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sierra_seven_

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Everything posted by sierra_seven_

  1. http://www.gizmag.com/spacex-grasshopper-325-meters-new-sensor-test/28188/ Just for anyone who wanted to know what that sexy piece of kit was I need to make more landers like that, heh. All mine are the same, I guess it's time to try some new stuff! Might as well use the SpaceX designs for inspiration
  2. *Hohmann Anyways, welcome to the forums! The Spaceport is the best place to look for mods 'n stuff, but a couple of popular ones are: - ISA MapSat: Lets you launch mapping satellites so you can find Anomalies scattered around the Kerbol system. - Chatterer: Adds some pretty awesome ambient noise to the game, in the form of reversed American and Russian mission command transmissions. - KAS (Kerbal Attachment System): Adds winches, electromagnets and other stuff like that to the game, so you can transfer fuel/resources between ships and craft without docking them, or you can use the winches as 'tethers' so your kerbonauts don't float away from your ships and stations in EVA - Kethane: I don't use this one, but it adds resource management to the game. You can send probes to other planetary bodies to search for Kethane deposits, and then mine and refine it into biprop, monoprop or xenon, I think! So there's a couple of mods for ya! Just look around the Spaceport and you'll find some more suited to yourself As for your MechJeb problem, what version are you using?
  3. If it's a damn heavy rover, have some of the wheels broken? Have you mounted the wheels upside down by accident? Are the wheels inclined at all?
  4. That looks good. I don't agree with the part limits on bases if you can get the parts there legitimately, but everything else looks awesome! I'll probably end up using these for my 0.21 save file, heh.
  5. Average temperature is about 004.7, judging from the rover I just floated out to sea.
  6. http://kerbalspaceprogram.com/payloader/ Payloader might be worth looking at too, it's the same as Subassembly Manager afaik.
  7. Load up the new VAB, extinguish the smouldering wreckage of my processor, cry muchly. On the off chance that it /does/ work, I'll send my new mothership on a round mission to Laythe with a station and a load of stuff for a new Laythe colony. The game'll probably crash once I pass the start menu. Yay. Stupid bottom-end PC.
  8. You literally just follow the map to where you want to go. E.g: LKO: 4550m/s Intercept: 950m/s Eve Intercept: 80m/s LEO: 1310m/s Eve Landing: 12000m/s --------------------------- 18890m/s However, this is just a rough guide. I assume, with Eve, aerobraking would drop that DV by a considerable amount. And lithobraking would drop it the rest of the way, heh. Someone please correct me if I got this wrong, I don't wanna end up looking like a with this!
  9. And, more importantly, what's the closest you can get to the control tower (buzzing it) without decapitating Bac9's prize facility?
  10. To me, the white lines at the top look like a striker about to kick a football. ... ... I'll show myself out.
  11. Aye, no, Moho is a planet. That's probably where your space program's going wrong
  12. Welcome to the forums! If you like the demo version, you'll love the full game Loads more stuff to blow up, crash into planets and send on escape vectors from the Kerbol SOI. Granted, Jeb's more into Orion drives than Alcubierre drives, but you can achieve anything with enough SRBs! Warp Speed Ahead indeed, but watch out for the Kraken
  13. I remember seeing a mod with caterpillar tracks. I don't know their exact weight-bearing stats but I'd bet that a tracked refinery would roll better than on wheels. If not, I'd say split the vehicle some more, maybe try and reduce the amount of tanks you've got strapped on there. Are you landing the refinery fully-loaded or completely empty?It might be worth burning up/venting all the fuel/kethane from the tanks before you try and do anything too massive with it!
  14. Don't forget the new engine either. Also, you're the guy that makes all those awesome tiny flags, right? Personally, I have no idea what's coming in the update. I'm just looking forward to the excitement that comes with finding all those new parts and features through experimenting!
  15. MechJeb gives you as much or as little help as you want. One could quite easily automate an entire launch/rendezvous/docking/deorbit sequence using the various autopilot modules, or simply use Smart A.S.S for attitude control. It also, as Jack Wolfe said, helps educate the player about making orbital manoeuvres or RCS if the player doesn't feel confident doing it. All you gotta do in that case is watch the autopilot set up it's course and nodes, then try and understand that yourself. Personally, I get along just fine with using MechJeb purely for the Smart A.S.S, Delta-V stats and orbital stats.
  16. Take it slow and steady, Kerbals travelling at high velocity can wreak havoc on pretty much anything. If you're having real difficulty, just inch forward a bit at a time and then kill your speed. Rinse and repeat And good idea with KAS, I use it for tethers too. Still, once EVA becomes second nature, you'll have more than enough monoprop in the backpack to get your Kerbal wherever they need to go!
  17. *shrugs* It's certainly not a gaming rig. Strangely, I can visit any other planet on max settings for everything and be fine, but Kerbin gives me a lot of the problems. Huh.
  18. Aye, I've had a look at the autodock system on Mechjeb 2.0, but it's pretty wasteful on RCS. Using Smart A.S.S is actually a lot faster and RCS-efficient if you're willing to practice docking Also, with the lag, I tend to approach docking looking out into space, rather than down at Kerbin. Because it takes a lot of resources to render the planet, looking away from it almost doubles my framerate. Also, if you're having a lot of trouble docking because of lack of control or over-ambition, try scaling down each module and just carrying out more dockings. Worked for me!
  19. Completely stock parts, even down to the wobbly Clampotrons. I see the wobble as a challenge, but it's really not that big a deal on my space station, heh. Actually, thinking about it, I have the winches from the KAS mod dotted around the station as a semi-realistic 'tether' system, so if my brave kosmonauts run out of RCS, I can just reel 'em back in! I don't like the Clampotron Sr's that much, so I just try and get around the wobble in other ways. Having the RCS nozzles on each module so the whole station turns at once is one example. Here's a photo of my Kerbin station if you're interested
  20. Well, they ran out of names a few months after the cloning vats opened for business, and they decided just to whack 'Kerman' on the end of everything to save time
  21. Angel Kerman. Currently the Chief Science Officer aboard my Kerbin space station and, come to think of it, the only female-ish kosmonaut in my space program.
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