Steve-S
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Everything posted by Steve-S
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I'm guessing that either the radial decouplers are in the same stage as the linline's or you need to strut the outer oranges to the central stack on top of the inline decouplers. Not sure why they would be sheering off unless the lower tanks are helping to support them and then once that additional support is gone...... Struts really are your friend.
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Rocket losing control
Steve-S replied to UnthinkableThinker's topic in KSP1 Gameplay Questions and Tutorials
One thing I see right off is the outer most orange tanks are the only ones with gimbeling motors. Once you drop those what is in control of the crafts heading? Is it enough? I usually turn off gimbles on the outer most engines and leave it on only on the center one. I've read, and found, that works well. -
WooHoo. Got it into orbit on the 1s.... 2nd try. Do NOT leave the outer gimbals active nor activate them in flight. Trust me. It was drifting off a bit South and tried to use the gimbals to bring it back inline. Wrong. Put it into an 80x80 orbit with about 260/350 fuel left in the center bottom bit to xfer back to the top outer 3. Not sure if what's left is enough to get to Minmus and land or not but I'm betting it is. 12 Nukes should do that well enough. Anyways, Thanks again for the help.
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Derp. Thanks for pointing out the obvious for me Depth. I was obviously out of my depth. That will eliminate 3 Radial Decouplers and 6 Sepratrons. 9 fewer parts might keep it from crashing when I try to put it on The Pad.
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I'm trying to manage some odd fuel routing. I've replicated a kethane miner I saw in the Kethane miner thread and am building a stack underneath it. I'm trying to use the fuel from the 3 outer tanks on top while not emptying the center top tank (which feeds to each of the 3 outer top tanks) at the same time. I'm not sure this will work as I think it will drain the center tank and then the outer two. I suppose I could pop the stack separators when the outer tanks are at 1/3 or would I be better using all the fuel up top 1st and then re-fueling with anything left in the center bottom tank through transfer? Wondering if this is an exercise in futility. Thoughts?
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New Mun station wants to spin on its own?
Steve-S replied to FluffyBob's topic in KSP1 Gameplay Questions and Tutorials
When I had this problem it turned out to be a game controller that was interfering with the game. -
Uncontrolled spin in orbit with MechJeb 2.0.
Steve-S replied to Steve-S's topic in KSP1 Gameplay Questions and Tutorials
Awesome. Checked the trim, had not used it so didn't think of it, and it was maxed on all 3 axis. Thanks Trey. You're the Man. Edit: Found the cause. I had assigned a joystick to some functions. It had miss-identified the joystick but the axis worked. That joystick was unplugged but the other one, that it used as identifier, was still plugged in. As it's a set of pedals the values were at min. and seemed to set trim on all axis when MechJeb was re-installed. Had to re-trim and then the trim was re-maxed. No mas joystick with KSP until the routines can tell one joystick from another. Not swapping multiple controllers every time I switch games. -
I put a Munar lander into orbit around Kerbin at 150K to dock with my fueling station. I was using MechJeb to dock but needed to do something else. I turned off the autopilot and logged out, got done what I needed to do, logged back in. When I go to my lander in orbit it's spinning horrible. Could not stop the spin easily. Turned off reaction wheels, turned off SAS and got it stopped with RCS and it started up again w/o torque, w/o SAS and w/o RCS. Tried to use Smart A.S.S. to stop the rotation but no joy. Time accel does stop it but it starts back up again instantly. I'm using Mech Jeb 2.0. Not sure what's going on or how to fix it.
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I finally managed to build a fueling station that could carry a sizable amount of fuel to a 150K orbit. Thought I'd share it. Reasonable sure it could be done more gracefully and I needed to use MechJeb to fly it for me. I'm having an odd issue with two of the stages that are, sorta, asparagus staged. I have 4 tanks feeding into 4 other tanks. 1 empties 1st and the craft does an odd loop. I sorta caught it the 2nd time and shut of the engines and manually staged that one and only wobbled some. Any ideas why 1 out of 4 is emptying just a tiny bit faster? Is MechJeb possible altering throttle differently on each engine to correct for off balance? Dunno. Anyway I had to xfer some fuel to the last stage to finish the orbit but still put 4 full orange tanks and 1 almost full orange tank into 150k orbit. 5 docking ports, lots of RCS fuel, tons of battery and 4 gigantor arrays. Now let's see if I can add an image & the craft file. :-) https://dl.dropboxusercontent.com/u/44910027/Fuel%20me%20up%2C%20Buttercup.jpg https://dl.dropboxusercontent.com/u/44910027/Fuel%20Me%20Up%2C%20Buttercup!.craft Hope that works. I do not see any img or link buttons.
