank so they can house more than 3 kerbals and not look like crap. Mine are massive and single launch (no on-orbit assembly required) but require a colon stomping PC to actually get them off the ground without the game crashing.
  4. That and the take of thrusters are use once only. So strictly speaking it's VTOPGYDHTL (Vertical Take Off and Pray to God You Don't Have To Land.)
  5. The replacement for my Drachen 1 munar space plane, the Drachen 2 gets to Duna with more than enough fuel left in the nuke-booster for the return journey (now all we need is docking to make it actually capable of re-joining its transfer stage.) If you choose to land when you get there you wont be able to come back to Kerbin, but you can get back into Duna orbit. Tailsitter landing gear for extra terrestrial touchdowns, wheels for return to KSC.
  6. This craft is more than capable of SSTO, however, since the runway we have is slightly too short to do this 100% safely, the version I\'m posting has RATO packs just for ease of use. Requires Mechjeb Best launch profile seems to be set your Smart A.S.S. to a heading of 90 and a pitch of 45, kick in the jets on full throttle. Once at 70m/s hit the spacebar for RATO assistance, then again when the RATO packs run out. Fly it to arround 10km, still at 45 degrees, then kick in the Aerospikes. Ride the thrust out to your desired altitude and circularise. Still has usable amounts of rocket fuel out to about 150 km circular orbit.
  7. My big super reliable mun rocket became weird too. It used to run out of fuel in the boosters at 80km roughly and dump them before circularisation, but now, the entire stack can get into a 200km circular orbit without staging. Guessing the 2 basic rocket engines must be more effiecient now? Either way, not complaining, it allowed me to get a massive lander to mun and to minimus without any fuel worries. (even then, it probably still would have worked if the stack still worked like in 0.14, but I\'d be cutting it finer than I\'d like with minimus landing. I like to have enough fuel in my transfer stage to change my orbit from equatorial to polar and back again.) Only issue now is the dense cloud of boosters now filling LKO :S
  8. By more accurate moddelling I was talking about the physics. As I said, grag is not moddelled on ships that are outside of visual range, so my boosters that are \'orbiting\' but with a periapsis of 10 km don\'t get slowed down and crash due to the atmosphere unless I fly close to them or focus the camera on them so the game goes 'Oh right, this is flying 3000m/s in dense atmosphere. DRAG FOR YOU!'. So yeah, I have a shirtload of old boosters from keosynch launches that by all rights should crash back to the ground but don\'t.
  9. Wait a second, there was that one bit in life of brian where the green aliens come and abduct brian in a barly controllable and wacky craft... XD
  10. I have the same setup going on at the moment with one exception, I leave my TMI stages in munar orbit as \'survey craft\'. One problem I have encountered only yesterday though, drag is not modelled on ships you aren\'t focussing on. This wasn\'t a problem for munar missions as my launcher stage drops off at around 80km with roughly half the circularization burn done by the TMI stage. But I recently used the same launcher (with the adition of MechJeb) to launch a keostationary satelite. On this ascent path the boosters do orbit, and I thought they would go away as their periapsis is only like 10 km, but unless I actually focus on the boosters individually and follow them enterring atmosphere, they orbit with no degradation. I propose the following 3 changes to KSP: 1: self destruct systems for unwanted boosters etc, activatable in game and tracking station. 2: an easy way of marking \'wanted\' debris as something other than debris (I use notepad ++ to edit persistence.sfs and change my munar landing stages to 'Odysseus x3 landing site' etc. ). This would hopefully lock them in place too. How many times have you focussed on an old lander only to have its location spaz out and it explodes? 3: More detailed modelling of other ships and debris while not focussed on them. I know this one is hard to do and would cause issues with slower PC\'s, but you could always have an option to swich it off or change its area of effect, just like object fade, we could have physics fade. Am I a genius or what?
  11. I did it the other way round. Perfected my free hand piloting skills (27 successful mun landings in a row) then installed MechJeb for teh lols. Guess that\'s just the flight sim junkie in me talking.
  12. Can someone give me a bit of a hint for the monoliths on Mun? Just what sort of orbit I should aim for (equatoial, polar?) or some kind of hint about the shape of the crater (huge wide cratr, small deep one? or something? I understand the element of challenge, but the Mun is a big place.
  13. Nobody has. That was David R. Scott, mission commander of Apollo 15, not Neil Armstrong (he commanded Apollo 11).
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