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annallia

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Everything posted by annallia

  1. Got myself into the game. Was looking for something to play and I had remembered a long long time ago I had some sort of space shuttle game. Could take off, fly around in space, and land but I couldn't remember the name. Did a quick google search for space simulators and got a few games, ksp looked like the best of the bunch so I gave the demo a try and instantly decided I wanted the game, despite my first shuttle going kaploey because I had no clue what I was doing at all.
  2. I had the same problem with my station... Not sure how I screwed that up I swear I inverted them! Either way, there was a time where there were two of these ports floating in space along side my station... Fortunately I had the regular clampotrons underneath them (It was a aesthetic thing) so I am still able to use the ports, just have to slightly redesign my tankers...
  3. Thank you Apollo. The posts you linked me too were horribly confusing to me, but I managed to figure it out thanks to them and have my ship undocked and floating away from my station.
  4. What makes you so sure that he didn't read it, and thinks they already can do it? I was pretty sure they could do it as well, have done it a few times myself but cannot be certain the batteries in the craft were dead as I was eva at the time but they should have been. That said, if they can't do it I would love to see them be able to do it. I would also love to see kerbals be able to do things like replace panels when they get damaged, or take apart a ship and put certain parts on a new ship (like take the unbroken panels from a crashed ship and put them on a new one)
  5. True, though something tells me that "P.S. I ate all the snacks" means the same in english as it does in Kerbal.
  6. Super station being more of a pain than a joy... Got my station built, got my fuel modules in orbit, snagged one of them with my tug and took it to the station and successfully docked it. Now the problem is my tug cannot undock from the fuel module. I right click the docking port on the fuel module, it gives me the option to undock, control from here, and disable crossfeed. I keep hitting undock but nothing happens. If I use the port on the tug itself it only gives me the option to control from here.
  7. I am working under the assumption that Kerbals speak english. This is because the IVA notes are in english. Not just the hitchhiker pod either, the PPD-12 or whatever module has a note from either Bill or Bob (It is signed B Kerman). The note is in english saying he ate all the snacks. There was something else too but I forget what it was. That and since you brought up chatterer there are words in there that are in english... May not make much sense in their usage but they are clearly english words (Jeb keeps screaming where are the waffles at me...)
  8. Me too! Even though I agree with the devs.... I actually have another word for it given that a full third of my missions to it have ended in disaster but I don't think I would be allowed to repeat it here....
  9. That was my problem. I tried starting over on a new save, tried going stock on only. But it was always the same. 1st launch Jeb becomes first kerbal in space. 2nd launch Bill becomes first Kerbal to walk on the Mun.... In the end I came up with my own way to keep myself interested. Worked out my own version of career mode. I get to run my space program as I see fit, but gave myself annual budget constraints nickle and diming myself in every way I could think of. Hell I even charge myself for fuel on top of the cost of the tanks... and pay my kerbals!
  10. Are you on .20.2 or .21.1? I only ask because in .20.2 I had an issue where sometimes my ships would for no reason be disabled, they act exactly like they would when there was no electricity despite having a charge. Usually going to space cent and back to the ship fixed it, sometimes just waiting a minute or two fixed it as well.
  11. Indeed it is. I used to use those tanks, always seemed like a chore to get them into orbit. I think it is because I find it silly having to use 6 of those orange tanks to have enough fuel/engines to get 1 full one into orbit
  12. My standard issue tug, this is it in 0.20.2 it has been updated slightly, more fuel, less monopropellant using the new radial tanks I also ditched the 3 nuke engines in the center.
  13. I checked my 0.20.2 install and they didn't have it there either... I too don't remember them ever having the little bubble.
  14. It is an easy enough build, and all stock. Rockomax Brand adapter 02 Place the first RTG in the middle, take another adapter and put it on top (after hitting W twice to invert it) then do the rest of your RTG's inside. You can do all the RTG's before closing it as well but I find it difficult to get the top to snap into place just right if I do. I have also considered a MK II version of this which will use the 1x1 structural panels along the gap between the adapters to close it in entirely. Either that or placing a bunch of lights in the middle to make it light up I haven't decided yet. Since I made another post here I will update... Got my fuel tank into 80k orbit (well 80,302 - 78,977) On the pad, needed 12 of the support tower things to hold it up, started with 6, but it collapsed so I just doubled it and threw it against the wall. I had to manage the core stage engine shutting it down and back on to prevent overheats, if I left it off the rocket didn't have enough lift. So I would shut down until it cooled, restart it and shut it down again... That is until booster separation. After that it was ok. Didn't get booster stage separation but here is the core stage separation: And because I was afraid it would be top heavy in the gravity turn if I left the fuel tank full I let it feed the core stage. This however left enough fuel in the core stage tanks to refill the tank + 1400 units left which will be used to refill the tanks on my tug before I de-orbit it. Refueling done, final separation in progress:
  15. Woot its in orbit, well one of them are I went in a hair over budget so I have some deciding to do on where to go next... That said I took your suggestion Johnno and said to hell with the asparagus go for raw power! On the pad, needed 12 of the support tower things to hold it up, started with 6, but it collapsed so I just doubled it and threw it against the wall. I had to manage the core stage engine shutting it down and back on to prevent overheats, if I left it off the rocket didn't have enough lift. So I would shut down until it cooled, restart it and shut it down again... That is until booster separation. After that it was ok. Didn't get booster stage separation but here is the core stage separation: And because I was afraid it would be top heavy in the gravity turn if I left the fuel tank full I let it feed the core stage. This however left enough fuel in the core stage tanks to refill the tank + 1400 units left which will be used to refill the tanks on my tug before I de-orbit it. Refueling done, final separation in progress:
  16. Refueling is the easy part, you have to learn docking to do it though, that is the difficult portion of it. All you do to refuel is hold down alt and right click on the tank you want to fill and the tank you want to take it from. Then on the tank you want to transfer fuel into select "in" for the fuel and oxidizer and watch it transfer.
