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Steve-S

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Everything posted by Steve-S

  1. You could load TAC Fuel Balancer mod and set the upper stage tanks to input so that any used from the upper tanks is automatically replaced from the lower tanks.
  2. Also the lab can store unlimited experiments. I found that with 10 chutes, 5 per side, and landing legs it lands rather well. Brings back LOTS of science that way. Just don't forget to put batteries and a probe core on it so you can deploy the chutes.
  3. You have to switch to the kerbal in orbit. Then you can use his RCS to put him on the ladder and then board.
  4. Hold down the shift key and us the angle keys, (Q,E) to rotate them to the correct orientation. Or try what Kenbob said.
  5. You have to be zoomed out enough to see them. Zoom out until you can see the Kerbin's orbit around the sun and you should see some grey circles with question marks inside them. Click on one of these.
  6. Can not stage in map mode as far as I know. You could use the toolbar plug in to temporarily turn off the items you do not want. Not sure if MechJeb is toolbar friendly or not as I prefer kerbal Engineer Redux myself.
  7. I just tried to attach a RCS unit with it's own klaw and it would not grab. Not sure if it would grab if I disarmed the primary connection or not. It was not attached to the primary ship but was detached via docking port to be it's own ship. Is there a minimum mass needed to get the klaw to grab?
  8. Working for me. Thank you very much for the update.
  9. Thanks for the guide. I was googling for a Duna guide as I was having fits trying to figure out the Dv needed. I built my ship based on your directions and have 12,434m/s as it sits ready to launch. I'm planning on lithobraking so prolly have extra. I like extra. :-) Looks like I have 3,252m/s for my xfer stage and 3,828m/s for my lander/orbit/return vehicle. I feel prepared to risk 3 Kerbals in this attempt thanks to your guide. WOW!. 376 day mission cause I missed my departure from Duna just a tad. Only by .2 degrees or so. Oh well. I got there, planted flags, left 2 Duna Buggies and got back in time to see the kids graduate from college. Thanks for the guide. What a blast of 7.5 hours of gameplay.
  10. I'm trying something now and it looks like it will work fantastically. I used my mid course correction to have me pointed directly at Mun, collision course. Upon Mun SOI I set a node to send me over the pole to just under 60k (alt of choice) and then at apoapsis I circularized. My orbit is polar passing through the current Mun's orbital plane on it's orbit line, 90* to Kerbin. Might make the return trip interesting if I can't loiter long enough to be pointing at Kerbin. I still have 452 Liquid and 552 Oxidizer, 91.1 Mono at 19.54t. I'm using BTSM & DR as my only mods. I'll edit with return status if, er um when I make it. Made it. Had the plane of orbit pointed at Kerbin and burned for a Periapsis and then corrected at appoapsis for re-entry. Didn't even skip and had 200 fuel left to burn to assure no skip. I like this flight profile. Hope this helps y'all.
  11. Put your mouse over the altimeter at the top center of the screen. It will move down exposing a 'recover vessel' button. Click it.
  12. An option to toggle symmetry from 'symmetry to craft' to 'symmetry to part' would be nice. Then when you put the lights on with symmetry they ring around that part rather than similar parts around the craft.
  13. Re-dloaded and installed KER and all is fine now. Not sure what it was. I think there was a small update but not sure. Works fine now though so not worried.
  14. I'm experiencing alot of lag spikes whenever KER re-calculates it's values. It's not keeping up real time anymore and when it catches up it's about 5 seconds of waiting. I also have Editor extensions, KAS, Kethane, Navyfish (docking assistant) and RCS Build Aid installed. Any ideas?
  15. I'm having trouble with KW & Engineer Redux. The Redux thread seems to think it's a result of KW not being updated to .23. something about 'calls' or some such. I know if I add a KW engine or part onto my ship Redux loses all data. Sounds like an incompatability issue at least. I really like KW Rocketry but need Redux for the math. Looking forward to future compatability.
  16. Sometimes I've had this happen when the ship is off axis to how the camera wishes to view the Kerbal on EVA. It will seem to twist him around to match the camera angle and possibly clip him into something and send him spinning. One time I had this happen and the Kerbal was put into rag doll mode and R would not work. He finally came out of rag doll and I got him back to the ships but it was kinda close.
  17. It's my understanding that copying a copied part/assembly will cause the editor to bug out horribly and often result in the "whacked on the pad" syndrome of parts attached off axis etc. If I'm using sub assemblies I make that using all original parts, with no copies and then make all copies off of that one. I've had very good luck with that so far.
  18. You have to have a connection node open on the primary part. That's the first part you clicked on to start the assembly. I just ran into this issue on a lander as I wanted a docking port on top of the can. I left the docking port off and put it onto the lift vehicle saving the lander w/o the docking port as a sub-assembly. Put the docking port under the xfer vehicle and loaded up the lander and it attached to the docking port just fine. Or it could be as he said above. Speriment and see which works.
  19. Technically no. Because you see E=MC^2. So the energy in the fuel is equivalent to the MASS of the fuel times the speed of light. 0 Mass = 0 energy. It would just sit there being smug. Even at 100% energy use with 0 loss, which, IIRC, is theoretically impossible. [Edit]: Should've read the whole post first. Oh well.
  20. The original 3 will re-spawn after a time IIRC. Not sure if deadly reentry changes that or not but I do not think it does.
  21. One can throw a stone further with use of a sling to impart more kinetic energy than simply by throwing. That's why you gravity turn. Going straight up is throwing, gravity turning and orbiting is using Kerbin's gravity as your sling.* *all standard disclaimers apply but I think this is a reasonably accurate simplification.
  22. I suggest a 4th option: "It's in early development so there's no point in being over critical so early. If I want to get aero stuff for doing flying stuff I'll use those points on those branches". or somesuch.
  23. It's his inability to hold on under the G load of deceleration from the atmospheric effects on the ship. I tried to take an EVA reading on re-entry and the Kerbal landed long before the ship did. Apparently they are rather aerodynamically shaped.
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