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VoidSquid

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Everything posted by VoidSquid

  1. Interesting! When I began with KSP, landing was by far the most difficult task for me. Crashed and crashed and crashed, totally hated to game! Luckily I found MJ and let it show me how to do it. Fast forward, nowadays I much prefer to do landing manually, much more control over the whole thingy. And in particular on CBs with atmosphere, MJ failed more often than not (might have changed in the meantime though) The DPAI mod you mean? As I said, YOU do everything, DPAI just provides you with data. MJ can do the whole docking process for you, you just lean back and watch.
  2. Thankfully there a a couple of little helpers available. If you prefer to dock manually (don't forget those RCS thrusters btw ) but still don't like like walking in the dark and hurt your toes, you might want to try out This mods provides you with graphical and numerical data, shows you how to align your craft and in which direction you should move. It's you though who does the work, in contrast to MJ.
  3. Regarding the 10 m heat shields, this my little cheap trick for the landing part during the atmospheric decent No need for any fins
  4. As per my understanding, it was just that OP wasn't aware he should turn his craft retrograde, and keep that, no?
  5. Using ScanSat, you can create your own maps, in game. Just saying.
  6. Could also be an issue with a mod, please provide some more information about your setup as outlined here, and your PC specs too:
  7. All right, I hope that this fits your needs, if not, let me know. If yes, let me know know too, then we can go into more detail. The idea for my little rover dates back to my first career play through, I watched a couple of rover tutorial videos, but none of the rovers I saw was appealing to me. I wanted these characteristics: 1. Works on various terrains and CBs 2. Autonomous operation, independent of solar panels 3. Can be delivered either via carrier rocket, or can land autonomously 4. Many science experiments available 5. Seats for two Kerbals, remote operation possible So I went to the SPH and started building, first part is the RC-001S probe core 1. 6 rugged wheels was a given 2. Fuel cells, obviously. An 800 tank to power those. Which also makes a perfect base to attach all other parts. 3. Added 4 Twitch engines. And I had to add a second probe core with a different orientation to be able to land/fly that thingy, that OKTO2 is mounted on top of the fuel tank, below the solar panels. For delivery via a rocket there is a docking port at the front, which allows the rover to be mounted on top of that rocket. Could also dock with other vessels on the surface. After the rover was built and tested I went to the VAB and loaded the rover there and turned it 90 degrees into vertical orientation. Next I build the rocket below as usual, see screenshot in a previous post. Now the tricky part, get the rover to the surface of Mun - undamaged! Two options here: Either land the rocket and decouple the rover and let it drop to the surface. For this, activate the OKTO2 probe core, decouple the docking port and immediately active SAS and set it to radial out. When the rover stands properly on the surface, switch to the RC-001S to allow for driving operations. Second option is autonomous landing. Bring the rover rocket into a low Mun orbit, lower the Pe to roughly behind the planned landing site, decouple the rocket from the rover, activate the OKTO2 and the twitch engines. Land as usual. I hope I could answer your questions, @Popestar
  8. Hi there, To be able to help we need at least a tiny bit more of information as outlined here: Also a screenshot of your craft might be helpful too.
  9. Can do, unfortunately there's no fuel available for that specific engine. I still wish people had more common sense.
  10. No problem, we have that in stock. It's untested though, one of known side effects is, your body might develop tentacles... hey, stop grabbing me with those! I still wish people had more common sense.
  11. Here you are Pity it's not that fresh anymore, the "best before" reads: January 2015... hope it tastes good I wish people had more common sense.
  12. Agreed. But that's actually not a CKAN issue, solely depends on what the respective mod author uploads (had a longer discussion with @HebaruSan recently about this). It doesn't, save for a warning prompt I reverted back to 1.10.1, and did install/update a few mods flagged for 1.11.0 only, works fine. You just have to make sure yourself that the mod(s) in question works with 1.10.1 (or your preferred version, for the matter).
  13. Hey there o/ Short question: for ordinary users like me, I can check the last seen online status, but that seem to be disabled for moderators? Would be helpful to see who's online, if questions arise.
  14. You can adjust the compatible KSP versions settings in CKAN: Settings - Compatible KSP versions
  15. What is an ArmenianPocketDancer, btw?
  16. Still busy working, home office, AluminoVapor...
  17. Active Directory Services Interface Interloper, right?
  18. With a docking port in line with the prograde axis, it wouldn't be easy to perform the docking without RCS. But with radial docking ports, it's close to impossible. I suggest you follow @jimmymcgoochie's advise and collect some science from space around Mun, and/or around the KSC (see my previous post for that), to have access to more parts.
  19. It says "Built in the VAB in KSP version 1.11.0.", I have reverted to 1.10.1 (1.11.0 has too many bugs for my taste), hence I can't load your craft, sorry. EDIT: ok, modified the craft file, could load it now. The problem I see here, you're not using any RCS, how would you do the docking without, in particular as the docking ports are radial mounted, not axial (e.g. on top of the OKTO)? Do you have access to RCS fuel and the RCS thrusters? I also see a few other issues here, e.g. the three Terriers are not in line with the vertical axis but all point slightly outwards. This results in a waste of thrust and fuel as they are partially working against each other (15 degrees angle -> sin (15) = 0.26 -> 26% loss) instead of providing prograde thrust. Same with the six Thuds at the bottom.
  20. The Eve lander uses several mod parts from: Don't know if you're fine with this, I uploaded the craft file here: https://easyupload.io/i6pac9 I also found this tutorial pretty good, used a couple of ideas from this:
  21. I see. The OKTO has at least SAS hold, so can manually orient the craft to prograde, and keep it stable.
  22. Without knowing what your station / module looks like, it's hard to give any tips. At any rate, if you have probe cores available (if I remember correctly, the first one is the OKTO), you can use those instead of a kerballed command pod. I assume you don't want a Kerbal pilot stuck in the command pod forever
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