Jump to content

Jason Patterson

Members
  • Posts

    337
  • Joined

  • Last visited

Everything posted by Jason Patterson

  1. Yes. A wide, long wheel base will generally let you go much faster without crashing. The landing gear/engines combo still works amazingly well. It gets hairy, but it's entirely possible to go 50 m/s or faster (sustained speed) on the Mun with a sufficiently rugged vehicle.
  2. With massive parts of this type, both ports have to be aligned very closely prior to docking in order for each to engage. If only one is close, it will connect and the other will wobble around freely. I would be willing to bet that it's an alignment problem; I've done quite a few dockings of the type you're describing and it can be a real pain in the butt to get both ends of a massive part to be in the right place at the right time so that both connect. If the two unconnected ports are in the right place, you should be able to do the following: 1. Undock the active port. This will cause the second set of ports to activate and immediately connect. If they don't connect then they're not quite lined up correctly. 2. Undock the other set of ports. The two ships should be floating inches away from each other in the perfect orientation to dock at this point, but all four of the docking ports are now inactive. 3. Rapidly switch to the space center, then use the tracking station to go back to your ships. When they reload into physics the ports all become active and both pairs will connect. This is confusing at best. In the parent-child hierarchy of the ship it is true that only one port actually docks. However, in terms of the physical connection made between the parts there is no limit (beyond practicality) to the number of docking connections that can exist between two parts. Each of the additional ports has exactly the same strength as the original and in combination they make the connection much stronger.
  3. The easiest way is to download an addon (kerbal engineer or mechjeb come to mind) that will do the calculation for you. If you want to do it by yourself, you have to do each stage independently. Determine the m0 and m1 values for the stage and the average Isp across all active engines. The Isp should be weighted by mass flow if you really want a good value. Again, the addon is a much easier method.
  4. My main save has 50 flights (rovers on and probes orbiting every body, numerous bases and landers around Kerbin and beyond), a second save that I began running in real time with the challenge that was up a couple of months ago has 27 more missions, one or more to every body in the system except the magic boulder. My final save is a testing ground that has 1 active flight at the moment, an orbiter that I forgot to end flight on. Total - 78
  5. That is all kinds of weird. There is nothing special you have to do to get ground vehicles to dock properly, and these vehicles look perfectly aligned. By chance did you build them stuck together then decouple to test? If so, switch away to the space center then back using the tracking station. That will reload the vessels into physics and reactivate their docking ports. The only other thing I can think of is that there might be a small, nearly invisible part obstructing one or both ports (like a strut buried inside one of them.) You might try deleting and reinstalling the ports.
  6. You definitely can land a plane on Duna - it's just a matter of landing carefully in the right location. The large, dark maria near the equator are huge plains that make good landing strips. They are also at the datum altitude, so you'll get about as much lift as you can on Duna there. When I land on wheels on Duna I set my periapsis to ~5km so that I wind up coming down very gently. If you set yourself up for a more conventional landing with a carefully chosen site to touchdown upon, you're probably going to wind up having too much vertical velocity and will lithobrake.
  7. If you don't care what it looks like, switching to the Mk1 to Mk2 adapter will give you significantly lower mass and increase your speed by a good bit. I suspect that the ship as shown above can make orbit. I'd give it a try, but I don't have mechjeb.
  8. If you're running Windows, the default installation directory for Steam is C:\Program Files(x86)\Steam\SteamApps\common\Kerbal Space Program You'll find the game data folders and the like in there. Best of luck.
  9. You should be able to do it if you launch with ~10km/s delta-v. 4.5km/s to get to LKO, ~2 km/s ejection burn, ~2 km/s for capture, ~1.5km/s for landing. Realistically speaking your launch window won't be perfect, so you should add in another couple of km/s for all of the maneuvering you'll wind up doing in order to hit your mark. The good thing about all of this is that Moho's surface gravity is low and the bulk of the delta-v is spent in space, so you can get away with LV-N's for everything except your launch to LKO. The vehicle in the image below has more than enough delta-v and a good enough TWR to land on Moho, once it has gotten to LKO. (26 tons) The parts shown have ~10km/s of delta-v to play with, so you can even do big inclination adjustments and the like without running out of fuel. Moho is tough, plain and simple. Best of luck. ETA: Forgot to put a ladder on there. I can't recall if Moho's surface gravity is low enough for a kerbal to fly with his rocket pack or not. They definitely could make a pretty impressively high jump to get up to a single ladder though.
  10. There are camera mods that allow this sort of thing. r4m0n has one that I like, though I haven't messed with it since 0.20 came out. Control from here reorients your navball and controls so that the indicated part defines what is up/down/left/right/front/back.
