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Everything posted by SDIR
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[Request/Showcase] Space Station Worker Designs
SDIR replied to londarty's topic in KSP1 The Spacecraft Exchange
I currently don't have any worker probes (sorry) but a simple worker can be composed of a probe body, an ASAS module, an RCS tank, some docking ports and several RCS thruster blocks. Only thing is that it would require RCS blocks on the payload as well. Just launch one of those on your next resupply to your space station or something. -
Actually, for docking you can right click on the docking port you want to dock to and select "set as target." Then the target on your nav ball will be in the same position as the docking port you are aiming for. When I dock, all I do is stare at the nav ball, since that gives me my velocity relative to the target, the way I'm facing, the position of the target relative to the docking port and the direction I'm heading relative to the target.
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School is out and the Summer of Kerbal begins!
SDIR replied to JadedStoner's topic in KSP1 The Spacecraft Exchange
Exams for me (yaaaay) but we'll be free soon enough. -
That is very nice. What kind of payloads can I throw on it? But that would be the ultimate fighter. Too bad we don't have air-to-air missiles yet.
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How to transfer demo saves to full version?
SDIR replied to kenbobo's topic in KSP1 Gameplay Questions and Tutorials
Try dragging the save file. If that doesn't work, look in the save file itself and see if you can edit some parameters to make it compatible. -
464 degrees West? Is that normal?
SDIR replied to reilem's topic in KSP1 Gameplay Questions and Tutorials
I seem to be having the same problem with my last version of the game, except on the Mun when I tried using RAS. -
Are you having trouble taking off, flying straight, keeping you nose level during flight or not crashing on landing? And guys, please be more tolerant for others way of speaking.
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Duna, Parachutes and You
SDIR replied to DChurchill's topic in KSP1 Gameplay Questions and Tutorials
Also, for landing having an ASAS module helps to keep the probe from tipping over during landing if you come in too fast or slow. -
Best to attach a hitchhiker storage container, not too heavy and can hold several kerbals. Alternatively, you can eva your kerbals while on the pad or have a platform that moves back on launch. Currently there is no way of starting off with an empty pod.
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What I do if the rocket starts rolling is placing four fins near the center of mass so that the fins correct for roll but do not go into an over-correcting effect for pitch/yaw. Usually when you have reached about 15,000m or so the fins lose effect but the roll has stopped anyways. Hope that helped!
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If you mean docking one craft to the side of another, then yes, just add docking ports radially. Just make sure to leave enough room for them. You can use use the linear docking ports for 1m vehicles that can't accomodate a 1m docking port.
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Stop parachutes deploying when undocking ships.
SDIR replied to OUScooby's topic in KSP1 Gameplay Questions and Tutorials
Yes, you can undock using custom action groups. -
RCS tanks used in wrong stages
SDIR replied to camylarde's topic in KSP1 Gameplay Questions and Tutorials
Usually for a good ship you need at most 40 liters of RCS to get into orbit (sometimes you can live without RCS at all). And for docking you don't need anymore than 80 liters. RCS should only be used for immense ships once in orbit or for docking. Most other rockets can live without it. -
Try making a profile that contains only stock vehicles. If it is because you have too many mods, then it should run fine. If it still crashes, then open ksp in windowed mode and use task manager to check your RAM and CPU usage. If either get too high, then you could be at risk for crashes. If it is a high ram issue, I suggest running ksp in compatibility mode. That tends to stabilize the game better. Also do a complete scan of you computer for viruses, as a computer like yours should run ksp fine.
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Stop parachutes deploying when undocking ships.
SDIR replied to OUScooby's topic in KSP1 Gameplay Questions and Tutorials
You could EVA the kerbal and repack the chutes. Just eva, right click the chutes and select "Repack Chute" -
Oh my god! I have to try this with my latest booster with a seat!
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If you are trying to dock multiple ports together, it will be very difficult. The only way is to use the bi-couplers or tri-couplers as they have a standard shape so they have a higher likelyhood of sticking together. If that doesn't work, use the Senior docking ports.
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Help getting 50 tonne fuel module to LKO
SDIR replied to ScottyDoesKnow's topic in KSP1 Gameplay Questions and Tutorials
Try to keep is simple. I tend to make all of my large rockets with a common core booster, so it makes the entire design easier to debug. Looks like this, can get 70 tonnes to 300 km -
Thanks! Here's a picture of the CTV in orbit then Lower section is the orbiter module which houses the fuel and engine and the main solar panels. The crew section can hold up to 7 kerbals and has a detachable heat shield for reentry, and soft landing rockets. Also includes an abortion system during take-off. Will be uploading craft file with launcher shortly.
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200 kerbal-tons to LKO: worth it?
SDIR replied to BrightBritches's topic in KSP1 The Spacecraft Exchange
While it is much easier to use asparagas staging, it is not currently possible. In fact, boosters crossfeeding into a main core has only recently been implemented (on Falcon 9 heavy). There would be too many pumps and valves and it too unrealistic. However it is extremely useful. -
[Showcase] Non Asparagus Launch Vehicles
SDIR replied to AustralianFries's topic in KSP1 The Spacecraft Exchange
I usually use non-crossfeeding liquids or solids for my moderate sized rockets to preserve acceleration, as most of the cores require a booster on the launch pad.