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The station does not go, I already have a space hotel orbiting Mun. I'm not sure if the RCS alone will be enough on Mun but I'll see when I get there. If not I can always lay it down and detach the rover that way. I'm guessing it might just drop off a side when I un-dock it anyway. I thought about putting the rover on the bottom but couldn't wrap my head around that design for some reason. I wanted to have a separate ascent stage also but couldn't get my head around that either (slow brain week). Really like your setup SkyRender. Looks cool. Off to work (sure is getting in the way of my space program). :-)
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Here's my stuff in orbit at the 'KerbaN International Space Station And Shuttle Service' (were not doing an acronym on this one publicly). Still have to send up a tanker to refuel the transfer vehicle. then undock the lander & rover combo and dock them to the transfer vehicle. I'm guessing I'll have enough fuel to make it at least twice. Maybe. Going to be fun with all 3 docked on single standard ports. I'm planning on landing the lander with the rover on top and then using the RCS to set the lander down on the surface. Should work right? Sorry if this is the wrong place for this. Didn't see a better one.
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How I got borderless windowed mode working on my setup.
Steve-S replied to anarchistdalek's topic in KSP1 Tutorials
Werked fore mi. Thanks. :-) -
Granted, You have a Ferrari but it's a Hot Wheels. I wish my car would stop breaking.
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Awesomesauce with a light. Thanks. :-)
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CPU Performance Database
Steve-S replied to DMagic's topic in KSP1 Suggestions & Development Discussion
I had not separated the adapter. Had to EVA a chap over to handle a few things then got the docking to work fine. I was reasonably sure I would not make Mun so just did an orbital docking around Kerban and then re-entered. Landed the lander, IIRC, 5 or 6 Klicks from the spaceport. Not so close with the capsule. :-) What flight profile did you use to get to the Mun? I turned 45* on 090 at about 10K and circularized at about 100k. Had only the poodle's on the CMM & MLM at that point and was looking at a long burn. Actually I had a small amount of the previous stage left, I remember now, but it was not enough to get to Mun on it's own and I was concerned I would not be able to get back. -
CPU Performance Database
Steve-S replied to DMagic's topic in KSP1 Suggestions & Development Discussion
Most likely I did something wrong on trying to get the lander's docking port available. I did get the adapter to release but could not get any option to open the docking port on the lander. I'm going to try again with a turn & 10K and see what happens. Most likely I missed something as I've not done a docking yet. I've only had one successful rendezvous and then simply pushed him back into re-entry. -
CPU Performance Database
Steve-S replied to DMagic's topic in KSP1 Suggestions & Development Discussion
Wow. Took quite a bit to get this done. Had to re-install KSP a few times and lose the extra installs of .20 and .21.0. Then had to use the patcher to fix some stuff so all the pieces would render. Odd. Anyway. Here's my data set in zip file. https://dl.dropboxusercontent.com/u/44910027/KSP%202013-08-01%2020-47-52-57%20fps.zipx Hopefully you can right click on that. I entered it into Open Office and got a graph. Now just trying to figure out an easy way to insert it. I think that worked. I'm running an Intel Core2 Quad Q8400 @ 2.66GHz (not overclocked). I have 4 Gigs of ram. Win7 32bit. ATI Radeon HD 5700 Series Graphics Card running a triple monitor setup. KSP was only on the center monitor and was running in a window. My monitors are at 1440x900. Hope this helps. Steve PS. How do I dock with the lander? I touched but did not dock. I had already EVA'd a kerbal over (he went down with the ship) but could not get anything but a bump. -
WooHoo. Got one of my Kerbals home and brought his rescuer home as well. Man orbital rendezvous is a (hard thing to do). :-) Now I only have 2 in nearly circular orbits to rescue. Figured I should get these guys down before going to 21.1 just in case the save file does not convert well.
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I'm Steve and am new to KSP. I saw it and had to have it. I did a few successful sub orbital hops and kept making the rockets bigger until I could get to orbit (did not know about struts so they were kinda wobbly and a few were, urm, exciting for the news crews (spectators have stopped coming to the Cape and now prefer to watch at home. Most are safe there {fill it with water and it's a really deep swimming pool}). Anyway. First flight with a ship that was strong enough to get to orbit and I Kerbal'ed the launch. Turned 270 for some reason (I use a wireless keyboard so maybe there was some interference from the cell phone, yea, that's it). Decided to burn the rest of the fuel w/o watching the map screen (was sure I would not have enough to make a stable orbit) and turns out I had more than I thought. Rather elliptical that orbit. Appears to Periapsis at about 64.6k and Apoapsis at about 300k or so iirc (might be 150(ish)k or so). Have made a few efforts to save our brave pilot but had not met with any success. Quite the opposite actually. I now have 2 more Kerbals stuck in a 3 person capsule in a much more circular orbit and 4 have been 're-assigned' as 'advisers' at a top secret research facility. Finally decided to try the Kerbal X rocket and have now, almost, matched the orbit of the more stable craft. I did not re-config the ship with landing feet as catch net or Retro packs as, iirc, Mr Manley did in his YouTube vid. I'm thinking I can either nudge it a few times (yea, right) or position above and fire the rocket to push it down to re-enter. How far away should I be to not destroy it with my exhaust? Should I chalk that flight up to experience and mod the ship for a better shot? You make the call. LOL Glad to be here. Steve-S PS. Any multiplayer plans for near or far future?