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Everything posted by Biker Joe
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Thanks I'll give that a go, if not I'll use the crane, need to collect it with the crane anyway to attach it to the base... EDIT: I righted it fine and brought over the crane and hooked it up no bother, went to atttach it to the main module, must have done something wrong cos the module disappeared and in doing so the Kerbal that was in it... RIP Milton.
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Help attaching winch to rover
Biker Joe replied to Biker Joe's topic in KSP1 Gameplay Questions and Tutorials
Ah ok thank you! I might just send up a second crane and decomission the first one cos the magnetic clamps are gone too! -
My Mun crane flipped over and I want to attach the cranes winch to a rover to try and pull it right side up but I can't seem to attach it, can someone help me out? You can see what I'm trying to do in the pic, solutions?
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Things are starting to go a little pear-shaped! I got impatient and besides trying to figure out how to send the tunnel section to the Mun I built the section its going to connect to the base a "tri-module". Sent it up into Kerbins orbit no problems and did a burn to the Mun, everything was fine until I tried landing it on the surface, I rely too much on MechJeb I think and just got it into a nice orbit around the Mun and turned on the landing guidance, I entered a pre-determined point only 2oo metres or so from the base and all was going fine until the final landng sequence where it kind of hovers over the surface and prepares to land, the thing went ape and started flying around on its side skimming the surface! Finaly came to rest on its side... So I figured I could either load up before I tried landing or try and fix this... I sent the crane to try and rectify the situation but its very top heavy and ended up rolling over;.;! But besides admitting defeat I decided I'd try and right it using the rover I have to get the 3 Kerbals at the now unused base! Am I mad?
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So the crane made it successfully to the Mun and is no waiting to the first of the tunnel sections to arrive so it can start getting to work! Also I landed a rover to pick up the 3 kerbals already on the mun waiting... Unfortunately in my haste to get it to the 3 stranded Kerbals it flipped and as I forgot to quicksave I'm gonna have to do it all again!
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Just a quick update... I built a crane system this morning and it's currently on it's way to the Mun, once it's there I'm hoping to use it to collect the other base parts when they land and use it to build up base!
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Part snap rotation in VAB
Biker Joe replied to Biker Joe's topic in KSP1 Gameplay Questions and Tutorials
So can it be changed? I can't make what I want in the VAB, so I use the SPH to make it then save it in the subassemblies but when I do that it safe the attachment points wrong... -
Hello all, I have a problem with the rotation of the parts in the VAB, I'm trying to make a sky-crane setup but the rotation of the multi-snap is giving me problems, I want it like a 4 pronged type thing around the section but this is what it's doing instead: It seems to me that the rotation plane is wrong, can I change this? Thanks Joe
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Successfully testing the docking procedure, was planning on using a underneath docking rover but that turned out to be quite hard and ended up using the crane system that I have instead. Next step is to send a crane to the Mun followed by a few tunnel sections!
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So here is my tunnel module at KSC during testing... Next thing is to send it to the mun! I've also come up with sort of transport rover for the modules but it's too big looks cool though! Also I realised that I already have 3 Kerbals on the Mun in a lander waiting to be picked up, so I made this! Unfortunately it's too big and awkward so I'm gonna have to build another, smaller, version!
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So I re-designed my Mun Base and thanks to the thread hyperlinked in the above post came up with a few ideas, Made up a centre section and sent it on its way! Successfully landed it on the surface of the Mun, now waiting it's first module and the crane to put it all together!
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This is now the standard for me building my base on the mun! excellent post!
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Put my Mun base in Orbit ready to send it to the Mun!
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Well after a few modification to the rocket I got it into orbit around Kerbin... Next task is to set a course for the Mun and try and land it! Kind of ran out of fuel doing the burn to get out of Kerbin's SOI and since then I have seen this thread: http://forum.kerbalspaceprogram.com/threads/48876-The-art-of-modular-base-building So I am ditching my current plan and going back to the modular one!
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My mission to the Mun was quite bad! First off I sent a lander to the Mun with 2 Kerbals in it, had a fairly rough landing and this was the result... So I sent them up a rover just to pass the time... Which eventually (after a 42km drive across the Munar surface) got to the 2 stranded Kerbals... I decided to bring them home and built a rescue craft with a lander can stuck on it and using 1 kerbal to fly it, could fit 3 I thought, happy days! but I was wrong, that lander can only fits 1, only realised my mistake AFTER I landed on the Mun! (*facepalm*) So I sent a bigger ship to the Mun to rescue everyone and bring them back but ran out of fuel getting back into Kerbin's SOI and was left in an elliptical orbit... so I sent up a transport craft to get the Kerbals and bring them home... I think it was all a bit much for Harcan piloting the Transport craft! I'll admit MechJeb came in very handy here and I used it to get relatively close to the ship with the Kerbals on it, and one by one they did an EVA to the Transport craft, took a while but I got them all home safely!
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Sounds good I'll look into getting that! Here is a pic of the station during testing at KSC
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I'm going to have to re-design the rockets to get it into orbit! they're struggling badly and all sorts of things are going wrong! Ideas?
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First time I got to the Mun was all stock parts and no MechJeb, now I use Mechjeb to land the parts just to make sure they are all close together! Trust me don't use MechJeb, the satisfaction of landing on the Mun is immense!
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That actually looks pretty cool! My first idea was to build totally modular, with rovers making up the living sections similar to your rovers, but matching the docking port heights was turning out to be much harder than I thought so I dropped that idea and went with the one I'm currently using! I'm currently in the process of mounting a big ass rocket to the base of the station and a sky crane system so I can land it!
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Hey all, So I decided to build a base station and land it on the Mun... first of all I know loads of people have probably done this but its a big deal for me! This is going to be an on-going mission, I'll post updates as frequently as I can! In designing my Mun base I had 2 options... 1) Land a small centre section first and build it up using modules 2) Design and build a smaller but still big station complete and use a great big rocket to send it to the Mun! I went with a kind of hybrid design, a big main station but I'm going to have docking ports n it so if I ever want to build on to it I can... Here is a pic of what I have so far... I'm torn whether to put docking ports on the side of the each module or at the ends? Opinions???
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Thanks to everyone for their input/ideas! I've come up with a design, stay tuned to find out if it works!!!
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Landed the main section of my Mun base, now must try and figure out how to build the other sections!
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Going to the Mun and back! in sandbox mode! After going back to Career mode for a bit now and haven't gone to the Mun yet
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How do you program in abort procedures? if things start going wrong I just cut the fuel and jettison everything!
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R.I.P. Jeb... a sad day! When I lost Philton I vowed never to lose another Kerbal again! and hence I use quicksave/revert a lot!