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EmanonP

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Everything posted by EmanonP

  1. As the title suggests, I'm working on the MMIZG mission. I get the Apollo Rocket into orbit just fine. Actual made it under the 10 minute deadline. I get the "congrats, sit back and wait for Gemini to launch" dialog, and it switches to the Gemini on the pad. Problem is, in map view, or when Gemini hits it's required starting orbit, there is NO Apollo ship in orbit as well. Can't make a Hohman Transfer to something that isn't there. I've gone to the tracking station, and Apollo doesn't show as active there either. I've made sure all the "show" icons are checked, so I don't think I'm hiding it by mistake from the screen. Anyone else have this issue? I've checked video tutorials, and they all seem to show the Apollo in it's orbit even before launching the Gemini. Thanks in advance.
  2. Once again I think I'm missing something. Used to be when I switched to Orbital Map, my nav ball was pinned open. I know that "." toggles it, but I seem to remember you could pin it open? Issue is when I have a twitchy rocket that needs a lot of control input, when I switch to orbit map, I have to lose a few seconds opening the nav ball and rocket goes poof. If nav ball was pinned "open" it would make life easier! Any help?
  3. That's what I remember it doing months ago. Had a sat. contract to put one in polar orbit of Kerbin. Got to Kerbin orbit, and no AN/DN to transition to Polar Orbit. Like I said, no biggie, was just wondering if I was missing something. My OP stated Tracking Station fully upgraded.
  4. Yep, I get AN/DN when I select Mun, Minimus, etc as a target. I just seem to remember that if I was in orbit of Minimus, it would show both AP/PE as well as the AN/DN. Regardless, with the maneuver mode it's not to bad getting the orbits to match. It just requires more "guess work" and tweaking. I just thought I was missing something to make life easier.
  5. Just coming back after a few months off, and I swear I used to remember seeing Ascending/Descending nodes while in orbit. I remember mostly because it made satellite contracts pretty easy to pull off if they weren't equatorial orbits. Just burn at one of them and presto. Tracking station is fully upgraded, as is the rest of the Space Complex. Screen shot of my tech tree, in case I just don't have the right technology researched? I could be wrong about the AN/DN's being visible, but I swear they were there! Thanks in advance for any help! .
  6. Thanks for the quick answers. Just need to do some research, and I should be all set. Was kind of weird that I'm getting missions to explore Duna, yet nothing about tossing a "beep beep" satellite into polar orbit.
  7. Just curious. I've done a fly by of the Mun, upgraded most of my facilities at least one level, have the Probodobodyne, etc, but have yet to see a single "place a satellite" contract. I see there are a few mods to add those, but last time I played KSP (about 8 months ago) you couldn't swing a dead Kerbal in the Mission room without hitting a satellite contract. I've ferried people to orbit, the Mun etc. Also rescued a few Kerb's from orbit. Just wondering if they did away with them, or do they just come later in the tech tree?
  8. Just came back to KSP after a few months. Back then, if I clipped say 2 fuel tanks it would double my fuel capacity and the total fuel would be used before the engine quit. (Liquid fuel tanks and engines) Now when I do it, although it shows the double fuel capacity on the launch pad, the engine cuts out before using up the "other" tank, leaving half the fuel unavailable. I'm using a very basic rocket....2 clipped fuel tanks and engine. I just restarted a career, and I'm only on the very beginning of the tech tree. I know later you access fuel ducts etc, but I'm just wondering if I'm missing something from the very start. I have clipping allowed in the parts editor. I've done some digging, and haven't found an answer so far. Thanks for any info.
  9. I know some hate it, but thank god for Mechjeb... it lets me let the dog out, do some dishes, etc. And before the haters hate....it was 3 months into the game that I even heard about Mechjeb....so all of my efforts before then were manual inputs.
  10. Well, they did take SOMETHING. That would be your money. But agreed... money well spent.....
  11. Thanks again for the replies. I can work with this information!
  12. Thanks for the feedback. The reason for the inquiry is this video in which it seems the author hides several fuel tanks inside one another. I understand that the mass and inertia of the build would be effected, I just want to know HOW he made them disappear like that. I've seen a few other vids where batteries and such are stacked and "hidden". Just curious is all!
