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Dogface

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Everything posted by Dogface

  1. If I may ask, was there a reason for the inclined orbit? I have put a number of satellites into inclined orbits, to simulate weather or spy satellites. The inclined orbit provides larger ground coverage. Why does one have to launch on the node?
  2. What do you guys mean by "copy"? Is there a copy/paste feature in KSP I have been missing? Are you referring to manually duplicating or creating sub-assemblies?
  3. WOW, that is an amazing piece of construction. Post a pic, when it gets to space. Why not make the docking ports flush, so when you get them to space, you can create a long cylinder?
  4. Q: after you hit "R" to turn on RCS, do you have to hit a direction key to get it working (as you do to get walking started, from a laying position)? and for people who dont know... F5 = Quicksave F9 = load quicksave file
  5. ^^This. I find an empty stage requires very little Dv to deorbit. Also, one of my projects was a debris scoop. I rendezvous with a debris item, open the Scoop arms (lander legs), get in front (prograde) of the debris, burn retrograde until Pe is zero. Then I move clear of debris, turn the Scoop around and burn prograde until I have a stable orbit. I can deorbit two debris before I have to refuel.
  6. When this happens to me, I use a workaround: - flip the ship to the desired symmetry orientation - attach a temporary strut on the ship (I usually use a Modular Girder Segment) - to this temporary strut, attach the part you wish to attach symmetrically to (Modular Girder Adapter in your pic) - attach the symmetry part (Modular Girder Segment in your pic). If you did the steps right, it should attach the way you want. Then remove this assembly, delete the temporary strut, and return the ship to original orientation. You can now attach the assembly where you wanted it to go in the first place. ta-da
  7. I have also found this to be the case. And if you were to have a hundred ships in space (and 300 debris), you wouldn't want the program to be calculating all their headings. It would slow the game down, not something youd want while youre trying fly a ship.
  8. I redo missions. I am redoing my first kerbaled Duna mission now. It's worth it, so much better design. the new design brings a rover and leaves the hab-pod on Duna (was returning with it, doy). I would NOT redo a mission if it meant I had to redo other missions tho.
  9. Here is a calculator for the next launch window for any given planet. And the departure angle. Interactive illustrated interplanetary guide and calculator for KSP http://ksp.olex.biz/
  10. Has anyone flown an airplane on Jool? If so, I would like to see pictures. pictures or it didnt happen.
  11. I had watched all the youtube tutorials too (including Manley's). But you need to find the one that makes sense to you. The link below is the tutorial that finally got me to understand rendezvous and docking. It is a very simple method and explanation. LOVE IT!! Absolute Beginner's Guide to Kerbal Space Program - Part 7 - How to Rendezvous and Dock here are some other good tutorials that didnt help me, but might help someone else: Orbital Rendezvous And Docking Tutorial For Kerbal Space Program 0.18 Scott Manley Kerbal Space Program : Docking Tutorial Part 1 Beginners AddMeGamers
  12. Workaround: Put a "placeholder" part (tri-symmetry on), just about the where I want the desired part to sit. With Angle Snap on, place the desired parts just under the placeholders, then remove the placeholder part.
  13. I had a similar problem in a completely different set of facts. And I never figured it out. So, I sympathize. I will say, in your case, when you light the second set of rockets you are completely changing the Center of Thrust. Which is probably contributing to the problem, whatever that may be. How many SAS/Reaction Wheels do you have on there and where? It looks like there is one between the two rocket clusters (and where the new CoT would be).
  14. My lander eventually came to a rest. But, I designed it with bouncing in mind, not a classic lander that sits up straight and pays attention. And the impacts are very light, so damage is rare if you design with bouncing in mind. You can switch back an forth between "surface" and "orbit" speed by clicking on the speed number.
  15. You should be using TT18-A Launch Stability Enhancer to hold the rocket steady during pre-launch. http://wiki.kerbalspaceprogram.com/wiki/TT18-A_Launch_Stability_Enhancer Yup, this is essentially what I do. The use of fins is a good idea. It looks like theyre lighter than the structural stuff I am using.
  16. It doesnt sound like youre doing anything wrong. Some parts dont go together, or dont allow attachment to all areas. structural panels are the best example of that.
  17. The chief developer, Felipe Falanghe (Harvester), wrote most of the sound track. Maybe he wrote that too.
  18. Interactive illustrated interplanetary guide and calculator for KSP http://ksp.olex.biz/
  19. I created a scoop, got behind the debris and deorbited it. the lander legs are mounted to a battery, and deploy in orbit, creating a scoop.
  20. That happened to me on my first return from the Mun. I launched a new recovery vehicle on the same orbital direction. It hasnt happened again. This is easy to correct when you first enter SOI. The two methods you mention might work but would be prohibitively expensive in delta V.
  21. for something that tall, put eight lander legs. I have landed bases that tall.
  22. try one nuclear engine. takes longer to do the burn, but its more efficient. maybe use a 2 stage lander? unless you are trying to get six kerbs to moho, you dont need two Mk12 command pods. less monopropellant, or practice docking more. that said, I am impressed you got that into orbit with full tanks!
  23. the Training part of the Career mode hasnt been fully implemented. once it is, this info will probably be more pertinent.
  24. dock with another ship, alt+RMB first one tank then the other, then click "IN" on the tank you want filled http://wiki.kerbalspaceprogram.com/wiki/Fuel_transfer#Flow.2C_transfer_and_crossfeed
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