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superhero34x

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Everything posted by superhero34x

  1. Well that's just great. How do you tell the direction before you get into the orbit so I don't make this mistake again?
  2. So I've only done a few satellite missions. It seems the ones that always say "place satellite in specific orbit" are pretty easy to complete. Well I decided to try a polar orbit one. Well I matched up to the outlined red orbit line of the mun with my satellite and I'm talking like 1m deviation from Ap and Pe and the contract still won't complete. Anyone know how to fix this? Edit: I have made sure all other milestones for the contract are met already it just won't accept the deviation for some reason.
  3. It appears that it was do solely to the small amount of rotational energy my crafts were having when docking so the magnets in the docking ports was just amplifying it. When I got the rotational energy completed diminished by using some wheels (derped) they actually matched up just fine without spinning!
  4. These were problems I was having a while ago and havent currently tried in my current game. I will try when I get back into the game because if this no longer occurs then it will be extremely useful to me. I appreciate your help!
  5. So I've started missions where I need to construct land based on other planets. I need to be able to use docking ports to fully connect the base together. My only problem is i don't know how to tell the orientation of the docking port. Before you assume that's it's the normal question on docking ports, I can assure you it's not. I CAN GET THEM TO CONNECT. My issue is that they spin to connect and then the connect parts are not in the correct orientation. e.g. my hallways have the windows facing the ground. How can I tell on the docking port that it will connect correctly and leave the windows of the hallways on the sides instead of rotating?
  6. https://imgur.com/a/vPbYI7T This is the science that I currently have completed. https://imgur.com/a/dmW52Eg This is so far my best attempt at making a 4 kerbal rocket that can orbit and return. I understand that I don't need to perform all of the mission at once with all kerbals and that it can be split up. I am trying to design a rocket that will carry more kerbals per trip to increase efficiency and reduce the number of times I have to launch to orbit as I generally have 4 or 5 of the quests at once so I can have anywhere from 10-20 kerbals that need to orbit. The less number of times that I need to launch the better it will be for me. Plus, most of my rockets are wasted to I don't really get money back from recovery (Plus the added bonus of being relatively new to the game, I'm still learning how to cause a re-entry to place me close to the Launch site to increase recovery payout.) The 4 kerbal (or better preferably if $/kerbal can be maintained below 7000/kerbal) is simply to help me complete the contracts faster.
  7. So I've been doing a lot of: Tourist x wants to orbit Kerbin missions. I was wondering if there was a design that somebody has that can take 4 or more kerbals into orbit around Kerbin and return them, and hoping to keep cost relatively low to improve my current money making efficiency. I can currently send 3 kerbals to orbit and back using OKTO probe control and the rocket cost 20,260. However, most of the time the contracts are only for 20k per kerbal. So if anybody could share a design that is more efficient I would be appreciative as I've been trying for 6 hours to get a 4 kerbal probe up there and back, but always fall short unless I spend like 40k for the rocket. Also, my science is only into the 90's bracket with Advanced construction, Aerodynamics, and Electrics.
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