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Benie

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Everything posted by Benie

  1. Hey, is there a latest Youtube video explaining how to use this mod? I'm completely clueless. I came here from the EL thread, in hopes to build an orbital space station around Duna, and spawn/send a Rover/Lander combo rocket to the planet surface to check out certain things. I know it's possible to do this already, but we're talking a planet with atmosphere, where you would need parachutes everytime. And since parachutes only work one time, it wouldn't be possible to keep doing it everytime. And does this thing require EL?
  2. Skykooler, are you 100% sure I can't have an orbital space station above, say Duna, and be able to launch ships from it? It absolutely has to be on the surface?
  3. I do have another request: "Repair All Rover Wheels". This is if you don't feel like sending a Kerbin to a planet, just to repair the wheels of a rover. It saddens me that the cheats that come with the game, don't have this.
  4. Hey, Ezriilc. What you tried to explain to me, confused me quite well. Yet I never thought of just switching to the current rover, then using "Set to current location", writing down those figures, going back to my new one and entering those in, and it would port me exactly where the current rover is. I had thought of just strapping this to a skycrane, HyperEditing it to Duna at an altitude of 0.100M (100,000m) above the planet surface, perfect orbiting altitude for Duna, use my current rover's position and then land it again. This new idea changes everything. I just wish there was a smaller SAS module for the rover. Edit: Didn't quite work as I'd hoped. I enter the same cords, and it lands me sort of near the rover, but not even the same cords I typed in for it.
  5. Hey, so I finally landed a rover on Duna (semi-legit, as in didn't use HyperEdit). Unfortunately I'm having another issue with numbers. This has to do with the "Land your ship" feature. My current semi-legit rover, needed some form of SAS, so I can keep it on a constant course. So I do that with the same rover, and use HyperEdit to get it to Duna. The issue, is typing in the cords. It won't accept spaces, commas, or even cardinal directions. It keeps saying "Landing parameter was not a number". So I mushed the cords togther and it finally landed me, but in cords that aren't even close to my current rover. This is my current rover's cords (the semi-legit one); 0* 30' 27" N 313* 17" 48" W What HyperEdit teleported the new rover to, is, 33* 0' 0" N 72" 0' 0" W
  6. Hey guys. Anyone of you have an idea to get a small rover (using the default body) to say like, Duna, that uses KAS? I'm looking for one that can be strapped to a small rocket + skycrane with parachutes. This is what I made, but I think it'll be a tad too heavy. It has a fixed arm with a vertical winch + magnet, for RP purposes, can scan the planet surface. From what I've read in this thread so far, KAS is best used for space stations. But I haven't really seen anyone talk about getting one to another planet, to serve something like this. Either it being a tow rover to tow damaged rovers back to a base on another planet, or what I want to use it for.
  7. Thanks guys. I know eventually in a future version, you'll have to. And I'm hoping Squad makes a heat shield for just that.
  8. So I got a question. I know it's realistic to want to protect your rover against re-entry heat from planets that have atmosphere. But do you really have to? It's just, the rovers I have are quite, oversized. And being a noob at building rockets and rovers, I have no idea how I can make a heat shield for it, and also have the rover hooked up to a rocket, and have that rocket not spin out of control when I try to do my departure burn.
  9. Thanks. I had the fuel needed and had RCS on, I just didn't know the key. I finally discovered it was the H key. Don't understand why it isn't bound to directional controls. Anyway, thanks again.
  10. I enjoy cheating. Been using HyperEdit to finally play with the Extraplanetary Launchpads mod on the Mun. Even with cheating, I couldn't figure out how to strap the modules I made to a rocket, without it wobbling while sitting on its clamps. I also know that cheating ruins the challenge and the point of getting a rocket there. But after many failed attempts of landing something other than a probe rover on Mun, I resorted to that. Some of the vehicles I wanted to get to another planet, were often too big to be transported. HyperEdit made it easier to get them there. As for other planets like Duna (when I feel it's time to explore other planets instead of the Mun), I won't be using HyperEdit. The whole reason was to get my modules to the Mun and play with them. Now I know how they work, I'll play semi-legit (using the ingame cheats instead of mod cheats) and fly from Kerbin. I don't use this "MechJeb" mod. Looks too complicated, and I don't really see a need for the computer to control my rocket when I can easily do it myself. A got a simple rocket, legitimately, into a stable orbit around Kerbin. That was a small one manned capsule rocket too. I also got a 3-manned capsule up (used the rocket design from a Youtube video).