  11. Up to you, I suppose. I know that dropping images into there works, and honestly, it's just a bucket of png's, so I'm personally not too worried about keeping them sorted.
  12. I'm with Uberick. Getting to the surface of Duna is very easy, especially if you're good about making use of aerobraking. Even without parachutes you should be able to use that base to get from LKO to Duna's surface in one piece. The easiest landing site is one of the dark brown maria near the equator. They have a low altitude (and higher atmospheric pressure/drag as a result) and are flat. I generally aerobrake twice, once just to get captured by the planet and then a second (and sometimes third) time to actually land. On Duna this is especially useful since the atmosphere is thin enough that it's easy to go far faster than terminal velocity for long distances. Two aerobrakes also allow you to adjust your inclination and more easily pick a landing site.
  13. You definitely can land at very high speeds (500 m/s or more) if the surface is flat and you come in at a shallow angle. On Laythe that means landing on the beach, usually.
  14. Yep, older mods should still work fine if placed in the exact same spots that they have been. The flag images go in GameData\Squad\Flags. You can use png, jpg, and some others as well.
  15. The most optimal method to get to Minmus is to wait for the right launch window and then make an ejection burn out to the point where it crosses the equatorial plane. There is no inclination adjustment required.
  16. This has happened over and over and over. Every time KSP gets publicity (on yogscast, published on steam, etc.) we get someone saying, "Hold onto your hats!" and then someone (who invariably has been playing for exactly a week and a half) will complain about all of the newbies and their low quality due to the source of having been informed of this game's existence. (Glad to see that I got in ahead of that one...) It's only a matter of time before the minecraft graph gets posted. I'm with you though Rockhem, the more the merrier. I know that Squad started this as a labor of love, but it certainly doesn't hurt for them to make some money on it, and that will definitely help the game's development continue going strong.
  17. Maltesh is spot on; it's only the parts that include a rotPower variable that can start a rotation. Does it make sense? Heck no.
  18. If you want higher speeds than the electric wheels will give, use landing gear and rockets. It's how all stock rovers worked until 0.19. It limits your range significantly, but you can get around in a hurry. You can also just fly from place to place if you want to get there faster.
  19. You're stuck with other control options - thrust vectoring, RCS, or installing a secondary command module (like a probe module or two.) There's not much else you can do. It's not really meant to be a pilot's seat for a rocket; it's a rover driver's seat.
  20. Depending on how far out you want to look at almost any game, there's really no point. In this case, stock KSP satellites serve as a personal achievement and not much else. With addons you can make mapping or communications satellites, and I hope that some of that kind of feature comes into play eventually in the stock game. As far as the unmanned command modules go, they allow you to launch much smaller vehicles for interplanetary exploration. Getting a manned rover safely delivered to Moho or Eeloo takes a lot of delta-v, and cutting the size of that rover down significantly via unmanned modules means that the entire vessel shrinks dramatically. They are also handy in many challenges, again because of mass reduction.
  21. You have to have some root part. If you delete the original root part you have to put another in its place. The root part appears to have to have a node (it can't be something like a wing) but it doesn't have to be a command module. So if you remove a rocket from its command module then delete the command module, you've got to drop a new root part in its place and then reattach the rocket.
  22. Try it, it works just fine. Put one end of the strut on the fuel tank near the bottom, other end on the engine.
  23. If you're already on a collision course with the Mun when you get there, try burning toward 90 degrees direction, 0 pitch or 270 degrees, 0 pitch well before reaching the Mun's SOI. You want your projected periapsis to be at 5-10km altitude, so burn gently until you get to that point. Generally speaking, the earlier you make this adjustment, the less fuel you will expend doing it. Supposing you wind up on a collision course with the Mun anyway, you can fix it once you're in the Mun's SOI by burning eastward (again, 90 degrees, 0 pitch) as early as possible. If it turns out that you've entered on a slightly retrograde trajectory, it might be cheaper to burn westward (270 degrees, 0 pitch.) In any case, get your periapsis up to about 5-10km. Once you've got your periapsis where you want it, timewarp until you're nearly there, then burn retrograde (toward the yellow-green circle with an X on the navball) until you've been captured by the Mun. If you circularize (or nearly circularize) your orbit, you can then pick any landing site you like, including one on the day side of the planet. Best of luck, let us know when you make it there in one piece!
  24. If you've added struts between the engine and tank, it won't break off barring a fairly solid collision. Are your engines actually breaking off, or are you just worried that they're going to? It's really really rare that an engine falls off unless the rocket is resting on it at launch or it plays the part of landing gear when you come back down.
×
×
  • Create New...