  17. That may work Johnno, though that would make me push back the time frame on making the station operational, or force me to redesign the crew delivery rocket to do it in less launches (which isn't a horrible idea). Given that I am using NovaPunch mod I have access to stronger engines than mainsails and could probably build it with less engines for the same TWR which would mean less fuel being used and let me take out an odd tank here and there... As to my budget, it is cost of parts + imagined cost for R&D (I use a RNG but it ranges from 20-50% of the whole) + cost of fuel. That is for new rockets, if using a previously designed rocket it is cost of parts + building cost (included in the R&D) which is again generated from an RNG at 5-10% + cost of fuel. There are other incidentals that I add in after launch. Such as if the stages crash rather than land there is a cleanup fee and whatnot. Fortunately I gave myself a fairly large budget but this station is eating most of it...
  18. Honestly the easiest way (and way I did it the first time) was to use the stock rover + sky crane. Build a ship capable of reaching duna, slap the stock rover on top of it (use a stack decoupler between the two). Control the ship from your rover, try to land the ship, when it gets near landing (right after suicide burn) hit the stage for the separator and land your rover while your ship blows up. Alternatively you could actually land the ship and use the skycrane that is on the rover... I found this away to be easier. That said, if I could see your rover I could probably build a launch vehicle for it.
  19. I created my own version of career mode. Gave myself a maximum annual budget which includes salaries for my kerbals (and death benefits for the ones who die) and even give them raises depending on their missions. Also created this: And the power core for said station (located just above the hitchhiker cans) 9 RTG's put into a single core... Hope those kerbals living in the hitchhikers don't want to have kids...: And though I haven't gotten it into space yet, I re-designed the fuel modules for the station: 150 tons, 14k fuel stored. Station will have 2 of these on it.
  20. I know it is eye candy. But I made my own mission. To build a super station capable of housing its crew (10 kerbals) and storing fuel for interplanetary missions to come. As I overengineer things as a habit the budget is killing me, the easiest way for me to meet that part of the goal is to minimize the launches. I have 3 launches left on my heavy lifters before I break the bank which means I cannot really launch these empty (maybe partially) or I break the budget. My heavy lifters though redesigned to be more efficient still cost a fortune to launch, however I managed to get that whole rig up there with only 3 launches already.
  21. Yes I know struts... struts, struts, and why not a few more struts. I will strut the hell out of it, that is for sure. That said emptying it/using the fuel is not an option I am hoping for. I could easily bleed off the fuel in the tanks (that will take a while...) but I would rather not, trying to finish this station with as few missions as possible. This requires full tanks to be launched for fueling so I don't have to launch a refueler (would take a hair more than 4 orange tanks to fill this beast!). And really the important part is the tug that has to dock it... My current tug cant do it it would be too unweildy even in space, getting it to orbit isn't the hardest part.
  22. Havent read it all, so forgive me if someone said this already. But couldn't they limit the gravitational pulls of these systems? Make the suns pull rest a reasonable distance outside the orbit of Jool/Eeloo with a void of gravitational pulls (again reasonable distance but should be able to be covered in 10-15 minutes of max time warp) where there a new system can begin?
  23. This is one of two fuel modules I want on my station. I had originally had a different (somewhat smaller) design in mind but due to a screw up in the stations construction and my not wanting to run two more flights just to fix it, or one more but require me to de-orbit part of the station and rebuild it... I redesigned the fuel tanks. Plus I like the new design. All in all it weights 150 tons and holds 13,032 fuel. My problem is it will be awkward to lift it due to the new design. I need 2 of them (separate launches are ok by me) and they have to go where the poorly drawn arrows point here:
  24. My thoughts exactly. The only time I use RCS only is on probes intending to be de-orbited (granted they are dropped by a ship which used Ion/Nuke engines to get there) or for escape pods on my station...
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