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Scarecrow88

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Everything posted by Scarecrow88

  1. For landers that are going to be left in Munar orbit, I usually transfer any unused lander fuel to the service module anyway.
  2. I built this for a bit of von Richtofen Flying Circus tomfoolery. On take off it tracks down the runway beautifully, and lifts off with no user input. It flies quite nicely, with no nasty traits, but landing is a nightmare. Lining up and touching down is straightforward, but as soon as it is back on the ground, it veers all over the place and usually ends up in several pieces. Can't understand why the ground handling characteristics are so different between take off and landing.
  3. Parts clipping was used on some but I can't remember if I used it on all. The small one just uses small parts; legs, engine and as few fuel tanks as was necessary to be able to land and return. The end one has two small engines placed symmetrically, with a standard docking port where the engine would normally go. Have used this one as a shuttle from an orbiting station to the surface and back, or as a vehicle to return single pilots to Kerbin from a station or the surface. The one near the middle, that looks a bit like an airgun pellet, is carrying too much fuel. There is enough in the lower stage to land and get back to Kerbin without needing to separate the ascent stage at all.
  4. Been looking through some of my designs, and thought I would do a line up of my small one-man landers. Some are 2-stage, with the ascender designed to dock back with an orbiting command module, whilst others are single stage designed to return to Kerbin on their own. I think there's a 2-stage in there where the ascender isn't required to dock with a command module, but just returns directly to Kerbin. L-R : 2-stage orbit and rendezvous, single stage direct return, 2-stage orbit and rendezvous, 2-stage direct return, single stage direct return with jettisonable side tanks, single stage direct return, but can also rendezvous and dock if required.
  5. Eve. I put a probe there as it was easy enough to land there, but I've never considered sending a manned mission there due to the difficulty of regaining orbit, and tend to ignore it as a result.
  6. Mastering docking. Made so many things possible.
  7. Most of the time I only use clipping to improve how something looks.
  8. I am playing in a new save in 23.5. Only thing carried over from previous saves are ship and plane designs in the respective VAB and SPH save folders.
  9. I can't see any asteroids. What am I doing wrong?
  10. The problem of making a duplicate save for reloading at a later date to complete a mission that you have overlooked, is that you will lose the mission that you originally completed. For example, if you launch a mission to Duna and one to the Mun, and whilst concentrating on completing the Duna mission, you miss the Mun intercept and go sailing by, if you reload a copy gamesave that puts the Mun mission back to a point where you can manage the intercept, you will also be loading the Duna mission back to the same point.
  11. Just land using the view from inside the cockpit. Simple.
  12. Have you tried looking through this forum? http://forum.kerbalspaceprogram.com/forums/20-The-Spacecraft-Exchange
  13. I have had this bug on many occasions - no matter what you do you just can't close with low relative velocity. The only way I have found to circumvent it is to exit to the tracking station and then try again. I think this may reload the physics which sorts the glitch out.
  14. I think what he is saying is that docking to transfer Kerbals is pointless because even when docked you still have to transfer by EVA.
  15. Lower your graphic settings or buy a better computer.
  16. Landed and returned with a single stage lander that had jettisonable external fuel tanks to lighten the load on the way back up.
  17. Ultimately you need to kill all your horizontal velocity before touchdown, whether you do a suicide burn or not. By setting your periapsis just above the surface, using the approach shown in the video, by the time you have killed your horizontal velocity, you are not far off the ground, and don't need to burn a shed load of fuel fighting gravity.
  18. If you want to work with a 30km periapsis as the basis of your de-orbit, try a few tests, starting with it over your desired landing point. If you land long, move the periapsis west of your target; if you land short move it east. The amount you land long or short by should give you an indication of how far you need to move it. Shouldn't take too many attempts to get it close, and if you use a quicksaved position before you start, it shouldn't take to long to do. Bear in mind that the position your periapsis ends up in relation to your target will only work for subsequent landings if the height of your orbit is the same.
  19. To eliminate the mods as a source of the problem, try uninstalling them one at a time to see if the problem disappears.
  20. I generally only use RCS for translational movement, in which case it can be placed anywhere on the craft, but needs to be balanced to prevent any secondary effect rotation. However if you want to use it for rotational movement, moving it as far from the CoM will give the greatest leverage and most movement for any given use. Conversely reaction wheels will work best when placed as close to the CoM as possible as it will balance the mass they are trying to spin.
  21. I asked Jeb to put something on the helipad for this challenge, but he thought that was a bit obvious, and decided that the cadet centre needed a 'gate guardian'. Whilst not meeting the rules of the challenge, I think it complies with the spirit.
  22. Landing on Moho isn't difficult, but slowing down enough to get captured in orbit prior to landing is a tad tricky.
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