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Davo7135

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    Bottle Rocketeer
  1. Ok, so after trying a heap of different ways, here are some things I have noted: - If mechjeb is attached to a piece of debris, all of its decouplers will blow (which was my problem) - If mechjeb is not attached, the decouplers wont blow (which is what you found, Ziff) - Once decoupled, everything gets put into stage 0, meaning you cant use space bar staging - Large decouplers have the right click menu, others don't, so you could use this for multiple stages - The empty pods I am using (http://kerbalspaceprogram.com/forum/showthread.php/15016-0-16-Crew-able-empty-pods-0-3) don't allow you to steer or thrust because they are technically crewable struts, necessitating mechjeb. Therefore, unfortunately it seems you can have currently only have a single stage maneuverable drop ship. Perhaps RCS is enough to slow a small craft from orbit? Thanks for your help everyone.
  2. Interesting, that's the kind of thing I'm going for, but my decouplers disappear. I don't know if they play the explode animation though. I've only tested with the 1m parts, not the newer bigger ones. I'll post craft files as soon as I get back to my computer.
  3. There is a mod for empty capsules, it's pretty cool. Also mechjeb. Thanks, I'll check that out. Also, I think the engines inherit you thrust at time of jettison, so as long as it's at 0 you're ok. Sounds interesting, pity about the waiting though. Thanks for the help everyone.
  4. My idea is this: fly a main craft/station into orbit around the Mun. Once there, detach one/many multi-stage landing pods with rovers that need only enough fuel to land and return to the orbiting carrier. However in detaching the landing pod with a stack decoupler, it is also triggering all of the decouplers on the separated craft. I believe this is default behaviour for decouplers and parachutes? Is there any way around this behaviour? Thanks, Davo7135
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