

nrum7366
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How on earth do a get a rover on the Mun??
nrum7366 replied to Crixomix's topic in KSP1 The Spacecraft Exchange
So I am here since I have a way but it isn't great. 1. Normal lander. 4 legs and it looks like the LEM. There is no compartment like irl so I bolted it onto the side using a decoupler Problem with this you need to land on a flat surface and sometimes the decoupler doesn't quite decouple correctly so it is hanging on to the side. Also when it fails it sometimes falls the wrong way and lands upside down. Also the profile of it isn't quite straight so quite awkward to fit in the upper stage. 2. Build the most cheapest one on the surface. 4 wheels seat and a battery. I tried this and been attacked by the kraken. 3. Send it down on a different lander. Basically replacing the module with a box. 4. And final way is build it without the chair. Bolt it on the sides so smallest profile and bolt the chair on after. -
deployed science not transmitting
nrum7366 replied to miklkit's topic in KSP1 Gameplay Questions and Tutorials
wiki.kerbalspaceprogram.com/wiki/Tutorial:Deployable_Science it explains it here, not sure how old this is, but when I was doing the same why you did it in the tracking station it was showing each item placed as a different ship -
Hi people. I been having some serious problems making spacecraft to have a nuclear reactor onboard to generate power in shadow in place of solar panels, or for the outer planets where solar panels have limited use. I know my list of mods is long and a little bit outdated. see link https://imgur.com/a/Me3CXA7 I can't seem to master having a small reactor like the PB-NUK Radioisotope Thermoelectric Generator because it seems like it has been removed and replace by either NFtech or Kerbal Atomics reactors. Each time I build a craft with a nuclear engine or a nuclear reactor on board I add the relevant fuel tanks it wants, a radiator as I was told it gets hot and get it into space... nothing happens. Is there a updated/recent tutorial that explains how to use either of these mods? Thanks
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deployed science not transmitting
nrum7366 replied to miklkit's topic in KSP1 Gameplay Questions and Tutorials
I have discovered that you need to deploy in order. You need to place Science first, then antenna, then control box, then solar panels. -
I have a couple of work arounds in game for this. Without having to muck about with coding. 1. Have backup parachutes. on a different staging. 2. Setup your staging so something happens the stage before (fireworks are good for this) ie if you press the space bar and the fireworks goes off you know next is the parachutes 3. Use a KAL-1000 Controller or 2 and setup a delay to arm the parachutes, set the other KAL to disarm the parachutes. I think there is a way to turn off staging with real parachutes too.
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I would say understanding how a navball works, lucky for Kerbin the equator is at 0degrees. So go at an angle of 90o you are going east. 180 you will be going south. If you have a space station in orbit of Kerbin of inclination of 45degrees, launch from KSP and aim for 45degrees. You will match the plane or be as pretty close. simple. If the plane of another planet is say, 10degrees positive, then launch at 80degrees on the Navball. Timing is the tricky bit. Some say launch when it is directly above you. I prefer to launch when the target is in orbit opposite side of the planet if it is in a higher orbit what you intent to launch too. mainly as I prefer to catch up to the target from below. If you are going to another planet then use the transfer window for the correct timing.
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Generators on board Capsules - How do they work?
nrum7366 replied to Xtra's topic in KSP1 Gameplay Questions and Tutorials
There is a generator in the stock game (PB-NUK Radioisotope Thermoelectric Generator) that does not draw power from anywhere and can produce electric and never runs out of charge. If you use a heavily modded KSP depending on the mods you use, this is removed and replaced with Nuclear power (if you choose that) so, it does use fuel (enriched uranium etc) But there is no generator built into any of the capsules or pods even with the mods. Do you really mean 'generator' and not scrubber or something else? -
Get mods, use CKAN. Load your essential mods, EVE, scatter, Kerbalism, mechjeb. start a sandbox and fly a rocket, test. Load a few mods, test. load some more. but keep note what mods you are loading, so if it doesnt work take off certain mods and carry on. you know when you have done something wrong because it will not load or take ages or crazy sith happens.
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Haul object into flight career mode
nrum7366 replied to RealJebediahKerman's topic in KSP1 Gameplay Questions and Tutorials
I agree with the person above, i only now bother doing splashed, pad or landed test contracts. it could be to do with the part or what type it is. I am not sure but if it is a main rocket engine then you dont need to bring it back, if it is a smaller engine ie a seperater then you need to bring it back. I not sure though. -
Docking port strength
nrum7366 replied to rfdesigner's topic in KSP1 Gameplay Questions and Tutorials
It could be that the ports are not on a attachment node??? In anycase bring spare docking ports and get your Kerbal out on EVA to do repair. -
deployed science not transmitting
nrum7366 replied to miklkit's topic in KSP1 Gameplay Questions and Tutorials
No idea if you are still hoping for a reply, I found this on my playthroughs. if you are referring to the stock breaking ground science. I knew I had the right ratio of solar panels to power what I needed, a control box and antenna. when I was setting up I was watching the science points to see if it was transmitting and it wasn't, I gave up and left and discovered it was actually transmitting, it could of been a bug. I read this post below and discovered that it sends out bursts of Transmissons rather than constant signal. Also suggestion as the deployed antenna range is limited. put a relay satellite in geostationary orbit (permanently above) then the transmit rate far higher. Another suggestion - leave a rover next to it and use that as a relay too. So from antenna > rover > satellite relay > Kerbin. add more satellites with data antennas to speed the rate up massively. wiki.kerbalspaceprogram.com/wiki/Tutorial:Deployable_Science -
leave kerbin orbit and dont get captured in another body gravity (except the sun)
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