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blizzy78

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Everything posted by blizzy78

  1. I don't have those problems with Subassembly Manager. I just put an OKTO2 at the top of the subassembly, then save that. Of course you need to remove it again when loading the subassembly, but it seems to work just fine.
  2. Built an ISS replica. It is almost finished.
  3. The Subassembly Manager mod can be used to save parts of a vessel, then "paste" that part when editing another vessel to attach it there. KSP 0.22 seems like it's getting this feature as stock.
  4. I suspected that could happen. Guess I need to figure out how to prevent the player from doing that Right, but still things can get messy if you're trying to land for the first time and read instructions while you're doing it.
  5. Perhaps you might want to try out my in-game moon travel tutorial I've just released yesterday. (see signature)
  6. Please note that this does not include landing on the surface. I've thought about making a landing tutorial (not part of this one) before, but I think it's rather hard because giving instructions while the player is in the middle of doing something (trying to land) can quickly become a mess. In all of the three existing tutorials, it's rather giving instructions, player executes them, give another instruction, player executes it. That back-and-forth approach doesn't work for landings.
  7. Created a new interactive in-game moon travel tutorial. Includes going to the Mun, but not to Minmus so far.
  8. It sounds like your RCS thrusters are not balanced around the center of mass. This would cause you to get unwanted torque when trying to translate (and vice versa.) Also, perhaps you might want to try my in-game docking tutorial. (see signature)
  9. Hi, seeing that the stock Mun flight tutorial isn't quite good, I thought I'd just make a new one. Download Moon Travel Tutorial 1.0.1 from Dropbox (Sorry, no SpacePort link. I can't get it to upload there.) To start the tutorial, select Start Game > Training > Moon Travel from the main menu and follow instructions. Please let me know what you think! (For additional plugin discussion please also see the Addons forum thread.)
  10. Looking for a plugin developer to take over this plugin! See this thread for details. I've made a plugin that uses the interactive in-game tutorial system to teach how to fly to the Mun. Download Moon Travel Tutorial 1.0.1 To start the tutorial, select Start Game > Training > Moon Travel from the main menu and follow instructions. Please note that I plan to extend the tutorial by going to Minmus as the second flight. Of course this is even more involved than going to the Mun, so I chose to not implement this at this time. Let me know what you think of the tutorial or what can be improved about it. Thanks! In case you're interested, I've also made an in-game docking tutorial and an in-game rendezvous tutorial. Changes: 1.0.1, 2013-09-25 - When setting up the maneuver node for the Mun transfer orbit, the player now gets more information displayed. - The player is now prevented from going around the Mun in the west direction. 1.0.0, 2013-09-14 - Initial public release. The Moon Travel Tutorial is licensed under the GNU GPL v3.
  11. You're not really asking that question in a forum full of people interested in space science...
  12. The only engines remotely useful for liftoff are the LV-RX "Fatman" and the LV-LX "Little Boy", which are both nuclear engines. The other engines are a liquid fuel engine and a solid rocket booster, both of which types I don't consider for the calculator. So in all, I don't think there's anything useful in that package to add to the calculator.
  13. Right, that's the one. Should be rather easy to find anyway.
  14. You can only rename craft by right-clicking on a command module. So it looks like this one doesn't have any, or you didn't right-click on one. How did it get into space anyway?
  15. Are you plotting your course using maneuver nodes? Please post a screenshot that would show how you are doing that.
  16. Depending on the mass of your vehicle, you might want to stack more reaction wheels. Keep in mind to add a power source, because those will drain electricity. Or as Johnno pointed out, you can also use RCS.
  17. Great, good to see it worked out for you
  18. There's no need to get a perfectly circular orbit in the first place. So to stop the markers from wobbling around, you just need to raise your apoapsis or periapsis by a few kilometers.
  19. Please don't. Posts containing "me too" or "I second this" don't add anything useful to a discussion.
  20. RAD+ is the "radial" direction. In a circular orbit around a body, that would be exactly towards the sky - away from the body.
  21. Not a gameplay question. This would be better suited in the Addon Requests and Support forum, I think.
  22. It looks like you're doing it Apollo-style - which forbids the pre-docking in the VAB, mind you - and have a docking port right below the decoupler. You can also right-click the docking port and select "Decouple Node". That should separate the decoupler from the craft.
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