Jump to content

Nibb31

Members
  • Posts

    5,512
  • Joined

  • Last visited

Everything posted by Nibb31

  1. Installing plugins is easy. Copy the contents of the Plugins and Parts folders into the Plugins and Parts folders of your KSP folder. How easier can it get ?
  2. Erm... I kind of summed it up in 3 simple steps. It's not tough at all, and MechJeb isn't easier. If you need to get your skills back, I suggest going for the Mun a couple of times before aiming for interplanetary flights.
  3. You probably haven't installed the correct files in the correct locations.
  4. MechJeb's method of transfer (going straight for solar orbit, then dealing with transfer), is far from optimal and can potentially lead to several years orbiting the sun before reaching the burn point for a transfer. You really want to wait until the planets are properly aligned before launching. The best way to do a transfer for now is to use the protractor mod: http://kerbalspaceprogram.com/forum/showthread.php/21544-17-Protractor-Rendez-Plugin-v-2-3-2-10-9-12 1) Wait on the launch pad and warp until the first value (θ) is near 0°, launch to orbit, 2) In orbit, warp until the 2nd value (È) is 0° (with Adjust selected) and burn prograde for your interplanetary transfer. 3) Half way through the journey, do a mid-course correction to reduce the Closest value until it intercepts the target's SOI.
  5. It already does. You have to exit Kerbin's SOI. Once you are orbiting Kerbol, the options for interplanetary transfer are available.
  6. Try to cancel out horizontal velocity as high up as you can. It's easy if you look at the nav ball: - Zero horizontal velocity is when the yellow retrograde marker is smack in the center of the blue part. This means you are going straight down. - Try to keep your ship pointing straight up, as much as possible. - When you are at a high altitude, burn retrograde so that your trajectory on the map is as vertical as possible when it intersects the ground. - When you are retro firing, half way down, aim your ship so that it is beyond the yellow marker. This will push the yellow marker towards the center.
  7. Sounds like a debris from a previous flight. How did you measure the distance of 65km ?
  8. You must have the paid version. If you are using the free version, then plugins will not work.
  9. Is that an actual artifact or is it a glitch with the scatter rocks ? If you turn off scatter in the Video Settings, is it still there ?
  10. "A Mars a day helps you work, rest, and play". Well, I know... But somebody had to pay for the mission.
  11. If you're going to be making cheat parts, why not just fix yourself a fuel tank with fuel=1000000 ?
  12. Then why separate from the craft at all? What you need in that case is a shielded safe haven module on the ship.
  13. Please don't stick just stick a K on names to make them sound Kerbal. That is so last year, and sounds pretty retarded. Try thinking up new names...
  14. Pedantic post is pedantic. On a Munar flight, you are always orbiting something, so any trajectory is technically orbiting around something. And there is no Apoapsis on a flyby trajectory I suggest orbiting the Mun before landing because it is easier. It gives you more time to slow down (you actually slow down in two steps) which requires less thrust. It also allows you to take your time to choose your landing site.
  15. Does that lander really have enough Delta-V to take off from Duna and return to Kerbin?
  16. You can try both and decide for yourself: - ORDA has the most sophisticated autopilot that can pretty much rendez-vous and dock on it's own. However, the docking is fragile for the moment. There is a better version in the works. - Erkle requires that you rendez-vous and dock manually, and pulls you in like a magnet on the last few meters. The docking is more solid, but still sometimes undocks you if you warp for too long. You can have both on your ship. You can use the ORDA computer to stabilize the target ship and dock with Erkle.
  17. Well, it looks like you need to learn how to orbit first. Practice raising and lowering your orbits around Kerbin before going for the Mun. Pe is Periapsis (you can see it on the Map) and Ap is Apoapsis. Prograde and Retrograde are the direction of your orbit. Prograde is forward (to accelerate and therefore raise your orbit), Retrograde is backward (to decelerate and therefore lower your orbit). The two yellow/green markers on youyr navball indicate precisely you prograde and retrograde heading.
  18. It's pretty much explained in the thread. On the target ship, you need the ORDA computer and the docking target. On the active ship, you need the ORDA computer and the docking system. When the two ships are less than 2km away: 1) On the target ship, go to R&D > ATT > HOLD. 2) On the active ship, go to TGTS, select the docking system on the ship (usually 1), and then select the target ship and the docking target that you want to use. 3) Go to R&D > DOCK > AUTOMATIC. Make sure you have enough RCS fuel, because the manoeuvers use a lot of it.
  19. 1) When you intercept the Mun's SOI, the first thing to do is to raise or lower your Pe so that you orbit at something between 50 to 80km. You can orbit the Mun prograde or retrograde, it doesn't matter. 2) When you reach your Pe, burn retrograde to circularize your orbit around the Mun. 3) When you are ready land, burn retrograde to deorbit. 4) Between 15-20000m, start burning to shed off your speed. You should have enough thrust and fuel to do this of course. You can make a good lander with only one fuel tank and the small engine. If your lander is too heavy, then you won't have enough thrust to lose your velocity. 5) As you are descending, watch your retrograde marker on the navball. On the final landing, it should be vertical (0 lateral speed) and so should your ship.
  20. 10km is a bit low to go for a landing. I usually start my landings from a 40 or 50km orbit.
  21. It should probably not work on Duna because the atmosphere is too thin (I find that any aerobraking only happens when you are at a very low altitude, which is too late to have much of an effect). However, the effects should be pretty extreme on Eve.
  22. First of all, make sur that your target craft is on a nice stable circular orbit. This makes this much easier the first time. Use the Orbital Operations AP, PE and CIRC buttons to achieve that. There are 3 things to rendez-vous: - Altitude: Well, you need to have pretty much mastered circular orbits and changing altitude. - Inclination: Look at the map, wait until you get to the intersection of both orbits and burn normal or antinormal (NORM+ or NORM- on MechJeb). - Period: The other ship is either before you or after you on the orbit. To catch up, lower your orbit. To slow down, raise your orbit. As you get closer, you need to reduce the altitude difference. With a bit of practice, this will get you within 5km. At that distance, forget about orbits, and use RCS for the final approach. I don't use the rendezvous tools in the MechJeb, because they are confusing. Especially do not use the TGT+ button, because that just points you at the target and you lose any perception of how you are moving relative to the target (whether you are above it or below it). I find it easier to maintain a PROGRADE attitude and thrust X, Y and Z to approach it.
  23. No there isn't. You need to edit the cfg like this: INTERNAL { //name = DragonGuts name = PodCockpit }
×
×
  • Create New...