  11. Ok. There's a picture of a rover I saw, and the guy said that he used RCS Thrusters to keep the rover on the ground. So I tried a test and put some RCS Fuel on. Turned on RCS and tried, and the thrusters refused to fire. Where's the key to get them to? I've pressed every key on my keyboard, and I can't get the thrusters to fire. Even when the rover is flying through the air, I can't get the RCS Thrusters to fire.
  12. I came here from the Lazor Camera page on the KSP SpacePort. I like this mod, but I have one suggestion for the camera. And that is to reset the camera angle.
  13. Oh god, I'd love that. It would make building Space Stations easy. Also, this is a "bug", but I think it's more "Ok, I'm definitely not doing that again!". Say you're on the Mun with your manned rover (the rover uses a seat), and you flip your rover over and have nothing to un-flip it. If you go and "Land" your rover while the Kerbal is still in his seat, and get the rover on its wheels again, the Kerbal will be "glued" in the seat, and the seat will not be selectable anymore. Your Kerbal pretty much dances in his seat, as the rover moves. Again, not sure if this is a bug. It's more of a "don't do what I did" thing. If it's a bug, it would be great to see it fixed in a future version. By the way, love this mod. Now if only it would build a professionally-done rocket for me that never has a problem, and I can legitimately fly it.
  14. Hey, is there anyway possible to get the total weight of RocketParts containers when they are 100% filled? I'm having trouble trying to find the right capsule that my rover's wheels won't break due to the extreme weight, yet will hold a lot of RocketParts.
  15. Ok. I do have one request. It's kind of inconvenient having the altitude of the Orbit Editor's 'Simple' window when I put the same vehicle on the launchpad, reset on me. Could it be possible to have an option to lock in your last settings?
  16. Nevermind, I got it. I just played with numbers, and apparently I have to use Miles instead of Meters. 0.0025M is 2.500m, which is a very low Mun orbit. But it's enough for me to use the Land option. With this, I managed to get 2 of my five EL modules to the Mun to begin setting up my "transporter" (aka, portable launchpad). Also, this mod does work and work well with EL. It gives RocketParts, but it also weighs down whatever you're hauling the canisters with. I'm hoping that it won't do this when on Mun.
  17. Ok. It's at 2:02 in the video, that you can kill your horizontal and vertical velocity. I don't see an option to do this in the Help area.
  18. Alright. I definitely will once I fire it up and test. I just tried it out. I'm deeply saddened the "Edit your ship" feature from tutorial I saw, is gone. That's one of the two reasons I wanted to get this thing. I was going to use this to practice landing on other planets.I know the video is old, but why remove possibly the best feature in this mod?
  19. I was "referred" from another thread, and checked this thing out. Saw a video tutorial. Looks really cool. I could possibly use this to practice landing on the Mun, and to easily "deliver" large payloads to other planets. I do have four questions; 1. Is this the latest version, for the latest version of KSP? 2. Is this why the mod on Kerbal SpacePort is 404ing on me? 3. How compatible is it with Extraplanetary Launchpads (EL), and KAS? 4. Will the "Refuel ship" feature put RocketParts in EL capsules, without having to mine for ore and all of that other stuff?
  20. *rubs chin* Would this "Hyperedit" give you unlimited resources to the launchpad, to make it like you have debug mode on?
  21. A Google search told me that the probe (was using an unmanned probe to fly it) was upside down. Indeed it was. Flipped it around and now all is good. I do have a request, and this is an entirely different thing. That rocket in the picture, isn't going to work. It wobbles on its clamps, rotates very slowly in space; even with RCS, and Rolled out of control before I could do my intercept course to Mun. Pictures of something like this crane idea that's capable of getting into space and the Mun without incident, would be great. Since mine is "unacceptable" to the game engine.
  22. Negative. Just a rover + skycrane strapped to a rocket. I just want to know if it's necessary to have the decoupler before the rockets (not the main rockets, just the skycrane's).
  23. So I heard from a tutorial that if you have a decoupler in the same stage as a rocket, you can have rockets in that same stage fire once the decoupler fires, and it does work. But I got a question. I can't seem to get the decoupler to go under the engines in staging. It keeps being above them for some reason. I'm worried that it'll fire the rockets before decoupling, which I don't want. Does it really matter what level the decoupler is, to auto-fire the rockets in that stage?
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