  13. Did you go to the science tree and spend your science points on research to unlock the next levels?
  14. I've done advanced searches. I've looked for youtube vids. I understand the concept, but don't see how to achieve it. I have "enable parts clipping" in the debug menu, but when I try to clip a part into a part, it either attaches it to the side of that part, or gives me an invalid placement. Do I need to hold a key down while clipping? Basically, I've tried to hide a fuel tank within a fuel tank, and no go. Feel free to point me to an ages old thread that I couldn't find on this how to....either I stink at searches, or it's not out there. Thanks in advance for any help, and I also forgive anyone that feels the need to call me a newb and yell at me for posting yet again another thread that has been beaten to death, if such a thread does exist. Oh, and if one does, why not give a few hints as to how one would search for it?
  15. What constitutes a "root part"? I use sub assembly loader, and have the annoying issue where it loads with all the fuel lines and struts missing/messed up.... Thanks in advance....
  16. I came up with a "forklift" that uses lander legs and different positioned wheels that lets me slightly adjust the overall height of the docking port to over come those small shifts and sags.... If you keep enough fuel in the rear tanks, it can lift and move some pretty hefty parts, and help you put it all together....
  17. These are awesome...but isn't it a bugger loading them from the subassembly mod? Don't you lose most of your fuel lines, struts, etc when you load it? I have one 6 stage asparagus lifter that I have to check everytime I load it from subassembly to make sure everything is hooked back up.
  18. Go back to your original post, click on edit post, then click on go advanced. It will bring up the drop down box where you can choose answered/unanswered.
  19. Thanks. I wondered if that was the case, but I thought the arrows pointed towards the direction the force of the "bang" would occur when I triggered it. I thought I was in fact "blowing" the lower unit away from my lander, thereby avoiding damaging the engine above the separator.
  20. This worked with the last version, but for some reason, its not working now. I built my lander, put a rocket on it to get me from Kerbin orbit to Mun orbit. I then attached my standard lifter with stack separator, and the nifty "make it look nice" shroud covers my lander engine.... I'm now in Kerbin orbit, and about to separate the last lifter tank and engine from my lander unit..... What happens next is driving me crazy. The shroud doesn't disappear, and when I fire up the engine to get moving, I get absolutely nothing for acceleration. I've tried every engine I can, and still no acceleration. Have I suffered a total brain fart, and have I put the stack separator on incorrectly? Did I miss something with the new update that changed how things uncouple? If I drop the engine from the lander, the 8 small engines on the actual lander fire just fine, and have plenty of thrust. What am I doing wrong!?!
  21. Thanks for the replies. Will keep plugging away....updates be dammed.
  22. Okay. I'm not alone. Others are in the same boat. I'm starting over from scratch after the latest release. I can live with that, as what I had established wasn't all THAT earth, err, Mun shattering to begin with. I just need to know....is this going to be a regular feature of future releases as they bring the game from testing to full release? I only ask since I don't want to go all crazy rebuilding a Mun base etc only to find out that just as I'm getting things where I want them to be, they all go "poof" again.
  23. I've been working on a Mun base, and it's coming along decently. However, each component has had to have it's own propulsion system for landing, which means adding fuel tanks and rockets to the component. Just the amount of monoprop I need to keep things stable enough to land leaves each component with a warty look. I've seen many mentions of "space tugs" but just can't quite picture how they function. From what I can figure out, one would deliver a component into Mun orbit, and then dock it with the orbiting "tug"? The tug would then deorbit and land the component? Components would then need landing legs, and a docking port? Once on the surface, you undock the tug and return to orbit? I'm also guessing you have to place a fuel source in Mun orbit as well to replenish the tug. What do you do with the original vehicle that delivered the component? Crash it? Leave it in orbit as debris? Return it to Kerbal and crash it? No matter how I think about it, you will always have to use some sort of disposable lifter to either get it into Kerbal orbit, (and dock the component with a "tug" that will get it to the Mun) or us the lifter to get to the Mun. I tried searching Tug, space tug, using tug, etc. The results yield several dozens of pages that don't seem to have the info I'm looking for. If someone has advice on how to better search for answers, I'm all for hearing about it as well! Sorry for all the detailed questions. Just looking to get things looking more "sexy" and less utilitarian.
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