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Sirrobert

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Everything posted by Sirrobert

  1. You need a tank with docking port on top (in the middle). With this I mean: If the fuel tank were to stand on it's wheels, the docking port looks at the sky. You can than dock your lander (with a docking port at the bottom, and engines on the side) to this port, and land it directly on the Mun. Or wherever you want it. Now undock, and take off with the lander This vid has a good example:
  2. Where do you people get these numbers? Only numbers I see in the game are the units
  3. Stronger skin? Break of a tiny piece of foam and your shuttle explodes
  4. You can probably ditch the Poodle engine, and instead put some more fuel over the atomic motor. If you are already in space, just go for highest possible efficiency. If you want highish thrust with them, put for atomic motors ridially from 1 big central tank (the one that now fuels your poddle tank for example). Don't forget fuel lines to each of the engines/tanks supporting them
  5. The fix for it was here, but for some reason the links are gone... Sorry, that's the only idea I had. Without it you'll have to lead your basic rocket and build a rover under it, or vice versa
  6. For surface TWR you need to be above 1, or you won't be able to get off the ground. You need about 4500m/s deltaV to get into orbit. While already in space, go for as efficient as possible. So atomic motors Ofcourse if you want to land somewhere with highish gravity, you need bigger engines
  7. Did you build it from the tricoupler up, or with the tricoupler as last part? If the coupler was the last part, than only 1 engine IS connected, and the other 2 not
  8. Without mods, you can only load 1 craft. If you load something else, it will delete whatever was in the VAB already. You need subassambly loader mod to do this
  9. Could you perhaps do the same thing with an orbit around the sun?
  10. Granted. They suck I wish for mayonaise. I ran out
  11. Try to put some winglets on a higher stage. I'm just guessing here, but maybe you lose the winglets you have to soon if you drop the stage you have, making it difficult to control
  12. Can't hit chi points through armor
  13. Set a manouver node at the node, pick 1 of the 2 options and drag. If it's the wrong option, pick the other one
  14. Remember to bring an empty spot in your commandpod if you try to rescue a kerbal An example would be the 3man pod where you manually remove 1 kerbal (EVA the kerbal, and than end flight for him). I'm glad to see that you got to the mun, shows that you do understand the mechanics. It means your problem was with the building, making stuf that was to heavy. I would suggest an easy mod to help fix this: http://forum.kerbalspaceprogram.com/showthread.php/18230-0-20-Kerbal-Engineer-Redux-v0-6-0-3 Kerbal engineer will add a part that you can put on your rocket as you build it. This will open a stats menu. From this menu you can see important information, such as the Thrust to Weight Ratio (TWR. If your TWR is below 1 you won't get your rocket of the ground. When in space, you can easely fly with a TWR below 1, but you will accelerate slow), and deltaV. DeltaV will show you how far you can go. You need about 4500m/s deltaV to get into orbit. Ofcourse thanks to gravity and atmosphere drag you won't be going 4500m/s when complete, but that's the number you need. When in space, if you burn 100m/s deltaV, you actually go 100m/s faster. EDIT: As WAY better alternative to kerbal engineer, I'd suggest you download Mechjeb. While some people say you to not use it cause the autopilot is 'cheating' (I don't think it is, but that's up to you), it gives a lot of things besides autopilot. The deltaV stat menu in my screenshot is from mechjeb
  15. Probably to heavy yes. Looking at your picture, the only thing you are actually trying to lift is a crew pod, so you probably simply added to much fuel to lift the fuel you added. Ofcourse if you want to lift heavy things into orbit, you need a heavy rocket, but if you just want to get something small like a satalite or just crew, you can do with a MUCH smaller rocket. Take a look at the design I use to get small satalites into orbit: Add some boosters on the side, and you can easely get it to the mun
  16. Remember to switch to Chace camera, so the top of the screen is actually the top of the craft
  17. The default keys for translate are IJKL, and for forward and backward H and N
  18. You can find the craft file under your saves KSP map>saves>"Nameof your save">Ships>VAB Do you have enough thrust to gain speed at half thrust? If so, you could replace the side mainsails with skippers. Also it looks like your middle mainsail is connected directly to the jumbo? Put the smallest fueltank of that radius in between the tank and the engine. That should prevent the overheating @EmissionGeneration: You are discribing the path for stock rockets. The rockets you made and saved yourself are in the map I pointed out
  19. Looks like it should get into orbit quite easy, though without looking at the stats myself I can't be completely sure. I asume the fuellines I see feed the outer 4 stages fuel into the middle stage? What engines do you have in the upper stages? I asume the top one is a poodle, based on it's lenght, but the middle one? Skipper or mainsail? If you upload the craft file, we can go into detail about the thing, but based on the looks, it should go to orbit. Can you discribe how you take of? What do you do, when do you turn, ect? Might be a problem there Small remark: You can merg stage 6 and 7. Set throttle to 100%, than fire both the rockets and the stabalizers at the same time. Doesn't matter to much though
  20. I don't hate orbit, I hate your design. Here's why: Extremely quick build ship, 4937m/s deltaV. Top engine is an L909, bottom one an aerospike. Put some boosters on the side and you'll get it out to wherever you want Your design. 3818m/s deltaV. Replace the Skipper with a Poodle and the Mainsail with a Skipper, and you'll go up to 4507m/s deltaV @Rex: Can you get a bigger pic? It looks ok, but I can't see the details
  21. For asfar as I know, there is no way to repair solar pannels. You'll need to send a new one
  22. The first part you placed is the root. If you pick it up, you move the entire ship
  23. I was a little while ago. Does that count? Person below me is thinking about sleep
  24. Now that you say so, you are right. Gues I didn't read close enough. O well, better to much info than to little I gues
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