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hubbazoot

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Everything posted by hubbazoot

  1. OHHHHHHHHH thanks! I thought "pointed at" meant that it was physically pointed at the target, and I was like "whoa, that's hard," that helps so much.
  2. I'm really confused. I have two geosync satellites up right now, and both of them are oriented "up" so that way one of the 4 dishes (at 90 deg to each other) is always pointed towards Kerbin. As soon as I get out of range of the satellite from KSC, I can't "talk" to Kerbin any more. I'm using the interplanetary-class dishes.
  3. Hey All, As much fun as flying to other celestial bodies has been, I don't really feel like there's a WHY to go there. There's nothing to gather, not a TON to explore, and nothing to return. So, I was curious, does anyone have or know of a plugin that can give me more options to add more science to the game? The type of science I'm talking about is like sample gathering, analysis, etc.
  4. Mapping separately with an external processor? That sounds like work. Really cool work, but work.
  5. One SUPER handy feature would be relative velocity to another vessel.
  6. Two. I've read a ton about spaceX, the answer is two. However, this is the first I've heard about them having multiple payloads on one rocket...awesome.
  7. A couple questions: Does this plugin have the "range" for interplanetary communication? Also, would this allow me to put a crew in a crew-able "strut" to control a rover that I could drop off?
  8. So, I just started mapping Kerbin and I noticed I'm only seeing A couple of the anomalies near KSC. Have the others been removed? Can anyone else confirm? Edit: I got them all now. You have to fly basically RIGHT over them.
  9. Hmm, I may have to start re-visiting all the celestial bodies again in a "proper" fashion. Time to get me the mapper plugin.
  10. How high of resolution are the maps?
  11. Does anyone have a collection of maps from all the objects in the Kerbal Solar System? If you flag them with spoilers, it'd be cool to get anomaly points of interest marked as well. I'm planning a rover trip to each planet for extended exploration and wanted some specific sites to check out.
  12. So I got to page 25 and got tired of looking to see if anyone had found it: I noticed a black speck on takeoff north of KSC. There's a munolith within spitting distance.
  13. My testing goes something like this: Idea phase - The idea was to send one craft to orbit Duna, and another craft to rendezvous with them, having the crew EVA to the return vessel and then coming back to Kerbin. Building/testing - I start with what piece I actually want to return to Kerbin, which is generally just the capsule, and then build-to-fit from there. For example, I built a Duna lander on Kerbin, and did several test flights around Kerbin to make sure I could take off and orbit. Then, I added landing onto the queue and did flight where I used a booster to get the rocket into orbit, and then simulated coming back in to land, then taking off to orbit again. Dress rehearsal - For my Mun flights, this consisted of doing an early Apollo-style mission: I'd take off, go into a low orbit around the Mun, and then return home. For my interplanetary flights, I went into a very high Kerbin orbit, rounded the orbit off, tested components of the craft, and then came back in for re-entry. Then, I do my flight. I should add, it went splendidly. I actually had my best orbital rendezvous (as far as stability and how quick it took me to do) around Duna, hehe. So, the question I have for you guys is...how much prep do you do for your flights before what you consider your mission?
  14. Make a ship with the MKIII capsule (the 3-man) and then EVA->end flight one of the crew members on take off. Boom, you have a cheap rescue vehicle that's totally vanilla. Just a few tips about Mun landings that helped me: You want to lead the Mun's position by about 120 deg. Coming around the "back" side of the mun makes landing and return easier (IMO) and gives you more options. As soon as you're getting near 3km on Mun, you can turn 90deg for your orbital acceleration. The Mun's highest peak is at 3km. When taking off, try to return "retro grade" and escape towards the 'back' side of the Mun, this will save on fuel for your Kerbin descent. If your rocket starts getting overly complicated, you may want to get a clean slate and start rebuilding again. I've seen people get to the Mun and back on 5 small tanks and a MK1 pod, so keep that limit in mind.
  15. There's a giant black "burn" right at the equator that's dead level. I landed right at the start of that. Aerobraking did wonders for me, and I wasn't really sure if the parachute would work, but with a little jet-assist, it worked like a charmer. Make sure you hit that ol' F9 before you take off
  16. I made a dual monitor wallpaper of the occasion, I'm still enjoying the good feels from this mission.
  17. I just landed on Duna, so I made a wallpaper that fits well on dual monitors. It looks kinda wonky in the preview, but it looks fantastic. Instructions: The image is designed for dual 1920x1080 monitors (16:9 aspect ratio). Right click the image (click on the preview until you are at the raw image file.) and select "set as desktop background" and then select "Tile." The picture will fill both monitors with each image on a screen. Those of you running 1600x900, or running a single monitor, there'll be some cropping to do.
  18. The small engines work SUPER well for this sort of thing. I made a 5-tank lander. I actually almost gave up on doing Duna stock. Some of the rocket parts are...floppy.
  19. I am so very proud of this moment, this was my second mission, and definitely more than my second attempt. After my first "there and back" ship turned into a "there" ship and managed to safely land, I built a lander that *should* get me back up into orbit. The kerbin-tested version did, and after having gone into entry on Duna, I think this one will more than do it. MET was about 60 days at landing, 62 days after waiting for the right time to get that picture (after having missed it) The picture should zoom in nicely. For those who are curious: Parachutes DO work on Duna, but you'll come in about twice as fast. And yes, I will be sending a crew to (hopefully) rendezvous with Johnble who will be doing science experiments on the Duran terrain (i.e. I'll answer questions people may have about Dura) while he waits.
  20. The crewtank was obstructed when it was the only thing on the pad. I even tried placing it on a stack of RCS canisters once, and then on a liftoff strut (singular) on another attempt. Even with a single lift strut attached opposite the hatch, the crewtank didn't work for me. ExPI's version currrently doesn't support crew as he hasn't updated the hatch models. All of the 'crew' parts store 0/0.
  21. I totally understand the frustration with complex staging issues as one of my rovers uses a Curiosity-style landing approach, and I have decouplers and boosters in unusual places. A couple tips for you: Put all structural parts in stage 0. Anything not a fuel tank, booster, or stage separator. This makes the list of what is in each stage quite a bit easier to look through. It looks like you have your vertical stage separation in stage 4, I think that's your problem. Remember that when you mouse over them, they'll highlight. I generally go through a mental 'flight plan' to make sure I have everything in the right places.
  22. If you place the legs with symmetry, right clicking will move all the symmetrically attached legs in unison.
  23. I've lost my terminal velocity chart, and like I said, that's the SHORT version.
  24. They do seem to have priority on the list, though, which I'm okay with...most of the time. It'll be nice if/when we can pick what crew we want.
  25. There's not really any built-in cheats, but for what you're thinking of, mechjeb will probably helpp you accomplish that goal.
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