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Sisyphus

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Everything posted by Sisyphus

  1. Howdy. I've been seeing lots of pics which have trees and grass and lots of terrain details - but I don't see this in my game... How do you enable this?
  2. hmm, so far i've been fairly simple. No cheats - only save in stable orbit/on ground. 1 Kerbin day between launches (6 hours) All Kerbals get a 24 hour rest between flights. only infomational mods allowed. No Kerbal left behind.
  3. thanks. Tug picked up its fuel and the Munar lander - and brought them back to the Mün Worked perfectly!
  4. yeah.. moving the manuver node around never seems to result in an intercept
  5. Howdy - I have a question that stumping me. I think this is a similar calculation to planetary insertions, just on a smaller scale I have my tug at a 200km orbit around Kerbin. It has 400dV left. I have my fuel drop orbit at a 77 km orbit around kerbin. Both are on aligned orbits, and I'm trying to work out when to make the orbital change - but I cant make the closest intersect anything less than a 100+km... I think i will have to wait for a few orbits before everything aligns - but how do I work out how much time to wait?
  6. Johnno - found it - Difficulty - "MissingCrewsRespawn = True" change that to false
  7. Kasuha - thats the issue - SIlver guy moved from the "Lost" to available...
  8. oh, how do you do that? (and how do you set kerbans as "dead"?)
  9. Smunisto!! thanks you! Worked a charm I had no idea you could do that!
  10. What gives? I just had my first "accident" with a non-orange kerbal... and I thought he would be gone/dead.. A few missions later I check the astronaut complex - and there he is, available! colour me confused...
  11. Just a quick question - where did you put this on the Tech Tree? FOr some reason I can see the item in VAB, but its greyed out so I cant select it.... (havn't researched everything yet - so not sure where it comes from.
  12. Started a new Career mode. Rules - Kerbal must have a day (6hour) rest between flight. Result of the morning...
  13. Thanks MadHorse New Save- Jebediah opening the new 'MadHorse' Recruitment Center "Come experience life as a Kerbonaut!"
  14. I am not so sure how much you can do - but I have a far out request I want to have a flag for the "Kerbal Expeditionary Force" - which would have a Kerbalised version of this image: (or something like it) maybe have K.E.F. somewhere on the flag - but not required
  15. Yes. I had clicked undock while the legs were down, and the crawler was blocked by the hab landing legs... I tried again - on the second one it came out easily - I believe you need to be a bit careful on alignment when picking up the modules ...
  16. Having a little problem - trying to assemble a base just at KSC - i launch a crawler and get it off the pad - then launch the top of a habitation module and get its gear down. So far so good Drive the crawler back on the pad and connected to the hab module - and (carefully) drive down and away (to near the VAB.) Then comes the fun part - I can't drive away from underneath the hab module - the leanding gear wont let me drive away. Should I be putting some other modules first? Or does this just not work in high grav situations?
  17. Howdy. So I just started and have managed to get some unmanned stuff into orbit - but silly me forgot batteries, and they are now "dead in the water". I have built another craft to go up and grab and de-orbit those bits of debris... but I can work out how to see them in map mode to try to redezvous... I can see the debris at the tracking station, and they are in lovely stable 75k orbits... but when i go to launch I cant find them to set as target Any ideas?
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